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Voidtrain 1.0 Arrives Nov 7

[p][/p][previewyoutube][/previewyoutube][p][/p][p]Hello, Engineers![/p][p][/p][p]We’re thrilled to finally announce that VoidTrain is leaving Early Access and launching in full release this November 7![/p][p]To celebrate the occasion, the game will be available with a special launch discount of 35%.[/p][p][/p][p]Global release times:[/p][p]8am PT[/p][p]5pm CET[/p][p][/p][p]Let’s take a quick (and spoiler-free!) look at what’s waiting for you in Version 1.0:[/p][p][/p][h3]Story[/h3][p][/p][p]The final Chapter 3 concludes the journey of the Engineer - a story that began almost by accident and now leads to long-awaited answers.[/p][p][/p][p]You’ll finally meet the mysterious Scientist whose notes have guided you through the Void… and face the reflection that reveals your true purpose here.[/p][p][/p][p]It’s the emotional finale of a story that began with curiosity and ends with meaning. [/p][p][/p][h3]The Tesla Era[/h3][p]With the 1.0 update, your train enters a new age of progress - the Tesla Era.[/p][p]
This milestone brings a complete overhaul to how energy flows through your train, reshaping the way you power, build, and expand.[/p][p][/p][p]Modules of this era no longer rely solely on fuel - they draw energy from electricity, gaining powerful bonuses when connected to the grid. Older modules can also be upgraded to this new standard, keeping your setup efficient without starting from scratch.[/p][p][/p][p]The Thermogenerator. Core of the Power Grid[/p][p][/p][p]At the heart of this transformation lies the Thermogenerator - the key component that fuels your entire network. [/p][p]It produces electricity for all systems on board, while its interface gives you real control over your energy balance: from tracking consumption to managing output and distribution across modules.[/p][p]Electricity doesn’t just add another resource — it introduces a new layer of strategy and depth to train management. [/p][p]Modules can still run independently, but connecting them to the grid unlocks valuable performance boosts and efficiency perks.[/p][p][/p][p]The Train Tesla Engine. Expanding the Power Frontier[/p][p][/p][p]The Tesla Engine now plays a major role in defining your energy capacity. Upgrading it boosts the system’s overall power potential, allowing you to sustain more modules simultaneously and manage complex setups without overloads.[/p][p]You can fuel the engine in two distinct ways:[/p]
  • [p]With specialized Tesla fuel cells, designed for high-efficiency energy output.[/p]
  • [p]Or by linking it directly to the Thermogenerator, forming a self-sustaining electric network that keeps your entire train alive and humming.[/p]
[p]The Tesla Era isn’t just about new mechanics - it’s a leap forward in how your train feels and functions.[/p][p]From a steam-powered machine (and before that - a trolley) to a masterpiece of electricity and innovation, this is the moment where your journey truly enters the future.[/p][p]
[/p][h3]Train Customization[/h3][p]Personalization reaches a new level. [/p][p]A new Asian-inspired wall and decor theme brings a fresh aesthetic to your train (we’ll share more visuals soon).[/p][p][/p][p][/p][p]And introducing a brand-new feature - Wall Painting![/p][previewyoutube][/previewyoutube][p]With the new Paint Sprayer, engineers can recolor cabins and walls to match their own style. Paints are dropped by New Light soldiers and other loot sources, and dyes can be mixed right in the sprayer to create your own shades and patterns.[/p][p]
[/p][h3]Combat system improvements
[/h3][p]Updated sights [/p][p]The current ones might look stylish, but they didn’t do much to help with actual aiming. We’ve completely reworked them, replacing the old models with new, transparent glass sights that make aiming feel much clearer.[/p][previewyoutube][/previewyoutube][p]Faster projectiles[/p][p]Ever noticed how long it takes for a revolver bullet to reach that mine in the distance — or that soldier on the next outpost? Not anymore. Projectile speed has been increased across the board, making gunfights feel more dynamic and impactful.[/p][p][/p][p]Full weapon stats in the Armory Table[/p][p]A long-awaited feature requested by our players — the Armory Table will now display all weapon stat changes before crafting. This makes assembling and customizing your weapons faster, easier, and far more transparent. [/p][p][/p][h3]Quality of Life & System Improvements[/h3][p]Here are just a few of them: inventory and container sorting. Simplified and more automated resource management. The ability to adjust many aspects of the game to your liking through the World Settings - including combat difficulty, item stack sizes, and more. New container tiers and upgraded container racks - and much more to discover![/p][p]If you’ve played the game before, you’ll be able to pick up your journey from the same point you previously reached.[/p][p]However, if you decide to start a new playthrough, you’ll discover a fresh experience as well — over the course of Early Access, a lot has changed.[/p][p]Beyond the features mentioned above, the overall game balance has been reworked, unnecessary cycles have been removed, and a huge number of quality-of-life improvements have been added.[/p][h3]The full release marks a huge milestone for our team — and it wouldn’t have been possible without your feedback and support throughout Early Access.[/h3][h3]
Thank you for helping us make VoidTrain what it is today.[/h3][p][/p][p]And remember - what we’ve shared here is just a glimpse.[/p][p]Version 1.0 brings many more surprises, improvements, and secrets waiting to be discovered aboard your train.[/p][p][/p][p][/p]

