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Vault of the Void News

Update #59 -- Steam Deck + Controller Support is now LIVE!

Hello everyone! A huge thanks to all who put their hand up to help test the Controller Support. There's been a load of runs registered, lots of bugs squashed and lots of UI improvements made. Overall, I’m happy with where it's at and feel it's the time to push it live. There are still a few tweaks I want to make -- a few minor bugs I wasn’t able to replicate and a few little UI/UX things, however it's more than playable!

I’m stepping away with the family for a vacation next week, so I wanted to make sure this got up with plenty of time to fix major bugs before I head out of town for a few days. Once I get back, I’ll be back into general bug fixes that have been logged since launch, and prepping for next year's big plans! This does mean I'll finally have a bit of downtime, and I'll be bringing my Steam Deck along to try and log some decent scores in the Daily Draft (let the challenge begin!)

I’m really happy to be able to get this out before the end of the year. It was something I would have loved to include in 1.0 but time just didn’t allow. Playing Vault on the Deck has been great and I’ve enjoyed being able to play on the go -- hoping you all do as well!

I’ll throw up a sticky post in the Forums for any Controller/Steam Deck bug reports, you can add any you find here and I’ll swing in and fix them up.

If you’re not a Steam Deck/Controller player -- I’m so sorry that there hasn’t been any fresh content for a little bit. This has consumed so much of my time -- however there are some new Challenge Coins all designed and ready to get dropped in -- I’ll have those in soon!

Thank you everyone!

All for now
- Josh

Steam Deck & Controller Support -- Beta Testing!

Hey folks!

Some good news finally! Today I’ve released the patch with native Controller and Steam Deck support up on the Beta Branch! Its been tested by some excellent community members so far (thank you!), and after about a week of bug fixes and tweaks, I’m ready to expand the net a little.

I've personally been playing it on the Steam Deck and its feeling really smooth! I've added larger fonts and automatically enabled Auto Zoom for accessibility on that platform on startup, however this can be disabled as normal.

For more information, I’ve typed up a document which can be found here.

Please note: If you are playing on Steam Deck, you will need to switch your Controller Input settings. There is information on that in the document, this is only required now, as once the patch is live I’ll publish global settings which will update for everyone else.



If you have any questions or feedback, please feel free to reach out to me on Discord (Josh Bruce#3764), Steam or Email! Thank you everyone!!

All for now!

- Josh

Controller Support Progress

Hello everyone! I wanted to quickly swing in here with an update on things. It's now been nearly a month since 1.0, how time flies! As promised, pretty much all my time has either been spent recovering from the lead up to launch or working on Controller Support.

So far, progress has been great! All Menus, Options, Unlocks etc are all programmed and working. Past runs, card overlays, Artifacts etc are all working perfectly across all screens also. I’ve currently got 2 big “screens” left to finish up, the first being the Map Screen which is about 80% done, and then the Battle Screen. I was able to set up a huge amount of automation which has helped a lot, but a lot of it is just trial and error, and seeing what feels right.

[previewyoutube][/previewyoutube]

In terms of time remaining, I’m looking to post a Beta in 2 weeks time which should have everything fully done. The process has been pretty smooth, so I hope this continues, although the battle screen is obviously the most daunting.

Once Controller Support is done and shipped, then I can start pivoting focus back to content and balance updates. I’m sorry I’ve been tied up on this for so long, it's such a big process and I know it's not something that everyone will be excited for. However, I’ll be making it up to you all in the last few months of the year with more gameplay oriented updates -- promise!

Thanks again to everyone for a great 1.0 launch. Can’t wait to continue to push things forward!

All for now.
- Josh

Update #58 -- Hotfix and Thank Yous

Wow, hard to believe it's already been 1 week since Launch! I thank all of you for the lovely comments and reviews -- they really help share and bring the game to new people, thank you all so much!!

I’m already hard at work on Controller Support, however I wanted to push in a quick update here to fix a few issues which have shown up. Overall, things seem to have gone pretty smoothly, however there are a few little issues laying around that have been fixed below.

Asides from that, two issues still stand which I’m chasing up. The first, is a soft crash on the Errant Scoutlight enemy. This seems to affect such a small margin of players (only 1 report so far), that I’m thinking it has to do with two artifacts clashing. If you’re having this issue, please reach out either via Steam or Discord!

