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Vault of the Void News

Update #67: New Instability Mods, Bug Fixes, Steam Deck News & Android Beta!

Hello everyone! Thank you for all the kind words on the latest update, it's great to see so many of you enjoying the next specs and Challenge Coins! We’ve been hard at work here moving things forward, and today we’ve released a small update that includes a bunch of Quality of Life and Bug Fixes! It also has a few new things, including new Instablity Mods, and we've some exciting news regarding Android Beta!

I’ve listed things below for you all to take a look into!

[h2]New Instability Mods[/h2]
We’ve added 2 new Instability Modifiers to the game :) Unending Horde and Double Time are now available to add to your run -- one giving mobs less battle progress and the other scaling enemies slightly faster! Enjoy!

[h2]Steam Deck Verified Status[/h2]
We’ve undergone another round of changes here to help get us over the line for Steam Deck Verification status! We’ve submitted for another review and will keep you all updated! Thank you for your patience with this process.

[h2]Android Beta Opt-In[/h2]
I’m also pleased to announce that we are currently accepting invites to the Android Mobile Beta! If you’d like to get into things right away, please join the Discord and reach out, we’ll get you added right away! iOS is still on the way -- stay tuned!

Thanks everyone for the support as we continue to move things forward! Excited for the future, and I hope you’ve enjoyed the sales recently as well. More news to come as things continue with the new era of Vault!

I've also been hearing all of you who have asked for more ways to support the game, through DLC/Cosmetics etc. I have something very exciting in the works on that front as well, and will continue to spoil things quietly as we progress along. Stay tuned!

All for now!
Josh

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[h3]New Content[/h3]
  • New Instability: Unending Horde (8) (Enemies that show up in groups will give less Battle Progress on kill)
    • Tentative value
    • The battle still ends immediately if you wipe all the enemies, even if battle progress isn't filled to 100%
  • New Instability: Double Time (12) (Enemies scales twice as fast when you travel on the map)


[h3]Balance Changes[/h3]
  • Enemy scaling data tweaked: now AP increases every 6 tiles, down from 7, and there's an extra scaling tier for some enemies
  • Contemplate: Now reads "Delay Draw 1. (Overcharge 1.) Opener: Delay Draw 1."
  • Tea Leaves (Matron of Memories option) no longer reduces your Max HP
  • Corrupted Heart: Now Daughter Elite (previously Global Common artifact)
  • Subvert (Hidden Trickster starting spell): Now grant 8 Bleed on 0 or 1 Combo, instead of only 0 Combo
  • Shed: Now costs 2, up from 1
  • Barbed Gauntlets: reword to work with every card draw after 5th
  • Card Spikes: reword to work with every card draw after 5th

[h3]Bug Fixes / Quality of Life[/h3]
  • Vision now has a visual effects and sound, and vision cards now glow to indicate they're on top of the deck
  • Plan B: fix Block simulation
  • Bloody Ledger: now correctly works on enemy kill (non-suicide/flee)
  • Prayer Box: now ignore X cost cards
  • Spell Shield: now always work with Stew of Bad Memories
  • Foot Wraps: now correctly works with Desync cards, not only when breaking a chain
  • Fix Amplify can cause a crash when Insulator is active
  • Fix simulation with multiple instances of block
  • Tweaked effect order of several X cost cards (Body and Mind, Rolling Thunder, Retaliate)
  • Delay Draw will now always take effect regardless of hand size
  • Reduce screen flash after victory of a fight
  • Use LT/RT instead of LB/RB to change instability
  • In fight preparation, card/artifact reward will be auto selected when Blind Spot instability is active, instead of focusing on instability item and covering the screen

Update #66: New Specs, Challenge Coins and Balance Changes!

Hello everyone! Very excited today to present the latest update for Vault, this time, geared towards newer and older players alike! Throughout the last few months, Vault has undergone a massive transformation to broaden the audience, with mobile progress still underway (more on that soon!). However, I really wanted to spend some time with some awesome new content for our current long timers as well! The team have been hard at work, so let's dive into what we have.

[h3]New Spec for Each Class![/h3]
That's right! Now, when you head to the character select screen, you’ll have the option to choose a brand new spec! To unlock the spec, you’ll need to earn a 300k total score playing the first two specs -- wins or losses, they all count! Once unlocked, the new specs feature a collection of old cards and some new ones as well, all with their own focus area for players to enjoy!

