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Vault of the Void News

Vault of the Void 2.0 -- Hotfix 2.2.5

Hello everyone -- I hope you're all enjoying 2.0 so far! Thank you to all who have reached out re: issues, we've been hotfixing over the last 24 hours any crashes or issues we've found.

We've just released a larger hotfix which includes the follow changes:

[h3]Cards and Artifacts[/h3]
  • Fixed Tiny Gong not giving Opener on the first card played.
  • Fixed Haste not applying damage when playing Unbalanced Fury.
  • Fixed a rare case when the player may get stuck on the map and nowhere to move.
  • Harvest Season item artwork added.
  • Minor crash fixes.

[h3]General [/h3]
  • Have added Click to Play back as an option
  • “Screen shake” can be turned off again.
  • Controller will now respect the "Hold to End Turn", rather than always being on. If you're on
  • When on Controller, you will also have an option in the in-game menu to change this during battle.
  • Added Exit button to Main Menu on Steam Deck.
  • Challenge Coin interface fixes, specifically with Controller.
  • Fixed an issue with Card Backs not being selectable sometimes on Controller.
  • Purging a stack of cards with Controller will now keep the cursor on the parent card afterwards.
  • Improved the Void Stone socketing process on Controller. You no longer need to hold the A button to initialize.
  • Have restored the "I will cleanse this place of evil" text to the Vault Guardian preview button.
  • Have restored a preview function for Battlefields (Mouse & Controller). Translation on that string will be coming shortly.
  • You can now purchase Alternative Artwork with the Controller.


Well continue to fix, update and optimise over the next couple of days! I'll try to do a recap when theres a bunch of changes to report!

Thanks again to you all, and thank you for the kind comments and reviews. Its been a grueling last few months and your kind words are lifting the spirts here!

All for now!
- Josh

2.0 is Live + Traditional Chinese!

Hello everyone! I’ve been waiting to make this post for nearly 12 months, way back when I first started working on this huge rewrite. It’s been a long road, exciting, exhausting road, but today I can officially say...

2.0 is finally live!


[h2]Beta Stats & Thank-yous[/h2]
I want to take the time to extend a huge thank you to all the people who helped make this possible. From the Internal testing team, all the way out to those of you who played on Beta Branch over the past 6 weeks. We’ve logged over 7,000 Runs and 100,000 fights, and without all your overwhelming support, 2.0 would never be as smooth as it (hopefully) is! Shu and I both appreciate you all for making our lives so much easier!

[h2]Bugs and Issues[/h2]
Over the next 48 hours, Shu and I will be standing by to hotfix any issues right away that show up, so you might see a couple of random hotfixes dropping over the next little while! Whilst we hope most of the major issues have been picked up, the biggest concerns over the next few months will be tiny artifact/card interactions which slip by. With over 400 cards + 350 artifacts, testing all interactions with every situation is a tricky thing. Developing 2.0 sadly meant that we unfortunately threw out over 4+ years of development and bug reporting from the 1.x era. Whilst the new system is much more robust, there is always going to be small things that slip through the cracks. We’re confident that anything reported we’ll be able to hotfix within 48 hours, so please just let us know if you notice anything!

[h2]Traditional Chinese[/h2]
As usual -- a HUGE thank you to all the translation volunteers! I'm excited to annouce today that Traditional Chinese is now support in Vault of the Void!

[h2]Differences[/h2]
As with any rewrite or upgrade, there are going to be some differences or changes from the original. Small changes to font sizes, sounds, FX etc. Whilst some of this may be intentional, if we have missed something we’re more than happy to cycle back and fix these up, so please feel free to let us know. Please do note however, that some changes are inevitable, and some were intentional, for accessibility, expansion limitations or other reasons.

[h2]Daughter Patch[/h2]
Coupled with the new engine, the Daugther balance and content patch is also in this version! To see an overview of the changes and updates, this post sums it up pretty well! Feedback so far has been really good, so I hope you all enjoy the new Daughter of the Void cards and changes!

[h2]Controller Support[/h2]
We’ve been working hard on Controller Support over the past few weeks, and it's made it into this latest release! However, there are still some optimizations I’d like to do, and feedback to gather. It is a little different from 1.x implementation, because of the tweaks and improvements to the underlying stick movement/selection system. I hope it doesn’t cause too much discomfort, please reach out with any feedback you have!

[h2]Christmas Treasure Goblin[/h2]
Because we were tied up with 2.0 work, the Christmas Treasure Goblin wasn’t able to make it into the game throughout December. To make up for this, we’ve extended this event to span till February 15th, so go grab your (disturbing?) Treasure Goblin card back!

[h2]What's Next? [/h2]
As I originally said, 2.0 is only the beginning. It doesn’t have a load of new content, it's mostly a platform and commitment to the future. From here, we’re going to be setting up for Mobile, Switch, Steam Deck Verification and of course, new Classes! We’ll let the dust settle here then publicise plans moving forward!