The second is an odd crash that happens (again, softcrash, no error report) which seems to be tied in some way to Bleed. Sadly, this would also make it unable to continue the run on reboot. Thankfully that is fixed now, so anyone with this issue should be able to continue their runs without issue!

Again, both of these seem to be in the 0.01% of players range, but I’d love to solve them. If you encounter anything like this, please let me know!

Other than that, just a huge thank you to everyone again for making the past week very special. Can’t wait to keep going here! I'd love to do a full recap video at some point to express my thanks to you all, as soon as I can find the time!

All for now!

- Josh



Bug Fixes:
- Fixed a bug with casting Dedication at 0 energy.
- Fixed a bug with the Veilded Watcher on the right having a wacky hitbox.
- Fixed Silver Spoon
- Fixed a bug stopping you buying potions at the Potion Shop if you had the exact amount of dollarydoos.
- Fixed an interaction with Stone Sling and Allomancy that, whilst TOTALLY AWESOME, wasn't intended :( Sorry
- Fixed a bug caused by a soft crash on Bleed that won't let you continue the run. All runs affected by this should be safe to proceed now!
- Fixed a really strange bug where Upgrading a card would remove a different card from your deck whilst giving you the upgraded version.

Update #57 -- One Point Ohh (Full Release!)



Hello everyone!

Wow -- the day is finally here!! To start, I knew I wouldn’t be able to form words when typing this so I decided to put together a little video! This is a chance for me to give thanks to all the thousands of players who participated in Vault's development throughout Early Access, as well as give some more behind the scenes stuff, including some early screenshots from concept builds from way back in the day! Vault of the Void was my very game, my very first attempt at programming -- and I can’t believe what has become of it. I’m very thankful and very excited for more to come!

Now enjoy a short video of goofy Australian!

[previewyoutube][/previewyoutube]



[h2]New Deck Builder[/h2]
Okay, so the first new feature I wanted to talk about was the Deck Builder UI. It's a well known fact that the UI for the Deck Builder was ... less than perfect. It's been on the list to revisit for a long time, but I also wanted to do it justice and do it right.



The new UI has the ability to search, filter and sort all cards very quickly and easily. It also has card scaling to allow you to set the perfect zoom level for your needs. Saving and Loading is much quicker now, no need to name decks or deal with popups -- it's literally 2 clicks.

Most importantly -- it uses ALL screen real estate much better, and scales to Ultra Wide!

I’ve limited the filter keyword dropdown to just the main ones, as the more that gets added the clunkier it is to use, but I’m not against sliding a few more in there. However, I’ve made all elements of the cards totally searchable, so you can quickly find results for “Rigged” or “Soultithe” with ease.

I hope this new UI is an improvement for you all! During testing feedback has been really positive. As always, lay your feedback on me though, and I’ll make improvements as we go!

[h2]Artifact Balance + 50 NEW Artifacts[/h2]
In the words of Dani Rojas, “Football Artifacts is life!”. With the very nature of Vault being so grounded in open information, having variance in Artifacts and a deep pool to experience is very important.

The Artifact balance pass has been long overdue.

In the end, there was over 50 changes to the current Artifact pool, a few nerfs (some I’m sure you knew were coming), but also a lot of buffs. We listened to feedback and collected stats on all current pools, and made changes where needed!

But thats not all -- no no. Over 50 new Artifacts have been added, bringing the total Artifact Pool to well over 300!

[h2]Overkill -- A Daily Draft Scoring Change[/h2]
In an effort to add a bit more variance to scoring in the Daily Draft, I’ve implemented an “Overkill” system that affects scoring. There was a lot of talk before pushing down this particular road about possible modifiers to go with, and in the end Overkill felt like the most natural.

A few notes:
  • Overkill is capped at a creatures Max HP
  • The Overkill bonus is 1 for 1, and is applied before your Speed Modifier
  • Damage instances inflicted after a creature is reduced to 0 HP isn’t included. For example, if you hit a creature with a Slash, at Combo 4, and it died on the second trigger of that card, the damage from the additional triggers would be ignored for this Bonus.


[h2]Challenge Coins[/h2]
I quite often get asked to add more Challenge Coins! I’m so glad you all enjoy the CC system, and of course, what update wouldn’t be complete without some new ones! I’ve added 7 new Challenge Coins into this version, taking the full list to 30! There's some really wacky ones in there that I’m sure you’ll enjoy. A big thank you to the community suggestions with these, and of course full credit to Dabor for smoothing out the suggestions and creating the concepts for these amazing CCs!