I hope you all have a blast with these new specs, and enjoy some new synergies and fun that comes with it.



[h3]New Challenge Coins[/h3]
In addition to the exciting new specs, we also have 4 new Challenge Coins for you all to enjoy -- new ways to play the game, and some new Achievements to earn as well! I hope you enjoy them!

[h3]Balance Updates[/h3]
Lots of balance changes which have been queued up over the last few months -- thank you all for your feedback! Discord is the best place to join the discussion, and Dabor has been hosting daily Card and Artifact discussions which all help contribute to our process, alongside the game data! I’ve listed all these below for you to dive through.

[h3]Event Cardbacks[/h3]
In case you missed it, in the previous update, there was some amazing feedback from players that helped me understand some of the concerns around timed events. I appreciate so much that everyone could give feedback and suggestions in such a civil way, and it made me rethink the way these are served, based on the concerns. As I mentioned in the comments, the process we've implemented now is that if you miss these event cardbacks, they can now be purchased in the Unlocks screen, at just a slightly higher price than others. Both the Treasure Goblin and Chinese New Year card backs are now available for purchase for those who missed it! A great solution, thank you all so much for your feedback!



[h3]Mobile Testing[/h3]
We should have an announcement coming in the next few weeks about Mobile Testing. We’re getting a few tweaks and changes made, please join Discord to be the first to know how to get your hands on this awesome new way to play!

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As always, thank you so much for all the positive feedback and support for Vault. Every lovely comment and review helps fuel the team here to keep pushing. We're excited for Mobile, and we're also in the process of getting fully verified for Steam Deck as well. There's lots of new things on the horizon, and I hope you enjoy what we've prepared today!

All for now,
- Josh


[h3]New Content[/h3]
  • New Spec for Each Class: 8 new class stater Cards, 4 new starting Spells, and 2 new starting Zeal power for Tempest! Earn 300K void points using other specs of the class to unlock
  • 1 New Card: Mana Surge
  • 1 New Artifact: Fading Ember
  • 4 New Challenge Coins
  • Well of Stars: add two new Promises


[h3]Balance Updates[/h3]
  • Obscure Trench Bug: no longer add Beetle Stone to expel cards
  • Carrying Case: only works with non-Volatile cards
  • Recycling Bin: now Daughter only
  • Synthetic Stone: can only trigger its effect up to 4 times each turn
  • Cultist Ward: now Tempest only
  • Barbed Wand: now grant Vulnerable 2 to the highest HP enemy instead of random enemy
  • Squid Stance: is now Uncommon
  • Lick the Knife: now Clot 2 to Rebound
  • Surprise Attack: reduce damage to 7 (Weak) + 12 (after Vulnerable) from 9 + 14
  • Unleash Darkness: Discard to gain 2 Corruption only takes effect when player has 15 or less corruption, reduced from 20
  • Cursed Shield: AOE damage reduced to 2(3) from 3(4)
  • Plunge: Rework card. Now reads: Gain X Corruption. Block 2(3), X times. When played, if your Threat is over X times 2(3), Trigger +1.
  • Hold Firm: Minor rework to use similar wording as Plunge. Now reads: Block 11(15). Next card played will cost 1 more. When played, if your Threat is over 11(15), Trigger +1.
  • Aegis of Ifraem: Now reads: Gain 1 charge each time you play an Attack card. If you have 7 or more charges, playing a Block when you have 15 or more threat card will cause it to Trigger +1 and consume 7 charges. Max 21 charges.
  • Wrath: now cost 2 voids when embrace your sins in new runs