Thank you everyone for your patience over the past 12 months. It's never easy to launch then disappear to reprogram things, but it's thanks to the amazing support from you all that we were able to make it happen. Vault of the Void has a bright future ahead, and this is just the beginning!

All for now!
- Josh

2.0 Public Beta Available Now

Hello everyone! It's finally here -- the 2.0 Beta is live right now and accessible for everyone! It's been a long journey -- the game has been literally reprogrammed from scratch using a more recent version of the engine, and better optimisation methods throughout. Scroll down for more details!

[h3]What is 2.0?[/h3]
2.0 was a massive undertaking, and whilst some new content was included, it shouldn’t be seen as a massive content patch. 2.0 is a commitment -- to the future of the game. Basically, by reprogramming the entire game, it has allowed us now to create a perfect foundation to work off for the future. This starts now, continues with the Mobile/Switch version and then goes into new classes, more content and game modes.

I hope you can forgive the time away from updates. Its been a long road, but I'm very excited now for the future of the game!

[h3]How To Access[/h3]
To access the Beta, all you need to do is go to your Steam Library, find Vault of the Void and right click -> Properties. You’ll see a “Betas” tab, if you click that, look in the dropdown for a branch called “rewrite-beta”, and you should be good to go!



[h3]How Is My Progress Affected[/h3]
When you first boot up 2.0, your original game profile will be ported to the new save file system. This should carry everything over, but is definitely the most intensive part of the merge. If you suffer any bugs in this stage, please reach out to me and we’ll ensure to get it fixed or manually port your profile. So far throughout our testing with players, we’ve had no issues in this process!

A note however -- this process only happens once. If you move back to 1.x, play some runs, then switch back to 2.0, those runs won’t be ported over. It should be a one time thing -- and I definitely suggest staying on 2.0 if you can! Once 2.0 goes live as well, you won’t lose any of your progress!

[h3]What is Missing?[/h3]
Currently in the Beta, two major things are missing: Controller Support and Daily Draft. These both should be included within the next week or two, all things going according to plan. 2.0 won’t launch live without these features.

The big concern here is just for Steam Deck players, who won’t be able to play 2.0 just yet. But I’m working hard to get the Controller Support fully implemented back so this is ready to go!

[h3]Reporting Bugs[/h3]
If you suffer any bugs, please join the Discord (if you’re able to) and reach out to me. Otherwise, you can add me as a friend on Steam, or send me an email ([email protected]), whatever is easiest for you! Please note, that any crashes will have their data sent to our crash log, and we should be able to patch and fix within 24 hours without need for contact.

[h3]So -- What's in it?[/h3]
As I said, 2.0 isn’t specifically a content patch, however it does have some content changed included! Here is a general overview on 2.0 changes, then a list of the Daughter of the Void Balance patch changes, plus some general things as well!



[h3]2.0 General Updates[/h3]
- New save file system, all .json, meaning human readable and easier setup for speed running events.
- Proper seeding system.
- Minor improvements to Threat Prediction.
- Full new scalable UI, with minor improvements everywhere. Perfect setup for small screen devices like Steam Deck, Mobile and Switch
- New minimal version UI for enemies, for small screens.
- ALL enemies are now animated.
- Tweaks to map generation system.
- PlayOps system for future custom cards and items (more on that to come). All cards and items have been fully reprogrammed to use this system.
- New text rendering engine.
- New simulation system, which means damage previews are always correct now. This also simulates artifacts and buffs, and displays their previews to the player.
- Enemy death preview when card or artifact plays will kill the enemy.
- Better particles effect system.
- Huge improvements to performance.

[h3]Content Updates[/h3]
- Self-Inflicted Agony: Moved to uncommon
- Strike with Blood: Changed to "Gain or reduce Soultithe until you have 10(6)."
- Soul Spot: Changed to always cost 3, stack, and add 50(75)% damage instead of 25(50).
- Maddening: Changed to 0 cost and deals +3 damage.
- Dance of Darkness: Now Rebounds at baseline, and the upgrade is Gain 2 Corruption instead.
- Dark Reflection: Costs 2 instead of 1 and gives Corruption equal to twice the cost now. Upgrade now triples the cost instead of rigging.
- Limit: The upgrade is now the baseline, and also has "Soultithe 1, 2(5) times."
- Shadow Utility: Has rebound at baseline. The upgrade adds "or Purge" and increases Delay Block from 2 to 4.
- Build Up: Changed the upgrade to "Add a Void Coin to Discard."
- Confession: -1 cost pre and post upgrade
- What Lies Waiting: No longer gives 2 extra corruption on upgrade.
- Unshackle: Now gives Rage 25% at baseline but Opener only gives 1(2) Deathstrike instead of 2(3). Upgrade also adds Rage 25% to the Opener.
- Tax Evasion: The upgrade adds "Threshold 13:" as a condition for it Expelling.
- Debt Repaid: Changed from "random enemy" to "all enemies" and lowered the Threshold from 5 to 4.
- Wreath: Added "Gain 3 Corruption." baseline
- Cursed Shield: Blocks +2 pre and post upgrade. The rest of the text is replaced with "Deal 3(4) damage to all enemies."
- Unleash Darkness: Changed the discard to "Discard: Gain 2 Corruption if below 20." - Upgrading it removes "if below 20."
- Proliferate: Deals +2 damage and has 2 lower threshold pre and post upgrade
- Actus Reus and Mens Rea: Changed the 10's to 13's
- Curse of Plenty: Gives +1 Corruption on Purge
- Father's Wallet: Changed to "Add 2 Void Coins to hand, and 1(2) to Deck. Opener: Add 1 Void Coin to hand."