[h2]Vault of the Void Soundtrack[/h2]
As part of 1.0, I’ve added 5 new tracks to the VotV OST! You’ll experience these in game as you go, but if you’re interested in listening whilst not playing, I’ve also put the OST up for sale! I’m very proud of how the music has come out, and it was a blast working with Cody from Cpaws Music in making all these.

[h2]Monster Animations[/h2]
As you know, I've been slowly getting around to cutting out all the monsters in Vault of the Void for animation for months now. Way back at the start, there was no thought to having these animated (I expected about 6 people to play the game to be honest!). Early on in EA, I cut one group out to see if it would work and how it would be received. The answer is very well -- and I'm pleased to say that all creatures are finally animated*!

* Except the Voidling, who requires a bit more attention from me!



A massive thank you to Sanjeev my animator for getting this done. He was an absolute work horse in the final few weeks and delivered the goods first time, everytime! (seriously, if you need Spine/After Effects animation -- go hire him!!)

[h2]Controller Support[/h2]
This was the one thing I wanted to get done for 1.0, but failed on. Controller Support has been asked for, and I will be delivering it! I'm sorry I couldn't have it ready in time, but its going to be the focus of the next few weeks for me, and I'll have this ready as soon as possible!



[h2]Future Updates[/h2]
So with 1.0 now officially behind us -- where does that leave Vault? Am I done?

[h3]Not in the slightest.[/h3]

To be honest, I could’ve left Vault in Early Access for much, much longer. Everytime I work on the game, I notice something I want to improve, something I want to refine, content I want to add. I have many, many more plans for Vaults development and I wont be stopping here. Leaving Early Access is an important milestone for the game, and for players, as it signals a point where I really do feel the game is solid. For months now, people have said that the game doesn’t feel like an Early Access title, and I’m so very thankful for those kind words -- it really is what pushed me to leave Early Access. But -- whats next?

I’ve got a bit of a Wishlist, things I want to look into. Some things are guaranteed, and these are:
  • Controller Support
  • Better Steam Deck integration
  • More Alternative Artwork packs
  • New Classes (yes, plural!)
  • New Monsters (a few are already nearly ready to go, they just missed out on Early Access!)
  • Relooking at Spells, adding more, changing others.
  • New Event Rooms
  • New Challenge Coins
  • Mobile/Tablet?
  • New Cosmetic Unlocks
  • More Language options


When I started working on Vault of the Void, I was still working fulltime as a Freelance Illustrator. As time has passed, my time has shifted around to mean that Vault very much takes up a lot of my work days now, meaning I’m able to get much, much more done. I’m very blessed to have this opportunity and am very thankful for it.

However, being just me on the tools (and as inexperienced as I am), it can be hard to judge timing. Whilst Controller Support is my main focus right now, the truth is, I’ve never done Controller Support ever. I’ve used one a lot, but that barely makes me qualified haha. Whilst I’d love to say it would be done within a month, it may be closer to November/December before it works smoothly. I want to ensure its done right! As soon as something is ready and testable, I'll publish to the Beta Branch!

I’m so sorry I can’t give an accurate timeline on this. Once I’ve done it, I’ll know what to expect, but I’m literally going into this blind (pretty much like everything I did for Vault!)

When it comes to new classes, yes there has already been discussion and some concepts thrown around. Yes, it will be happening! I can’t give an accurate timeline right now but progress should start this year, and hopefully I’ll have more information come early 2023!



[h2]In Closing[/h2]
In closing (as I know this has been a long one, sorry Translators!), thank you all so, so much for an amazing Early Access. It's hard to believe we’re here now, it felt like just yesterday when I put Vault out into the world. I couldn't be happier at the feedback, love, support and community that has arisen from it all. I’ve met some amazing people along the way, and I can’t wait to chat to more of you!



Every run, every piece of feedback, every review (good and bad!), have all gone into making what Vault is today. A big thank you to everyone who has purchased Vault, either today on 1.0 or during Early Access. A huge thank you to everyone who made videos, guides, streams etc about Vault. For all of you who posted a Reddit comment or told their friends about it.

I never thought I’d ever make a video game, let alone one as loved as this.

The best is yet to come...