VoidTrain: News Digest #2

[p]Hello, Engineers![/p][p][/p][p]It’s been a little over a month since our last digest, and we’ve got some updates to share with you. Just a quick reminder: our Steam digest posts are a summary of everything we’ve shared across our social media channels, along with some additional commentary.[/p][p]Enjoy the read![/p][h2]
📜Chapter 3[/h2][p][/p][p]Work on Chapter Three is already in its final stages — we’re actively assembling the remaining quests in the final locations, running tests, polishing animations, and implementing sound design and music. Over the past month, we’ve also offered a small glimpse into the final part of the story with a couple of short video previews from some of the locations.[/p][p][/p][previewyoutube][/previewyoutube][p]It seems like things aren’t going too well for the New Light... What could have happened here?[/p][p][/p][previewyoutube][/previewyoutube][p]It’s interesting to think about what else could be improved using this mechanism.

As you can see, the Void is getting more and more mysterious. But rest assured, future events will provide answers to many of your questions.[/p][p][/p][h2]✨Quality of Life Improvements[/h2][p][/p][p]Our Engineers’ feedback has been a key part of development from the very beginning — and we’re always working to take their suggestions into account to make VoidTrain better and more enjoyable to play.
[/p][p]Container and Inventory Management[/p][p]We started with a simple but much-requested feature — the ability to transfer all items with a single click. During testing and feedback sessions with some of our players, it became clear that this functionality needed to go further.
[/p][p]So we added an option to transfer only matching items (those already present in the container) for more control and convenience.
[/p][p]But we didn’t stop there: these actions can now be performed just by hovering over a container, meaning you can manage your storage without even opening it.
[/p][p]You can see the evolution of this feature in the video below:[/p][previewyoutube][/previewyoutube][p]
Heavy Items on the Train
[/p][p]Another small but handy addition in the upcoming update: mounts for chests and other heavy objects. With these, you’ll instantly see whether your loot is properly secured or already drifting off into the Void.
[/p][previewyoutube][/previewyoutube][p][/p][p]Rack Upgrades
[/p][previewyoutube][/previewyoutube][p]It’s a simple upgrade, but it helps you save space and gives more freedom in organizing your train, whether you’re aiming for efficiency or just want things to look neat.[/p][p]And since we’re on the topic of making things look good...[/p][p][/p][h2]🎨New Train Theme[/h2][p][/p][p]Alongside the existing train decor and style options, a brand new theme is on the way. This one is inspired by Asian aesthetics.
[/p][previewyoutube][/previewyoutube][p][/p][h2]🔪Unnecessary Cycles[/h2][p][/p][p]Many players pointed out that Chapter 1 felt a bit stretched out, with some of its cycles acting more like filler — offering little to no story content and slowing down progression. With the full release, those unnecessary cycles will be removed without affecting the rest of the game. Every remaining cycle will now feature story events and meaningful locations.[/p][p]Of course, with our current team size, we can’t make every single cycle or depot completely unique, but cutting unnecessary parts should make the gameplay feel much more focused and cohesive.
[/p][h2]🎨Community Creativity[/h2][p]
And now, let’s take a look at some of the amazing engineers whose screenshots and creations caught our eye over the past month:[/p][p][/p][p]1. Fan art by Neji[/p][p]https://www.furaffinity.net/view/56749932/ [/p][p][/p][p]2. [dynamiclink][/dynamiclink] [/p][p]3. [/p][p][dynamiclink][/dynamiclink]4. [/p][p][dynamiclink][/dynamiclink][/p][p]🚂 Thanks for reading and for being part of the VoidTrain journey! 🚂[/p][p][/p][h2]
[/h2]

VoidTrain: News Digest #1

Hello, Engineers!