[h3]Bug Fixes / Quality of Life[/h3]
  • Reduce tooltip motion
  • Currently equipped potion will show tooltips when hovered with a controller
  • Cards, Artifacts, and Spells in Compendium will always show undiscovered tooltip, clarifying you should play a card or cast a spell to unlock it
  • Enemy tooltips will no longer cover battle progress but display on the side
  • In deck manager, save deck buttons will correctly show last saved time
  • Scoutlight will no longer turn on/off immune when a card is resolving
  • Simulation now works on block, delay block, and fortitude break
  • Fix effect of "killing an enemy" triggers when enemy suicide
  • Fix after using Route Planner, some map tiles would stop showing tooltips
  • Fix tooltip card positions when hovering on a card or artifact with more than 1 tooltip card
  • Fix "Balanced" keyword may not take effect in certain translations
  • Fix "When played" tip is spreading misleading information
  • Apply future strike when vulnerable will now correctly show yellow portion of enemy HP bar
  • Improve Zeal screen to show each Zeal power as "Zeal 3" "Zeal 5" instead of "Zeal 3/5". Compendium screen is unchanged
  • Reword Artifact and Spell undiscovered tooltip
  • Click on "New Deckback Unlock" popup now has visual effect to indicate cardback is equipped
  • Attempt to clarify Infecti passive: Infestation. Regardless how many of Infecti is alive, only one Infection card is added each turn, and each Infection draw only increase AP once
  • Limited time Deckbacks are available to be purchased from unlock
  • Playing a hexed card with Tempest now correctly checks Zeal powers when spending energy
  • Free promises in Well of Stars now have visual clues when player has Silver Medal to spend
  • Limit no longer spawns in Menagerie Challenge Coin runs (existing runs will work with Limit correctly capping Soultithe to 13)
  • Mute in background no longer cut music tracks in the middle
  • Steam achievement "Taking Home Some Hardware" (50 Challenge Coin Medals) now correctly tracks progress (after completing a challenge coin run)


Update #65: Chinese New Year Event + Linux Update

Hello everyone! Very exciting little content patch here. Fun little events like these are something I've been wanting to do for awhile, and I’m excited to finally have the time and resources to be able to achieve them!

[h3]Nian[/h3]
To celebrate Chinese New Year, Nian has managed to slip their way into Vault of the Void! A new, limited time Elite fight is available right now. Spawning on the second floor, you’ll have a chance to banish Nian and claim the Year of the Dragon deckback, as a trophy for your accomplishment!

Nian will exit Vault for this year on February 26th, and then this deckback will be gone for good!



Hopefully this is something you all enjoy! I have lots of plans for more of these throughout the year, so please let me know if it's something you’d like more of as well!

[h3]Edit: just an update to this, I wish to appologise to everyone with the whole "timed event" thing. I've noticed an error in the way this is presented, and appreciate all the great feedback in the comments. For those reading this now, all these "event" deck back will be placed in the Unlocks page to unlock with Void Points (earned in game, not real money!!) after the events have finished, just at a premium price tag. They will never disappear! Thanks everyone, and so sorry for that. Again, really appreciate the constructive feedback and happy to make a change there! [/h3]

[h3]Linux[/h3]
So as promised, we’ve been investigating the linux build options. Things we’re almost there before we hit a frustrating snag. The linux dev environment is all set up, and we’re able to build the game -- however a restriction in the engine which forces files to be all lowercase has really caused us some issues (only on linux). Obviously, we’ve been in production for sometime now, with our cross save functionality all up and running -- but everything is currently using our regular naming convention. Changing this at this stage isn’t as simple as we’d like, with chances to have file class and lost data.

However, we’ve reached out to Gamemaker to hopefully get an option to disable this check. It's the final issue before a full linux build -- but sadly right now it's out of our hands. If we can’t get a supported solution, we’ll step back and take another look and see what we can do. I’m very sorry for the hold up!

[h3]Bug Fixes[/h3]
Of course, we've been hard at work tending to all the reported bugs. Lots have been processed, heres some of the main ones though!
  • New Void Coins added by Counterfeit (Daughter Rare Artifact) will no longer discarded by Starcallers when they are just added to the deck
  • Playing a card that is made Balanced by Knave's Katar (Hidden Elite Artifact) and then Rebound will correctly consume combo when played again
  • When Sapphire Sloth (Enlightened Elite Artifact) applies Shii and kills an enemy at turn end, player will no longer be able to continue their turn
  • Crystal Lake Hand-me-down (Global Elite Artifact) should properly upgrade and add Red Void Stone to the first Heavy card played
  • Add Block and Heavy filters to Deck Management
  • Tweak controller scrolling in deck viewer, the cursor will no longer jump around and skip cards
  • Tweak layouts of several event screens to prevent text overlap with item bar
  • Fix Future Strike display on enemy HP bar when enemy has fortitude
  • Fix Spells in Spell Child can be purchased multiple times by re-entering the event
  • Fix some cards may show "Undiscovered" tooltips incorrectly when the settings is on
  • Fix Infecti "Heal" inconsistent numbers when increasing their Max HP
  • Add missing controller glyphs


All for now,
- Josh

Update #64: Steam Demo + Mac OS Support

Hello everyone -- I hope you’re all enjoying 2.0!

