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The Void Project News

We're Participating in Steam's October Next Fest

Hey everyone, it’s been quite a while since the last devlog. But this is not the devlog tho, it's more of an announcement post about Steam Next Fest! Starting Oct. 14th, at 10 AM PDT / 10 PM PKT

What's New ✨


  • 🎉 The entire UI/UX has been revamped and completely changed from the previous demo version!
  • 🎨 We've added a new option called "Customizer" in the menu, allowing you to create your own unique art style for the game.
  • 🔧 A lot more accessibility features have been included in the settings, which you can toggle on/off to completely change the game's look!
  • 📖 A tutorial scene has been added, complete with an English voice-over to guide you.
  • 🌫️ Visuals have received an upgrade, featuring volumetric fog and Screen Space Ambient Occlusion (SAO).
  • 👾 Enemies have been refreshed with new AI and visuals for a better challenge!
  • 💪 The overall game feel has been drastically improved!
  • 🔫 Weapon models have been changed to match the overall game aesthetic.
  • ⚡ The Twins (Dual Pistols) now shoot raycast bullets instead of physical bullets, greatly enhancing the fast-paced aspect of the game!
  • 🌍 Localization has been introduced! While it's currently limited and in experimental mode, we plan to add more languages and improve the existing ones.
  • ☁️ Cloud saves have been removed in this update due to bugs.
  • 📊 The leaderboard has been refreshed, but no scores are available yet. The old leaderboard is still in our Steamworks database.
  • 🌊 The wave system has seen significant improvements, making the game tougher to beat!
  • 🐞 Various bug fixes have been implemented.
  • 💌 The bug reporter has been removed. You can report bugs directly on our Discord server or by emailing us at [email protected].
  • ⚙️ Game optimization and performance fixes have been made for a smoother experience!


Game's Release Date & Time 🕚

Devlog #4: Significant Game Design & User Interaction Changes

Hey everyone, it’s been quite a while since the last devlog. Before we begin, let me thank you all for supporting us. We have almost 500 wishlists right now. I know it's not much, but we are grateful that 500 individuals think our game is worth checking out.
Let's begin with the devlog...

Current Game's State

The game is in continuous development, and we are currently working on designing new enemies. Coming up with the first three was easy, but now that we are adding more, we are having some difficulty adjusting their behaviors and appearances. Since the game has a dual-tone art style, many enemies look bad or blurry when seen from far away. We can't change the art style at this stage, as we've already marketed it based on its visuals. So, we are sticking with it for now. (Yes, it's a rookie mistake—we didn't consider future consequences before choosing this art style.)

We are currently working on adding two new enemies and planning to add a few more so the game won't look bland and repetitive.

The two new enemies include:
P.S.: Some of these might not make it to the final game version, so keep that in mind.

[h2]Hell Hound[/h2]
[h3]Ground Type, Ranged Shooter[/h3]
Behavior: Spawns randomly on high ground, shoots the player when it sees them, teleports to a new location if the player comes close, and has a huge HP—more like a mini-boss. The game will notify you with visual cues when the Hell Hound has spawned. It appears after the 3rd wave and only once per wave, though it can sometimes appear in the 4th and 5th waves in the same run. Its attack deals small amounts of damage, but if left unchecked, it can be lethal.

[h2]Earth Worm[/h2] (in Future Roadmap)
[h3]Ground Type, Head-on[/h3]
Behavior: Spawns in the ground and digs its way up to the surface, looks for players around it, and hits them if they come within its attacking range. It's like a slapping hand that surfaces through the ground and smashes you like a bug (weird example). They can't chase or shoot you; they remain in one position, making them easier to kill. However, be warned—they slap really fast, so if they catch you, you can't escape.

[h2]Toxic Slime[/h2]
[h3]Ground Type, Poisonous[/h3]
Behavior: Spawns randomly when you kill the Dynamight. Chances are low, but once they spawn, they chase you indefinitely. They are slow but leave a poisonous trail behind them. If you step on it, you will get poisoned and take damage over 5 seconds. They are hard to kill since half of the bullets deflect off them due to their slimy nature.