All for now!
- Josh



[h3]Full Patch Notes: (I'm sure I missed noting down a few things!)[/h3]

[h3]General[/h3]
- Brand new Deck Builder interface -- with zooming, sorting, filtering and searching!
- 7 new Challenge Coins to enjoy!
- 56 new Artifacts!
- Many updated image animations for enemies.
- 2 new Alternative Artwork packs for Afflictions!
- 2 new Instability modifiers.
- Balance pass given to the Blessings, some removed and new ones added!
- Overkill system for Daily Draft scoring.
- 5 new Music tracks plus OST release!
- Added the ability to Re-Enter a lot more Event rooms.
- Reduced the price of the Artifact Salesman.

[h3]Card Changes[/h3]
- Shield Wall: Changed from 15(18) gaining +1(+2) to 13(16) gaining +2(+3)

[h3]Artifact Changes - General[/h3]
- Drinking Alcohol: Starting from turn 2, draw 2 extra cards at the start of your turn, but gain 2 less Energy.
- Suspicious Blade Oil: Changed 7 to 8
- Square Peg: Changed 8 to 10
- Lucky Tooth: Added "and Block 3" to it
- Potion of Sourcery: Added "and the potion isn't consumed"
- Blood Bait: Added "The first time an enemy reinforcement spawns in each fight, apply Slow 1 to it."
- Jar of Hearts: Changed 5 to 7
- Mobius Bracelet: Added "If you start your turn with 4 or more Energy, Block 2."
- The Lost Sword: Changed "Cloned" to "Upgraded and Cloned."
- Recycling Bin: Added "The first card you Purge each Battle will be Upgraded.
- Coin of Good Fortune: Changed to "After winning a Battle, gain 100 Essence if it was Perfect. Otherwise, Heal 8."
- Crystal Lake Hand-Me-Down: Added "The first time each Battle you play a Heavy card, Upgrade it and add a Red Void Stone to it."
- Lightning Bolt Keychain: Changed to "The first 5 times each Battle you Purge a Heavy card, Overcharge 1 and deal 6 damage to all enemies."
Execution Order: Changed 50% to 65%, and Weak and Vulnerable 3 to 8
- Hand Mirror: Changed 4 to 5
- Silver Medal: Reworked completely to "You can spend this at a Well of Stars to pick a second option from the top row." (Ban from well)
- Keg of Lucky Rum: Added "When you Brew a Potion, Delay Block 8. When you use a Belt Potion, Block 8."
- Stew of Bad Memories: before "your Spell's cooldown will be reset" added "Rage 50% and."
- Dwarven Beard Knot: Changed from 250 to 350
- Wizard's Hat: Added "If you end your turn with 5 or more Energy, Delay Rage 25%."
- Band of Resilience: Changed from every 6th to every 5th
- Aegis of Ifraem: Changed 10 charge cost to 9, and Max 15 charges to 18.
- The Watcher: Block +1
- Frozen Sphere: Changed 35% threshold to 50%
- Apple A Day: Changed the condition to "Each time you gain a Void Stone that isn't already in a card," (Queen, Well, Stone Salesman, Soul Collector, Void Stone Bar, Matron)
Spiked Pommel: Reworked to "The first time each Battle you play a Heavy card, Block 10 and deal 10 damage to all enemies."

[h3]Artifact Changes - Hidden[/h3]
- Exploding Pomegranate: Changed 3 to 4
- Light Blub: Changed "At the start of each turn" to "The first time each turn you play an Attack card"
- Amulet of Speed: Changed "first" to "second"
- Cutting Fan: Changed 10 to 12
- Strange Stimulants: Changed Max Combo lowering from 2 to 1.
- Four Leaf Clover: added "and apply Bleed 2 to all enemies."
- Trustworthy Fishhook: Changed "2 Hidden Blades every turn" to "3 Hidden Blades every even turn"
- Thorny Bramble: Changed to "The first time each turn you apply Bleed to an enemy"

[h3]Artifact Changes - Tempest[/h3]
- Iron Scabbard: Changed 5th to 4th
- Anointed Breastplate: Make the Clashing Steel it gives Upgraded
- Paired Rapiers: Changed from 4th to 3rd

[h3]Artifact Changes - Enlightened[/h3]
- Foot Wraps: Reworked to "Whenever you play a card that doesn't match your current Chain, Block 4."
- Overstuffed Pouch: Changed from Turn 3 to Turn 4
-