Today marks the start of our commitment to the future of Vault of the Void! We’re well underway right now with mobile testing, and all is going very well. We’ve also started on some prototypes for the next class, and a special ingame event to come soon -- can’t wait to share more on that!

[h3]MacOS Support![/h3]
However, I’m pleased today to announce that Vault of the Void is available on Mac! You can now enjoy playing Vault on your Mac, and also have full access to Steam Cloud Save! So far reports have been good, but there are a few technical things we’re trying to work through. Firstly, I'm happy to say we got Retina display support working! However we still have an annoying issue where, on MacBooks with the notch, we currently can’t detect this, and therefore full screen gets pushed down a little. We are doing what we can to resolve this, but window mode works perfectly fine for now.

Also, we’re looking into alternatives for the fact that some users have CTRL + Left click setup as their touchpad “right click”, alongside some improvements to touchpad in general, to avoid cards getting “stuck”. We’ll continue to improve and progress things on this front over the next few weeks. Until then, please feel free to reach out on the Discord or Steam Forums if you encounter any issues!

[h3]Demo Version [/h3]
Also in big news today, Vault of the Void now has a FREE to play Demo version available. If you’ve ever been interested in trying Vault, or perhaps have a friend that would like to try Vault but hasn’t, this could be for them!

I wanted to err on the side of being more generous with the Demo -- for that reason, the Demo version allows you to play the Hidden (the first class), as MUCH AS YOU LIKE! That's right, you’re free to climb all the way to I+50 if you like with the Hidden, no catch! To play the other classes, purchase cosmetics, play Daily Draft or Challenge Coins, you’ll need to own the full version however. I hope that feels fair for a Demo, and you’ll be able to continue your progress when you upgrade to the full version!

Some more exciting news hopefully coming later this week, then stay tuned for more content and updates as we carry on this awesome year of updates for Vault of the Void!

Thank you everyone!

All for now,
- Josh

Vault of the Void 2.0 -- Hotfix 2.2.10

Hello everyone -- thanks for all your feedback and bug reports! Lots of action going on over here, we're preparing for Taipai Game Show this weekend, as well as putting the final touches on an offical Mac OS release!

Here are some bug fixes/changes you may have seen over the last few days!

  • Holding Ctrl on an upgraded will now show its unupgraded version.
  • Holding Ctrl on a card in hand will now correctly preview its Energy cost.
  • Fixed on statistics not counting for damage dealt, damage taken, essence, souls, and void points.
  • Fixed infinite purchase issue at the Blood Library, resulting in negative HP when using controller.
  • Fixed inability to buy an artifact from Dishelved Salesman.
  • Fixed simulation issues with Void Stones under the effect of Haunted.
  • Fixed battlefields still appearing to be locked after purchase.
  • Reduce click to play delay after grabbing a card.
  • Fixed an issue in deckviewer where upgraded/unupgraded cards may incorrectly show as their counterpart (the card is not wrong when it's drawn to hand).
  • Fixed some enemy ability/buffs/debuffs that may have shown duplicate tooltips.
  • Fixed Dark Courtesan using soul Sacrifice incorrectly to gain AP.
  • Fixed an issue where Piglets killed by Shii can still explode.
  • Properly count challenge coin results.
  • Challenge coin medals are now tied with achievements.
  • Put a mitigation on Knee Pads to reset the counter.
    - The actual interactions among Knee Pads and other Block artifacts are not modified as we investigate the issue.
  • Put a fix in places to stop card selection actions going negative.
    - This should prevent infinite foresight in rare cases, but we are still investigating the root cause.
  • Using route planner will no longer reset map tile markers but will only override planned route with green markers.


Thank you everyone -- more exciting new to come!

All for now!
- Josh