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Voidtrain News

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.

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!