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End of Year Message (and What’s Next for VOIN)

[p]Hello Vindicators,[/p][p]As the year draws to a close, I wanted to take a moment to reflect on everything we've built together—and to give you a glimpse of what's next.[/p][p]First and foremost: thank you.[/p][p]Every time I read your reviews, Discord messages, and Steam discussions, or watch a clip of your incredible runs, it truly means the world. As a solo developer, the journey is often a solitary one, pushing forward on my own (though I was fortunate to collaborate with a fantastic animator and concept artist this year—their part-time help was a massive boost).[/p][p]In the most real sense, you are the reason VOIN continues to evolve and improve. Whenever I face doubt or uncertainty about the direction, I know I can turn to you. Your brilliant ideas, and your unwavering support are my compass. Your kindness and enthusiasm are a constant source of motivation to keep pushing forward.[/p][p]Thank you for being on this journey with me![/p][p][/p][p][/p][h2]What has been Achieved Since Early Access Started[/h2][p]VOIN entered Early Access just over a year ago, and since then, I've released multiple updates—both large and small—that have overhauled nearly every system in the game.[/p]
  • [p]Monster affixes and variations[/p]
  • [p]Reworked difficulty levels[/p]
  • [p]New dungeon[/p]
  • [p]New enemies (full spectrum of undead, Frost Giants, Axosauruses, Golems)[/p]
  • [p]Arena to test your battle prowess[/p]
  • [p]New frozen level[/p]
  • [p]New itemization system (a complete overhaul of how items work)[/p]
  • [p]Tons of new items and new weapon types[/p]
  • [p]New Tree of Talents + reworked progression[/p]
  • [p]Reworked/improved first-person animations[/p]
  • [p]New weapon abilities system[/p]
[p][/p][p][/p][h2]Closest Plans (Next Updates)[/h2][h3]1) The White Mountain Level Rework[/h3][p]The White Mountain level is a relic from VOIN's infancy. Revisiting it now, its potential for improvement is obvious. The castle at its heart still holds charm, but the lands that stretch beyond its walls are barren—a stark contrast to the rich, detailed worlds I build today.[/p][p]I plan to transform it into a bastion that has weathered a great siege. The environment will tell a story of that conflict, strewn with the wreckage of war and echoes of the past. This redesign will hone the level's best qualities and forge its duller moments into something far more compelling.[/p][p][/p][p][/p][p][/p][h3]2) Fleshsmith Rogorog Improvements[/h3][p]Rogorog goes all the way back to my early prototypes—and he remains a compelling villain. That said, I’m not fully satisfied with how the battle currently unfolds.[/p][p]So, my current focus is on reworking three key aspects:[/p]
  • [p]A visual overhaul to heighten his presence and atmosphere[/p]
  • [p]A more dynamic and intuitive battle flow with multiple stages[/p]
  • [p]Creating a stronger sense of escalation to make the encounter feel more climactic and rewarding[/p]
[p]
[/p][p][/p][h3]3) Frozen Level — Redesign (Yes, I hate it too)[/h3][p]I’ll be honest: The Grimmir Expanse defeated me. I overextended myself, creating a world so vast that its pacing, iteration, and consistent fun factor became a real challenge.[/p][p]Because of this, a redesign is necessary.[/p][p]I'm currently putting the final touches on the dungeon portion of the level. Yes, the locked doors to The Thousand Names Atheneum you’ve all been eagerly waiting to enter. Once that's complete, the surface area will also undergo a transformation. However, the dungeon is simply too compelling to keep hidden any longer, so here’s a sneak peek:[/p][p]
[/p][p][/p][h2]About the In-Game Roadmap[/h2][p]Now, to address the elephant in the room: the roadmap.[/p][p]You've likely noticed something unusual. While I've delivered significantly more content than initially promised in certain areas, some items from the roadmap remain unfinished as the year comes to a close.[/p][p]The reason is simple, though the solution was complex: I was unsatisfied with several core systems—most notably the itemization. Implementing these fundamental changes required substantial time, but they were absolutely necessary.[/p][p]To me, systems like itemization and progression form the very foundation of the game. If that foundation isn't solid, then layering more content on top doesn't truly advance development; it only creates greater complications for the future.[/p][p]Early next year, I will release a thoroughly updated roadmap that accurately reflects the game's current state and clearly outlines the plan ahead. Please rest assured: I remain fully committed to every promise made. The features you've seen will absolutely be in the game, and there will be even more to come![/p][p][/p][hr][/hr][p][/p][h2]Happy Holidays[/h2][p]For now, I simply wish you a calm and happy holiday season. VOIN is currently on sale at 30% off, making it a wonderful opportunity to gift to your friends.[/p][p][dynamiclink][/dynamiclink][/p][p]Thank you once again for playing, for your support, and for helping me shape VOIN into the game it is becoming.[/p][p][/p][p]With warm regards,
Sozidar[/p]