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Voidtrain News

Hotfix#6 and a future content update

Hello everyone,

Hotfix #6 has arrived at the station (current version of the game - 11829). Please step away from the wagons and take a look at the list of fixes displayed on the board:

  • In the "Creature" quest, if a client exits the session while holding or having the quest amber in their backpack, further progress will be blocked - fixed.
  • If items were purchased from a vending machine, saved, and then loaded from that save, the items would reappear (but wouldn't be interactive) - this has been fixed.
  • Made minor adjustments to the size of floor meshes (there was a slight discrepancy in sizes during rotations).
  • Fixed a rare bug where certain decorations couldn't be moved due to obstruction.
  • Rare issue where technologies would break and display identical names and icons has been resolved.
  • Changed the loot drop method from AI and characters upon death (experimental change, please provide feedback if any issues arise).
  • Fixed several areas where players could get underneath the depot location.
  • Storage inventory grid was breaking with water or fuel canisters - this has been fixed.
  • Optimized traces and reticle redraws when hovering over various object types.
  • Fixed NPC perk for fuel consumption.
  • Rofleemo will now only play resource gathering animations when the station is active.
  • Sometimes Rofleemo wouldn't be moved to the platform area when exiled - fixed.
  • Fixed NPC perk for crafting time.
  • Fixed NPC perk "Defender" that wasn't working for engines.
  • Rofleemo could get stuck in mid-air after teleporting an object - this has been fixed.
  • Rofleemo's options for exile and picking up would appear before inviting it onto the train, e.g., in the first quest to acquire Rofleemo - fixed.
  • If Rofleemo was kicked first and then a villager's bed was removed, the villager wouldn't occupy the vacant bed - fixed.
  • Fixed third-person animation interaction with the first quest radio (the character's hand would go into the radio).
  • Fixed third-person animation interaction when acquiring the winch (the character would levitate).
  • Fixed camera clipping into textures in low-height areas (tunnels and others).
  • Incorrect display of prophecies and inability to remove them from artifacts for client players has been fixed.
  • Added additional loot to puzzle islands (location loot).
  • Added additional loot to the storyline location "Hangar" (location loot).


After this hotfix, we plan to focus on a content patch. This will take some time as we need to prepare the content/game mechanics and conduct testing iterations.

The content patch is planned for this summer, and we will share the specific date a little later. Prior to that, we will be conducting several beta tests based on Steam's beta branches.

Here is a preliminary list of the main components of the upcoming content patch:

  • Updated character customization (head visuals, including hairstyles, beards, mustaches, eye/faces/lips patterns).
  • The mini-game "Boat Dance" (similar to backgammon) where you can play against the Ghost Rofleemo or your friends on your own or their trains.
  • Reworked technologies to allow for more varied and non-linear progression, eliminating unnecessary steps and providing the ability to explore technologies in a non-linear manner. Additionally, new technologies will be added, such as the ability to increase the number of slots in crates through technologies, expand NPC capacity beyond basic limits, have a chance to retrieve all resources after destroying an object, and more. Furthermore, we have decided that unlocking decor objects through the technology tree is better than through mushrooms, as it occurs too late. With this update, you will be able to unlock decor objects starting from the third stage of research.
  • New void creature "Electrojelly."
  • Reworked creature "Leech."
  • Rework of the NPC system for clarity and transparency, including its full integration into crafting (some options are currently unavailable in the game) and the inclusion of mushrooms as one of the elements of NPC satisfaction, along with the presence of decor. Restrictions on building only one bed per section will also be removed, as well as the requirement for a unique decor object for each bed. Additionally, GUI screens for the NPC system will be improved for better player understanding.
  • Numerous other minor improvements and fixes of the game mechanics/balance/UI.


Thank you again for playing Voidtrain. If you enjoy the game, please consider reviewing it – it’s very important for us.

Hotfix #5 - VRAM/RAM leak, Crashes, Hitmarkers

Hello everyone!