[h3]Artifacts:[/h3]
- Void Manipulator (Daughter Starting Artifact): Daughter now always starts with a free Green Void Stone.
- Unceasing Gear: Its effects are now equal to twice leftover energy. Also has "If you end your turn with 0 energy, gain 1 energy." (This triggers before the check, so you always get at least 2 corruption and delay block)
- Discarded Totem: Moved to Common. Also restricted from showing up as a random artifact from shops.
- Page of Prayers: Won't show up as a random artifact from shops.
- Rubber Band: Also has Block 3 when you fail to meet a Threshold.
- Cracked Sundial: Also applies Vulnerable 1
- Ancient Idol: Increased Block from 4 to 6
- New Daughter Common Artifact: Unpaid Bill: At the end of the turn, if you didn't play any Attack cards, Delay Rage equal to your Rage (max 75%).
- New Daughter Common Artifact: First Penny: At the start of each Battle, add an Upgraded Void Coin to your Deck.
- New Daughter Uncommon Artifact: Dark Leash: At the start of every even turn, add an Upgraded Unleash Darkness to hand.
- New Daughter Uncommon Artifact: Old Couch: At the start of every ODD turn, add Void Coins to Discard equal to the current Battle Round.
- New Daughter Elite Artifact: Commemorative Coin: Each turn, the first Void Coin you add to Hand, Deck or Discard is Upgraded.
- New Daughter Elite Artifact Onyx Pendant: From turn 4 onward, your first card played each turn has Ghost.
- New Daughter Elite Artifact Nihil Guard: At the start of each turn, Block equal to the amount of Afflictions in Deck and Discard. Block 3 for each Affliction in hand.
- New Daughter Elite Artifact Entrenching Tool: At the start of each turn, Threshold 1: Rage 25%. Threshold 10: Draw & Discard 2.
- New Daughter Elite Artifact Synthetic Stone: Rigged cards cost 1 less.
- New Daughter Elite Artifact: Condemned Katana: All non-X cost Attacks only ever require 1 Death Strike.
- New Daughter Elite Artifact: Memento: At the start of each turn. draw an Affliction. If there are none in your deck, add a Void Coin to deck.
- New Daughter Rare Artifact: Seed Crystal: At the start of each battle, add a Blue Void Stone to each non-stoned card in your deck.

[h3]New Cards:[/h3]
- Contemplate: Rare Neutral Ability: 1 cost: Delay Draw 2. (Overcharge 1.)
- Plunge: Common Daughter Ability: X-cost: Gain 3 Corruption X times. (Block 3 X times.)
- Coin Toss: Common Daughter Ability: X-cost: Add X Void Coins to Deck. Add X Void Coins to Discard. Draw & Discard 1(2).
- Harvest Season: Common Daughter Ability: 1 cost: Death Strike 1. Your next attack costs 1(2) less.
- Torment: Common Daughter Attack: 1 cost: Deal 4(6) damage. Gain Corruption equal to damage dealt. Expel.
- Revel: Common Daughter Heavy Attack: 2 cost: Draw 2 Afflictions. Deal 15(20) damage. (Purge: Add a Void Coin to deck
- Possession: Uncommon Daughter Ability: 0 cost: This turn, deal damage to a random enemy equal to twice your excess Block and each time you discard a card, gain 1 Corruption. (Don't) Expel.
- Lament: Uncommon Daughter Attack, 2 cost: (Soultithe 2.) Deal damage to all enemies equal to Soultithe. Gain Corruption and Delay Block equal to Soultithe.
- Savings: Uncommon Daughter Ability: 1 cost: Add a Void Coin to Deck for every 6(5) threat. Draw & Discard 1 for every 12(10) threat. Expel. Discard: Gain 2(3) Corruption & Loop.
- Oppression: Uncommon Daughter Buff, 1(2) cost: At the end of each turn, deal 25(50)% Corruption damage to all enemies. Expel.
- Boiling Point: Rare Daughter Ability: 1(0) cost: Rage 25%. Death Strike 1. (Not) Inert. Expel. Discard: This triggers +1 next time it's played.
- Good Karma: Rare Enlightened Buff: 2 cost: If you end your turn in Zen, enter Zen at the start of your next turn.

