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Voidtrain News

Post-Patch Hotfix

Hello everyone, after yesterday's update, thanks to your feedback, several bugs were discovered. We've fixed them and made some improvements to the behavior of the Grappling Hook.

The game has been updated, and the current version of VoidTrain is 12692.

  • Fixed a critical bug that could potentially result in a loss of control in the game or the ability to select weapons, the builder's book, journal, etc.
  • Improved the behavior of the magnet button hint for the Grappling Hook. Now it appears immediately after releasing the hook, not after reaching the maximum distance.
  • If the client player already had a Grappling Hook in hand at the time of connecting to the session, the Grappling Hook's interface will not be displayed for the client player until it is equipped again - fixed.
  • Fixed a bug related to the calculation of the cost of Loader and Repairer perks.

Thank you for your involvement in the development of VoidTrain!

Craft and Grappling Hook Update

Hello everyone!

While we're actively working on the next major patch called 'Automation,' we've accumulated significant player feedback-driven changes that we've decided to release as a separate patch ahead of the main update.

The game has been updated, and the current version of VoidTrain is 12686.

[h3]New Features, Changes, and Improvements[/h3]

— Complete redesign of crafting menus for workbenches and fuel. Our main goal with this change is to address player feedback regarding the lack of QoL features, the number of clicks, and overall interface clarity:
  • Visual update of the crafting UI.
  • Reducing the number of steps needed to craft an item.
  • Ability to take crafted items not only from the workbench but also through the interface.
  • Complete rework of fuel mechanics and UI + a new item 'Cooling coals,' which drops from the workbench if there was fuel in it and the workbench was destroyed.
  • Ability to set the maximum number of items or fuel when crafting in a single action.
  • Work zones on T2 workbenches.
  • And so on. We hope you'll like the result of our work.

— Rework and improvement of the Grappling Hook mechanics:
  • Modified the general behavior and balance of the Grappling Hook for more convenient looting both in a stationary position and while moving the train (this includes increasing the base speed and range).
  • Now the Grappling Hook slightly "stuns" when hitting debris in the void.
  • The Grappling Hook is now chargeable for launching to its maximum length.
  • New Grappling Hook enhancement technologies added: "Magnetic Hook" (ability to activate the magnet on the released hook and attract loot around it); Two radius enhancement technologies for the magnet: "Enhanced Magnet I, II"; "Reinforced Hook" (allows the grappling hook to attract heavy items); "Breaker Hook" (Allows the Grappling Hook to break loot spheres); Two hook reinforcement technologies "Sturdy Hook I, II", giving a chance to avoid stunning when hitting debris in the void.
  • Now the Grappling Hook can switch brake and transmission levers (previously only weapons).
  • The hook now deals minimal damage, allowing its use against void jellyfish, mines, explosive plants of the void, and, with a huge amount of time and a stock of armor and medical supplies, against other enemies.
  • Added grappling hook UI for a clear understanding of its operation (charge scale and button hints).

— Refactored weapon repair mechanics: now you can fully restore a weapon's durability for a gradually increasing cost in resources (previously, weapons gradually lost their maximum durability and could become unusable at some point).

— Significant collision optimization for the train and its modules has been implemented. The most noticeable results will be seen in fully built trains in the later stages of the game, where internal tests showed an FPS increase ranging from 15 to 35 on different PC configs.

— The NPC system has been completely transitioned to code (previously, parts of the system were in UE blueprints) to optimize the system, ensure its stability, and allow for seamless scalability in the future.

— Now, jellyfish slightly bump into the player if they collide.

— Added impact effect at the location where a jellyfish lightning strike hits, as well as an impulse on the character and loot.

— Optimized jellyfish behavior based on distance.

— The musical accompaniment during depot approach has been expanded with new ambient sound. The old ambient sounds remain as well.

— Added sound when aiming with a revolver and the primary weapon.

— Added sound when switching to the core mode of the primary weapon.

— Added building and moving sounds for those objects that were previously silent.

— Added looting sounds for items that were previously silent.

[h3]Fixes[/h3]

— Fixed the inability to dismantle the "Boat Dance" table game object.

— Weapon module icons were overly highlighted when dropped by enemies in the crimson-lit biome - this has been fixed.

— Corrected the positions of Voidfish bodies, which sometimes didn't align with their swimming direction.

— The shark would sometimes glitch (clip) during loading of a saved game - this has been fixed.