Hotfix #5 is now available, and here's what it brings (current version - 11799):

  • Updated hit markers on hits (improved the basic hit marker and added scenarios for enemy kills, armor hits etc).
  • Fixed VRAM/RAM leak when modifying weapon modules or rotating weapons in the overview mode at the weapon table.
  • Fixed a bug where a quest requiring the player to kill a certain number of AI would break due to the absence of AI in the location.
  • In the "Speed" quest, using ice/water to complete the quest was not counted if it was done before receiving the quest - fixed.
  • Changed the appearance of the health regeneration indicator (it is now a regeneration charge option instead of hunger, which can still be replenished with food and water).
  • Fixed a crash with Rofleemo and building placement.
  • Fixed one of the crashes on the arena islands.
  • Rebalanced the tank bug's attacks and its impact on the player, improved visibility of the spike attack.
  • In some cases, it was impossible to pick up Rofleemo in the depot, even though the interact buttons were displayed - fixed.
  • In some cases, it was impossible to pick up Rofleemo in the depot, and the interact buttons were not displayed - fixed.


Upcoming hotfixes:

  • Fixing situations where items fall through the floor when a character dies or when dropping out of the AI.
  • The possibility of losing amber if the client leaves the session with it in the "Creature" quest.
  • Camera sinking into the ceiling in tunnels.
  • Desync of installed prophecies in coop mode or after re-entering the session.
  • Annihilator core clipping enemy corpses.
  • In some animation cutscenes, the character appears to be flying or their limbs sink into the cutscene objects.
  • Random loss of intractability after interacting with the Builder's Book/Hammer.
  • Displaying resource names in the technology tree and objects through which technology unlockable items/objects are created.
  • If a player-client picks up Rofleemo and leaves the session, Rofleemo is removed from the host's session.


…and more.

Thank you very much for playing VoidTrain and providing feedback. We would be grateful if you leave a review - it really helps us!

Hotfix #4

Hello everyone!

VoidTrain arrives at Hotfix #4 station (version 11771), and here's what we see there this time:

  • The area in the depot that prevented item pickup has been fixed.
  • Player characters were visible in building mode in the depot - fixed.
  • There was no message indicating a full inventory when picking up weapons from the weapon table - fixed.
  • Lighting in shaded areas of locations and trains has been improved.
  • New sounds for voidfishes have been added, making them quieter and less intrusive.
  • The texture of the sterilizer has been changed from a red cross to a neutral one.
  • It was impossible to demolish train modules through the construction console in the depot if the demolition key had been remapped - fixed.
  • The area where the tank bug spike will appear is now highlighted slightly in advance.
  • In cooperative play, the client player could encounter blocking bug with chests by repeatedly opening and closing them using the E and Esc keys - fixed.
  • The character animation with the hammer in the Void has been fixed (the character was positioned as if in gravity area).
  • The client player couldn't explode voidflowers, engage brakes, or break energy cells of outposts if they were beyond a certain distance from them - fixed.
  • Crafting the grappling hook before the intended quest no longer breaks the quest system.
  • A blocking bug that prevented picking up a reward chest in the puzzle islands and continuing the quest has been fixed.
  • The issue with the grappling hook sinking into surfaces, flying around the location, and bouncing off the floor has been fixed.
  • A resource exploit using shotguns and resource clusters has been fixed.
  • It was possible to obtain the revolver earlier than intended in the storyline (through the armory table) - fixed.
  • Rofleemos disappeared after upgrading the wagon or moving beds - fixed.
  • The incorrect display of crafting time when assigning a worker-Rofleemo who boosts crafting speed has been fixed.
  • A potential fix for the inability to exit the crafting interfaces has been implemented; please report if you encounter the issue again.
  • One of the reported crashes has been fixed.
  • Floor decorations were not functioning properly (objects could not be placed on two types of floors) - fixed.
  • Various visual flaws in the level design of depot locations have been fixed.
  • Not all Rofleemos were displayed in the workers list - fixed.
  • Rofleemos without beds will no longer be ejected from the train upon entering the depot or when losing their beds in the depot. They can also remain at their workstations if the bed is lost during the journey.
  • If there was a Rofleemo without a bed on the train, they will now automatically occupy a newly built bed. Additionally, if a Rofleemo without a bed is kicked from the train, another Rofleemo (without bed) will immediately occupy the vacant bed.
  • In some cases, if there were 4 beds on the train, the game only allowed inviting 3 Rofleemos - this fixed.
  • The VFX of gas balloon and fire extinguisher explosions have been improved.