It’s been a while since we last posted an update here on Steam. We’ve been fully immersed in working on the future release — Chapter 3, the Tesla Era, new mechanics, QoL improvements, and various fixes. While we’ve been actively sharing progress through our social media channels, your feedback made us realize something important: many of you follow the development of VoidTrain exclusively here on Steam and might have missed some key updates.

We appreciate your feedback — whether it's about the game or the community. That’s why we’re starting a new tradition with this post: periodic development digests where we’ll gather and share the most important news about the ongoing development of VoidTrain.

Today marks the very first edition — a short recap of the latest social media posts with additional comments.

[h2]⚡The Tesla Era[/h2]



In the future release update, your beloved train will enter a whole new phase of evolution — the Tesla Era. This technological leap will greatly change how fuel and crafting work. Modules of the new tier will now run on electricity, receiving special bonuses for doing so. Some older modules will be upgradable to the new tier without needing to rebuild them from scratch.

Everything started with concept art, which helped shape the future look and feel of the new modules



The transition into this new era begins with building the Thermogenerator — the heart of your future power system. This module supplies energy to your entire train and, through its UI, lets you monitor all connected modules, manage power distribution, and analyze electricity usage.

[previewyoutube][/previewyoutube]
Note: Most modules can still operate without electricity, but they'll lose the bonuses provided by being connected to the power grid.

Electricity introduces a whole new layer of planning to the game.



[h3]A key component of the new system is the Tesla Engine[/h3]


This module directly impacts your train's entire energy network. It increases the overall system capacity, allowing you to power more modules simultaneously and manage resources more efficiently.

There are two ways to fuel it:
  • by using special Tesla fuel cells,
  • or by integrating it into your main energy grid, making it a seamless part of your overall power balance.

[previewyoutube][/previewyoutube]

[h2]🎨Train Customization[/h2]

In addition to a new wall and decor theme for the train in an Asian-inspired style (we’ll showcase it in future posts), a new feature is coming to the game — wall painting.

[previewyoutube][/previewyoutube]
Engineers will now have a new way to personalize their train — the paint sprayer. With it, you’ll be able to repaint train walls and cabins, choosing colors that suit your taste.

Paint will primarily drop from New Light soldiers, and collected dyes can be mixed directly inside the sprayer to create unique shades.

[h2]✨Quality of Life Improvements[/h2]

We've also continued improving the game with fixes and adjustments inspired by both your feedback and our own insights. Let's check some of them.

  • Detailed New Light Soldier Settings

The future update will introduce the ability to customize the accuracy and aggression of New Light soldiers. This opens up new ways to fine-tune your gameplay experience.
At lower settings, enemies will miss more often, act less decisively, and tend to retreat. But crank those sliders up — and you'd better find cover fast, because a couple of armor plates might not be enough to save you.

[previewyoutube][/previewyoutube]
  • Container interaction and customization improvements

We noticed that players — especially those using gamepads — had questions about how container customization worked. So in the next update:

— The interface will be clearer and more intuitive;
— the edit button will be easier to notice;
— gamepad support will be expanded and improved;
— renaming containers will now apply instantly, without needing to reopen the container UI.

[previewyoutube][/previewyoutube]
  • Tier 4 Container

In addition to customization upgrades, we’re also introducing the final container tier — with the maximum possible capacity. It’s the perfect option for engineers who like to be prepared for anything and keep a healthy stash of backup supplies.

[h2]📜Chapter 3[/h2]



Development of Chapter 3 is in full swing: all quests are ready, voiceovers are done, and work continues on the locations and technical side.

We’ve intentionally kept most story content under wraps to avoid spoilers, but we did share a small sneak peek of one of the upcoming locations:



[h2]📸 Community Creativity[/h2]

To wrap up this digest, we want to highlight a few members of our Steam community. Your sense of style, attention to detail, and love for the world of the Void are what truly bring this community to life.