— If you remove the floor under the Gatherer’s Station, the resource collection timer resets - this has been fixed.

— Adjustments made to the quest "Hangar" to prevent potential bugs related to obtaining the hangar key.

— Adjustments made to the final location of the First Chapter when interacting with the school board and the altar to prevent potential bugs.

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In conclusion,

We often receive questions about the future development of the storyline and when its continuation will be released. So, the second chapter is already written, approved, and some work on content and quests for it is currently underway. However, we are not ready to specify any specific dates yet. We have a small team, and simultaneously preparing major gameplay updates and fully developing the storyline is simply impossible.

The current and upcoming updates are aimed at improving the gameplay core and taking into account the feedback we received after the game's Early Access launch on the Steam platform, rather than focusing on story updates. After this, we will concentrate our efforts on developing the Second Chapter in full. We believe that you agree with us that if we ignore the current issues in VoidTrain and just add new chapters (which require significant preparation time and a complete team switch), this will certainly introduce new storyline content but will not solve and may even exacerbate the existing drawbacks of the game and its current state.

Thank you for your feedback, which helps VoidTrain become better with each update. Don't forget to leave a review if you enjoyed the game; it greatly helps us!

VoidTrain Demo Update

Hello everyone,

For a long time, the demo version of VoidTrain had an outdated build because our small team was fully occupied with the main version of the game. It contained long-fixed bugs and lacked the changes we introduced through updates after the Steam release.

Finally, we've found the opportunity to address this, and the demo version has been updated and is now available on the game's Steam page.

If you decide to play the full version of the game after playing the demo version, you will be able to continue the progress you made in the demo version. In this case, it's better to uninstall the demo version to avoid any conflicts between the demo and full versions in Steam (Save files will not be deleted and will be accessible).

Thank you very much for playing VoidTrain and providing feedback!

Customization and Progression Update

Hello everyone,

A new patch has arrived at the station, and the current version of the game is 12360.
The adventure continues, so we kindly ask all passengers to take their seats on the train.

New Features, Changes, and Improvements

  • Character customization update: We have revamped the appearance of character faces and improved and updated the options for facial features, hairstyles, beards, scars, mustaches, and various makeup choices. The character customization scene is now brighter and cleaner, allowing you to see your adventurer more clearly. Additionally, when you equip a headgear on your character, a special hairstyle is displayed underneath.

  • We have added the "Boat Dance" gaming table, a tabletop mini-game based on backgammon, where you can pass the time with your friend or Rofleemo. The table becomes available for exploration on the 7th phase of the tech tree.

  • New Void creature - Electric Jellyfish. Currently, they have been added in their basic form with limited functionality, but be cautious, as getting too close to them may result in a significant electric shock.

  • Rework of the Leech creature. Now it attaches to the train and puts off a growth on it, which gradually expands. If you fail to destroy the growth in time and allow it to grow, it will block the train's wheel movement.

  • Rework of the NPC system (Rofleemo on the train). Major changes to GUI, logic, buffs, debuffs, perks, and addition of new classes:

    - Loader: A workbench assigned to a loader can directly take resources for crafting from containers located in the same section as the workbench.
    - Metallogist: Provides a chance to create bonus ingots during any smelting process at the smelter where they work.
    - Smelting Genius: Reduces fuel consumption during any smelting process at the smelter where they work.

    Mushrooms are reintroduced into the game (now necessary to satisfy Rofleemo's needs, allowing them to use perks while working). Additionally, a delicious, but exclusively edible for Rofleemo, Mushroom Salad has been added. The Mushroom Salad unlocks additional mushroom slots for perks.

  • Introducing a new type of resource - Junk (includes various types). It drops from AI soldiers and some other sources and allows crafting ingots and other items in an alternative way if you run out of the usual resources.

  • A long-awaited change: now Level 2 workbenches inherit the recipes from Level 1 workbenches.

  • You can now move container stands without removing the containers from them (containers are not displayed on the stands while moving them, it's normal).

  • And finally! Added the ability to upgrade train containers instead of building new ones when unlocking higher container levels!

  • Now, in addition to renaming containers, you can place a sign with customizable color and icons, making it easier to find that stack of metal you've been looking for.

  • A new revolver module has been added that gives a chance to duplicate a projectile upon firing.

  • Rework of the vending machine (logic and balance).

  • Mushroom stacks have been increased to 20 (previously 10).