[h3]Non-Daughter Changes[/h3]
- Sloth: Added "Delay Block 20 next turn." to it. Cripple no longer goes from 1 to 2 on upgrade.
- Envy: Costs 2 less pre and post upgrade.
- Replay: Increased Delay Block from 4 to 5.
- Smash: Is now Common.
- Killing Blow: Is now uncommon and deals +4 damage pre and post upgrade.
- Something Extra: Removed the Swift requirement. Is now 1 cost "All Attack cards played will also apply Bleed 2. Expel. (Rigged.)"
- State/Peace/Strength of Mind: All 3 buffs now have "Desync. Chain 1." to let them fold into Chains easily.
- That'll Sting: Is now. "Deal 7 damage. Apply Bleed equal to twice (thrice) damage dealt."
- Union: Is now "Deal 2(3) Future Strike, 6 times. Deal 6 Shii, 2(3) times."
- Wishbone: Is now "The first 2 times each turn you draw a Bane, Draw 1."
- Flask of Blue Juice: No longer takes Max HP to pick it up. Just is a flat "After winning a Battle, gain 90 Essence if it was Perfect."
- Celerity: Added "Purge: Draw & Discard 1."
- Opening Move: +2 damage pre and post upgrade. Upgrade now gives +1 Overcharge.
- Wound: Applies +2 vuln pre and post upgrade.
- Crippling Blow: Increased the damage to 25(30).
- Silver Medal: Changed from Uncommon to Common.

2.0 Open Beta Begins December 1st!

Hello everyone!

Thank you all for being so patient over the past 8+ months. As painful as its been not being able to publish an update, today I’m pleased to announce that Vault of the Void 2.0 will enter Open Beta on December 1st! (This also includes the changes for the Daughter of the Void Balance patch!)

The game has been in Internal Beta for the past 2 months, and it's finally time to open things up! A few major things will be missing in the first Beta round, mainly just Controller Support and Daily Draft, but those should be reimplemented again fairly quickly (smoothing out the new leaderboard system!).

Thank you everyone again for your commitment to the game! I’m so excited to finally be able to get updates moving again. Also, Vault is currently on sale for 25% off, a great to pick up a copy heading into what will be a great 12+ months for Vault (new class talks have already picked up again!)

All for now!
- Josh

Dev Diary: Internal Testing Has Begun!

Hello folks! Sorry it's been a HOT minute since the last Dev Diary update. Things ramped up hard and were progressing really well, I wanted to carry on momentum through with the code base as much as possible. Shu and I have been working hard here to get things at least into internal testing -- and today I’m pleased to announce that has finally started!

So far, internal testing only contains the Hidden. This is intentional, just to stress test some of the main systems and keep scope contained. So far, besides one minor issue that is now resolved, things have gone really well! Performance has increased substantially for testers so far, and support for smaller resolutions and lower end machines is much better! The Profile conversion process has also proceeded without a hitch, which is a huge relief!

[h2]When is Public Beta?[/h2]
The plan here right now is to wait until all Classes are ready, then push into Public Beta. This will properly still have the Daily Draft locked out at first. The one thing it will have, however, is the Daughter of the Void update. The plan is to launch the 2.0 version on PC with the (long awaited) Daughter of the Void update bundled in. I’m targeting November/December for all this still, as I’m still committed to get things out before the end of the year.

[h2]Custom Cards/Artifacts[/h2]
Whilst the systems are currently in place, we’re going to be putting together some documentation and scripts to better support this, however it will be after the 2.0 launch. We’ll also hold a few “workshops” to sit down with players and ensure that everything they want to do, they can do.

[h2]Mobile Testing[/h2]
Once the PC Steam version is fully up-to-date, I'll provide more details on Mobile testing. This has been something we’ve been mindful of throughout this re-write, so any bugs fixed on PC are going to flow right down. Pretty much all screens so far have a Mobile/Small Screen version ready to go, so this process should be smooth! I think the end of the year is still a possibility for Mobile, however that may bleed into January if something unforeseen shows up! Switch will then begin testing after that!

[hr][/hr]

Having such a long period of silence is never easy, and I apologize yet again for this! It's such a relief to finally have people playing this version, and I can’t wait to share it with all of you. Throughout this process, I’m so thankful for the continued support, and a huge welcome to all the new players! We’ll be back on track with constant content updates again before too long!

Also, a huge shoutout to everyone who has left reviews recently! It helps immensely for us, and has been the driving force for keeping things positive as we push through this rewrite.

All for now -- more soon!
Josh