Please keep sharing your screenshots and fan art — you might be featured in the next spotlight!

https://steamcommunity.com/sharedfiles/filedetails/?id=3163536604
https://steamcommunity.com/sharedfiles/filedetails/?id=3388351677
https://steamcommunity.com/sharedfiles/filedetails/?id=3331887005
https://steamcommunity.com/sharedfiles/filedetails/?id=3053317610
https://steamcommunity.com/sharedfiles/filedetails/?id=3429843797

Thank you for your attention and for playing VoidTrain!

Until next time, Engineers!

Hotfix for co-op inventory issue

Hello everyone,

The game has been updated to version 15232.

The main change in this version addresses an issue that some players encountered during multiplayer sessions with more than two players. Backpacks and other equipment slots were not working correctly, allowing items to be duplicated or, conversely, lost. This issue has been resolved.

Thank you all for promptly providing data on the issue!

Chapter 2 is Available Now!



Hello everyone!

The long-awaited update with Chapter 2 is now live, letting you continue the adventure of engineers who have ventured into the mysterious Void on their train. It’s the biggest content update since the game's release in Early Access!

In Chapter 2, the story continues as the engineers, in their search for the Scientist, face challenges from both the New Light Corporation and the sometimes hostile Interworld. They’re aided by their train, which they continually improve and enhance, their equipment, the guidance of the Narrator, and of course, their beloved Rofleemo companions.



The spreading infection in the Void brings with it its entities, the formidable Jormungandr, the Witch’s mystical storyline, and an unexpected mission involving the Rofleemo, shrouded in dark details that reveal more than meets the eye about the Scientist’s seemingly innocent role in all that’s happening. This major VoidTrain update is packed with all of these elements for you to explore.

The game version is now updated to 15231.

For those wondering if they need to start over – no, you can continue to use your existing save file regardless of how many tracks you’ve traveled since the end of the Chapter 1. Chapter 2 will begin for you at the depot following the current one (if you're on your way to a depot, it will start at the one after that).

However, if you haven’t played in a while, a fresh start can also be a great way to reacquaint yourself with the events of Chapter 1 and experience improved gameplay, as there have been numerous updates and refinements since VoidTrain’s launch on Steam.


[h3]Other New Content[/h3]

- “Sleeping Bag V” and “Sleeping Bag VI” Technologies: Increase the number of Rofleemo on your train.

- Lootomania V Technology: Expands the number of lootcatchers on the train.

- Leather Suit III Technology: Adds extra armor plate slots.

- Stash V Technology: Adds one more slot to all containers.

- Ammunition Pack IV Technology: Expands ammo inventory capacity.

- Metabolism II Technology: Reduces health regeneration limits.

- Large Backpack Technology with a recipe at the workbench – unlocks the final row of slots in the inventory.

- Reinforced floor Technology: Gives floors a chance to avoid damage.

- Reinforced structures Technology: Provides a chance for train structures to avoid damage.

- Two new decorative themes: Viking (23 objects) and Royal (20 objects), which include interior items and walls/cabins. Additional tech for decorating objects is also available.

- Pathway Infections – new hubs along the tracks containing: Infection Turrets (dangerous organic enemies capable of attacking players, the train, and even small Void fish; in return for destroying them, you can get seeds), Loot Bubbles (break these bubbles to get loot), and Gas Plants, whose toxic clouds can cause significant damage.

- Memorial Islands – locations where you can “trade” items, which you can encounter along your journey after completing a specific quest in Chapter 2.

- Jormungandr in depots: After your first encounter with Jormungandr, you may encounter it in other depots along with associated game mechanics.

[h3]Improvements and Changes[/h3]
- Improved UI/UX for the weapon bench and its optimization.

- Added the ability to move the Gatherer’s Station in the construction mode at depots.

- New option in Settings > Game to disable event themes (Halloween and Christmas). A game restart is required for the change to take full effect.

- A lot of improvements for controller support.

- Added the ability to rebind the chat button.

- Enhanced UI sound effects across game menus.

- Improved sound and music control and balance.

- Enhanced sound balancing for the Narrator and other storyline characters.

- Numerous optimizations for rendering New Light soldiers, Rofleemo, and Void Flowers.

- Optimized weapon asset parameters.

- Optimized New Light soldiers’ animations.

- Various optimizations to reduce memory load on player devices.

- Adjusted object collision for several game elements.

- Optimized unloading of depots after departure.