  • Mushrooms can now drop in arenas, occasionally in depots and outposts, and also in abandoned trains.

  • Mushrooms have been added to the vending machine item rotation.

  • Improved rewards in the gambling machine (Tier 2 weapon module reward replaced with Tier 3; mushrooms and junk items added to rewards; x1 token reward now gives x2 tokens; weapon modules dropped as rewards no longer include stocks and scopes).

  • Significantly improved loot in abandoned trains. Now you can find coal and fuel chunks more often.

  • New tutorials added for Rofleemo progression and Leeches.

  • A new Void ambient music track.

  • Improved revolver reload sound (now synchronized with fast animation, the same for slow animation).

  • Enhanced bandage healing and armor placement sounds.

  • New music ambients volume better balanced with other ambients.

  • Added sounds for defusing mines.

  • Rofleemo is now slightly less chatty in the player's hands


Fixes

  • Fixed a bug with the possibility of getting a negative value in the research timer.

  • Fixed an issue where resources were not consumed when building level 1 and level 2 rams.

  • Fixed a network bug where face masks were not saved for client players.

  • Fixed a bug with line breaks in some notifications.

  • Fixed quest bugs related to leaving the depot.

  • Fixed the possibility of duplicating Chests when opening them on the altar via Rofleemo.

  • Fixed the recipe for the "Home Comfort" technology, now it uses Bandage I instead of Bandage II.

  • Fixed blood impacts VFX.

  • Fixed the logic of puzzle generation - previously, after the first quest puzzle, players were getting high-level puzzles. Now the system looks at the player's puzzle progression to gradually increase their difficulty as players progress through the game.

  • Fixed the sound of unpacking Rofleemo.

  • Potentially fixed a bug with the display of the safety rope for client players when they are on the train.

  • Fixed the absence of journal animations while the character is crouching.

  • Fixed incorrect ordering of notes in the journal.

  • Fixed a bug where consumables disappear from the inventory when picking up a death bag.

  • Fixed the incorrect addition of a journal note at the beginning of the game.

  • Fixed the rolling of different meshes for weapon frames.

  • Fixed the loss of the revolver on the weapon table in cases where autosave occurs during revolver changes and the Esc key is pressed quickly in the UI during opening.

  • Reduced the delay between locking the train and starting the quest to prevent possible quest locks.

  • Skips the quest "Place the Chest on the train" if there are no Chest objects in the world.

  • Fixed hand animation during a swimming sprint in the Void.

  • The vending machine took more resources than it gave - fixed.

  • Fixes for the cooperative gameplay of the vending machine.

  • Removed unnecessary references to the character blueprint.

  • Fixed a bug where the resource chunk was not returned from the crusher. Now, when canceled, the crusher returns the object to the inventory, and if the inventory is full, it spawns near the player.

  • Fixed the disappearance of weapons when trying to move them into an already occupied slot.

  • Added an impact sound when Rofleemo teleporting (previously not working).

  • Fixes for character animation glitch from third person during landing after a jump in gravity.

  • General fixes, game code optimization, and method call optimization.

Research and Balance Update

Hello everyone,

We have decided to split the upcoming content patch into several parts in order to deliver the new changes and improvements to you as quickly as possible. These updates will make your journey through the Void more exciting and enjoyable.

And yes, the new patch is now available for download! The current version of the game is 11965. Let's take a detailed look at what is included in today's Research and Balance rework update.

New Features, Changes, and Improvements

  • Technologies are now divided into branches: primary (main development technologies that unlock further research stages), secondary (QoL technologies and secondary ones for train development), and decor.

    So yeah, now decor is unlocked through technologies rather than feeding Rofleemo - it allows you to decorate your train almost from the beginning of the game. Mushroom resources have temporarily been removed from the resource rotation, but they will be reintroduced in the future with a new role unrelated to decor.

  • Some technologies have been removed or merged with existing ones to optimize the number of steps to key technologies.

  • 4 levels of the new "Stash" technology for increasing the train's chest capacity (additional slots are placed below the standard slots and form a separate line).

  • 4 levels of the new "Sleeping Bag" technology for increasing pet capacity (each level grants +1 capacity).

  • The new "Demolisher" technology - provides a 25% chance to return all resources when demolishing the objects (only half of the resources are returned by default).

  • 2 levels of the new "Homely Comfort" technology - while the character is on the train, they consume health regeneration at a slower rate.