The next train stops will include:

  • Rebalancing of the tank-bug from the arena islands.
  • Fixing the Speed quest (temporary solution - wait for the engine to deplete the existing ice and add new ice, the quest will continue afterward).
  • Fixing issues with items clipping into the floor or through the environment.
  • Resetting crafting in coop play if something is being crafted on a different workbench.
  • We are currently investigating the issue with connectiion problems from certain regions (South Africa being the most frequent case; temporary solution - VPN) - unfortunately, we are awaiting a response from the online system devs and hope to address this as soon as possible once we are able to incorporate fixes into the project.
  • Addressing the problem with AI spawning at outposts and in the depot, which also led to quest system blocking bugs (final iterations of fixes).
  • Fixing VRAM/RAM leakage when interacting with the weapon table.
  • The possibility of losing quest amber on "The Creature" quest if the client picked it up and left the session.
  • Improving hitmarkers when hitting enemies (different hitmark scenarios).
  • Resolving character camera clipping through textures in tunnels and low locations when jumping + crouching.


…and more.

Thank you very much for playing VoidTrain and providing feedback. We would be grateful if you leave a review - it really helps us!

Hotfix #3 - Online game functions and more

Hello everyone!

Third day - third fix (updated version of the game 11724). We are trying to quickly fix the most critical issues so that you can build your trains and ride them through the Interdimensional.

So, what did we bring to you today:

  • Fixed online game functions (the game should no longer open a browser tab with Epic Games when launching; players who did not see servers and could not connect/open a session due to the binding between Steam and Epic Games should no longer experience these issues).
  • Train armor no longer disappears after Save/Load.
  • Fix for ultrawide monitors 21:9 and 32:9 (the diary was not fully visible on the screen, making it difficult to use).
  • Hammer Destruction option is now activated by holding down the F button instead of pressing it.
  • Lootable containers and crates were not highlighted for the clients - fixed.
  • Now the buttons and icons for the hammer and builder's book in the HUD are visually separated. The rebind keys function is also connected to these actions.
  • Item pick-up notifications disappeared after the character died - fixed.
  • Rofleemo workplaces reset after Save/Load - fixed
  • Additionally reduced head bobbing for some animations + camera behavior in aiming has been improved.
  • The debuff "No Bed" when it shouldn't be there has been fixed.
  • Improved dissolve effect on fabric in the “Darkness” quest.
  • Weapon modules should no longer fall into the mesh of the altar pedestals for chests.
  • Fixed a synchronization issue with character-client movement during the sprint.
  • Rofleemo used to remain on the Gatherer’s Stations at the depot - fixed.
  • Roflemoo, if they were kicked off the train, didn't cry and mourn in the depot immediately. Now, they do it immediately. Shame on you!
  • Fixed one very strange Сrash.
  • The placement of a statue in one of the final quests has been simplified due to complaints that it was difficult to find.


This is a list of issues that we are planning to fix in the upcoming hotfixes:

  • The outpost quest can be blocked due to the inability to locate all AI. This can be temporarily resolved through Save/Load, after which the quest will continue within 3 seconds. We have finally identified a potential cause and plan to work towards fixing the bug in the next few days.
  • The possibility of losing quest amber on “The Creature” quest, if the client picked it up and left the session.
  • Bug with obtaining the revolver earlier than planned according to the storyline.
  • Memory leak when using the Armory bench for a long time and constantly switching modules.
  • Improving hitmarkers when hitting enemies (different hitmark scenarios).
  • Inability to destroy modules in the depot construction if the use key has changed.
  • Character camera clipping through the textures in tunnels and low locations when jumping + crouching.


…and many other things that are already in progress.

Thank you very much for playing VoidTrain and providing feedback. We would be grateful if you leave a review - it really helps us!

Online Systems Beta Test

Hello,

We have opened a beta branch with a build that potentially fixes the issue when a player cannot see sessions without Epic Games account linked or cannot open a server/connect to someone after launching the game + fix for the opening the browser tab with Epic Games authorization (this should not happen anymore). We invite everyone who experience such problems to check this beta and share your feedback.

Access code: 2NSk6jx4UUYndAju

How to switch to the beta branch: right-click on the game in the library > select "Properties" > choose the "Betas" tab > enter the code in the field and click "Check code" > after that, testbranch will appear in the list, select this branch > the game will update.

You can switch back by selecting "None" using the same method.

If you still face theses issues in the default Steam version and you have some free time, please try launching the beta branch - If the problem with opening the Epic Games tab persists, please write about it in the comments. If the issue is not relevant, try creating a session or connecting to open ones (there may not be any or there may be few, as this is a beta branch).

Please leave feedback on this iteration of the test in the comments below