- Improved inventory replication for slot-based inventories.

- Optimized animations for equipped items when they’re not rendered.

- Enhanced player character and safety cable optimization.

- Added new ambient music for depots.

- Some outposts may now be unoccupied (no enemies).

[h3]Fixes[/h3]
- Fixed crashes when exiting depots due to errors in calculating the amount of food in the Rofleemo Diner.

- Resolved issues with players accessing train containers when experiencing poor connection or high ping with the host.

- In construction mode at depots, lower navigation buttons between wagons weren’t adjusting based on which side of the construction console you were on – fixed.

- Couldn’t build or move objects where Rofleemo was present – fixed.

- Fixed duplication of items when attempting to pick up items already pulled with the grappling hook.

- Fixed an issue in the Chapter 1 Breakthrough quest (Hangar), where soldiers with key cards could get stuck under the map, blocking further quest progression.

- Fixed issue in Chapter 1’s first outpost quest where some soldiers could end up under the map and prevent quest progress (now, even in such cases, the quest continues after a short delay).

- Fixed several spots where players could get stuck in Chapter 1’s story depot (Scientist’s Hideout).

- Resolved issue where, after completing or failing the Arena, players might find themselves on the Arena map instead of with the Master when trying to return to the train.

- World Settings (difficulty settings) didn’t always apply when starting a new game – fixed.

- Added extra checks for the Full Ahead achievement to avoid cases of it not being granted.

- Melee and grappling hook attacks left bullet marks – fixed.

- Some perks for crafting additional items weren’t working correctly – fixed.

- Closing the inventory on a gamepad using the indicated button sometimes opened the journal instead – fixed.

- Chat would break if Enter was pressed in depot construction mode – fixed.

- The HUD weapon slots displayed numbers 1-2-3 when playing with a gamepad – fixed.

- Player-client couldn’t pick up weapons when inventory was full but weapon slots were free – fixed.

- Resource Lumps wouldn’t automatically go into the backpack after being placed on the train – fixed.

- New Light officer’s “Ram” attack animation broke in some instances – fixed.

- Fixed stretched icons for some technologies.

- Fixed shark behavior bugs in mutation states.

- Players with an empty revolver could endlessly reload their weapon – fixed.

- Fixed ammo count issues and weapon magazine size display for player-clients.

- Void jellyfish occasionally appeared in depots – fixed.

- Client players sometimes saw the host player’s weapon sticking out of their body – fixed.

- Fixed duplication of throwable rings.

- Items flying animation to the player’s hand sometimes broke when looting ammo – fixed.

- Animation for playing a musical instrument would break if a construction console was used in a depot – fixed.

- Fuel amounts displayed differently for players in the same session – fixed.

- Arena chests would disappear if players saved/loaded without retrieving them – fixed.

- Gamepad hints initially appeared as keyboard inputs after loading a save – fixed.

- Items didn’t stack when moved from inventory to container if the incomplete stack was in the lower row of container slots – fixed.

- Item splitting for client player sometimes resulted in items both dropping and returning to the original slot (duplication) – fixed.

- Attempting to equip weapons during the transport bird’s flight to the Arena broke the animation – fixed.

- Some descriptions of the prophecies were cut off – fixed.

- Issues that caused inconvenience when splitting stacks of consumables in inventory – fixed.

- Weapons sometimes didn’t appear in players' hands in certain scenarios – fixed.

- If a player crafted 20 identical items at level 2 workbenches, collecting them from just one work zone decreased the number of items gathered with each interaction – fixed.

- Picking up two weapons simultaneously sometimes deleted one – fixed.

- Icons zoomed to the full screen when splitting stacks with a gamepad – fixed.

- Enabling equip animations caused the journal to break and not allow exit – fixed.

- Inventory assigned to Tab wouldn’t close when clicking outside the area and pressing Tab – fixed.

- Fixed interactions with train prophecy interfaces that wouldn’t allow players to retrieve or would delete prophecies.




[h3]Full steam ahead, Engineers![/h3]

We want to thank all VoidTrain players for their support, constructive criticism, and patience.
We’re hard at work improving the game, with plenty more to add and refine. Between Chapters 2 and 3, you’ll see updates, and we’re happy to share that the scenario document for Chapter 3 is complete. Work on its art content, along with prototypes for gameplay and technical features, is well underway.