  • Redesigned appearance of the decor research notifications. Also improved the visual appearance of other notifications (new entries in the diary, research of primary and secondary technologies, full inventory).

  • Now, if you need to open the journal for a quest, it opens in the relevant quest section, rather than in the quest list.

  • NPC beds can now be built next to each other without separating them by platforms. Finally, you can designate a separate car for Rofleemo sleeping spots (note that you cannot build them on the locomotive, the first train car with the engine).

  • NPC beds now cover all decor within a certain radius around them, and the same decor object can provide a buff to any number of beds within the radius.

  • Reworked the layout of the workers' list and added worker counters.

  • Added Rofleemo status icons: hungry, no sleeping spot, lack of decor, ejected from the train.

  • Standardized construction costs of decor modules.

  • To optimize crafting and reduce the number of steps in research, the following items have been removed from the game: Sterilizer, Gunpowder, Explosive Mixture, Resin, Grease. Recipes that previously used these items now use other intermediate components.

  • The water canister has been removed from the game. Water-consuming engines now consume half the water by default and can only be refueled with ice.

  • Fertilizer has been removed from the game, as well as the Seeds+ recipe. The base garden recipe now yields more organics. Strange plant now has a chance to drop ingots as a reward.

  • Reduced fuel consumption for the diesel engine based on movement speed.

  • For certain components that previously required Unstable Chemical, Fat is now used in the crafting recipe. Fat has been added to the base recipe from Laboratory I. Fat can also be obtained from the creatures of the void as before.

  • Ammo supply boxes have been added to the quick access wheel.

  • Added animation of Rofleemo with a toy.

  • The first 8 cycles' paths (from depot to depot) have been reduced to 4 chunks (the very first path after leaving the starting room consists of 3 chunks) to make the gameplay experience of those Train Engineers who are ahead of events more smooth and understandable.

  • Now, after death, all loot from your character drops in a skull bag instead of separate items. We introduced this option to minimize potential bugs with small resource objects falling through and to provide a more streamlined looting method.

  • Two new ambient music tracks have been added for Void exploration.

  • Weapons and tokens are now highlighted on locations as well.

  • Redesigned the appearance of clouds in the Void.

  • Reworked lighting to have less negative impact on visibility in shaded areas.

  • Improved visibility of bullet trails.

  • Localization of new texts.

  • Improved sound conversion quality by 40%.

  • Added sounds for the following moments in the game: opening the door in the storyline hangar, manual deactivation of mines, gatherer’s stations, resource clusters in the Void (damage and breaking sounds), sounds when the player teleports with Rofleemo.

  • Fixed engine train sound volume logic. It now smoothly increases when accelerating.


Fixes

  • Improved navigation and controller support between the player's inventory and chest inventories.

  • Fixed recipe bugs for certain decor objects.

  • Fixed infinite loading from some saves.

  • Fixed transparency issues on certain models and vegetation.

  • Fixed pause menu (hovering over certain sections no longer resets, improving interface usability).

  • Fixed character offset in cutscenes when the character is croaching.

  • If you pick up Rofleemo and release it, it will now move to the point where you picked it up, or if it's occupied, to the nearest available point.

  • Fixed various incorrect animations for Rofleemo.

  • NPC tracing is now immediately disabled after kick and during teleportation.

  • Fixed visual bug causing infinite Rofleemo teleportation material.

  • NPC buff no longer persists after removing Rofleemo from the workstation.

  • Fixed the Warehouse NPC perk.

  • Amber no longer appears immediately after reloading a save where the Creature quest was completed.

  • Optimized NPC ticks.

  • Optimized projectile bullets and trails.

  • Fixed technology screen template for certain monitor aspect ratios.

  • Rofleemo could teleport out of your hands - fixed.

  • An item from the inventory that cannot be used at the moment spawns at zero coordinates when attempting to use it and is not removed - fixed.

  • Fixed the ability to duplicate weapons through manipulation of weapon and inventory slots.

  • Fixed navigation in the building book using controller triggers.

  • Fixed Rofleemo desync with the moving train.

  • Added safer pickup of Rofleemo. Previously, it could be blocked if both players had poor connections.

  • Now you can move Rofleemo after releasing him from your hands. Previously, he couldn't be moved until the ability cooldown expired.

  • Fixed Rofleemo returning to a point on a moving train.


Thank you so much for playing VoidTrain and helping us make the game better! If you enjoy the game, please don't forget to leave a review. It's very important to us.