[h2]Dragon[/h2] (in Future Roadmap)
[h3]Flying Type, Kinda Boss[/h3]
Behavior: Spawns in the last wave. It's kind of a boss—it spawns only once, has huge HP, deals a lot of damage, but doesn't have unique boss moves. It has only one phase, so you don't have to worry about it being revived multiple times. The main reason for this design is that it's not an action-packed game; it's a fast-paced arena shooter. We want to create enemies that don't take much time and aren't Dark Souls-hard. We aim to add fun and engaging elements (I don't know how to animate cool moves either).

Visual Changes

Now, let's talk about some art and visual changes in the game (these are not available in the demo for now but will be after the game releases).

[h2]Player's Visor[/h2]
As you know, the old player's visor was just triangular shapes with no design. The new look is more fitting and goes with the game's art style.

OLD VISOR:


NEW VISOR:


[h2]Art Style[/h2]
As you've seen in the new visor's image, the art style has somewhat changed. It has become darker than the previous blue-ish dark. Outlines have also changed; they are thinner and less pixelated. We also tinkered with post-processing a lot and added new graphical settings for you to enable or disable, to make it look good or have a nice FPS boost.

[h2]Redefined UI Changes[/h2]
The menu hasn't changed much, but the overall color palette and UI design have significantly improved. It is now less clunky and flashy than before. We aimed to give the UI a boxy, stuffy, and bigger feeling, so we redesigned the whole UI. (These are subject to change and are not final.)

New Start Screen:


Minor Changes to Main Menu:


Settings Screen (some setting options are not available from the main menu; you have to be in the game to access them. This screenshot is taken from within a game, hence the different background):


Improved Leaderboard Screen (we added a badge system that gives players badges, or "watches," based on their leaderboard ranking):


This is the design system we are going with for other UIs as well.

[h2]Weapon Changes[/h2]

[h3]Twins[/h3]
Now let's talk about weapons. First, Twins (dual pistol weapon): we changed it from shooting physical bullets to raycast bullets, making them much faster and easier to aim. They also have a new model. The previous model was a placeholder and not designed by us. This one is a new and improved version of the Twins. They shoot the same, with no changes in behavior, apart from having more juice.


[h3]Chrono[/h3]
About Chrono (shotgun): not much has changed in its behavior. The only thing that changed is its model—it looks much cooler now. We refined some shader elements when the shotgun is active, making it look visually good and giving a sense of adrenaline when shooting. Bullet time for the win!


These were all the changes and updates we wanted to share. The devlog itself became quite long, so sorry for taking up your time.

Devlog #3: Demo is out Now! What to know before diving in

Hey everyone, it's going to be a short one.. some stuff about demo, tips and tricks

[h2]Demo vs Final Build[/h2]
There will be some major changes to the final build like New Enemies, New Maps, Ability to change game's whole art style, UI Changes, Mechanics and alot of new stuff. We'll be updating demo with the final build of main game too.. like less stuff but up to date with the main game. to give everyone a chance to try before purchasing and supporting..

[h2]Tips and Tricks[/h2]
We've added 4 sign boards for tips in the game so there's that.. for beating the timer fast? yea i dont think there is.. try to beat it without any glitch hehe... (clickbait intensifies)

ok i think thats it for this devlog.. it was just here for the demo announcement.. Enjoy, Good Luck and Have Fun :D

Devlog #2: Game Updates and Current Progress

Hey everyone, it’s been a while since our first devlog. I’ve been busy with real-life stuff, but now we’re back with Devlog #2! In this update, I’ll share our progress, game updates, and the main goal of the game. Also, get ready for the third devlog, which will come out with the demo. Let’s dive straight in!

[h2]Wave System and the Game's Objective[/h2]
We're adding a twist to arena shooters! Typically, these games have endless waves of enemies until you die. While our game is also an arena shooter, it’s not endless. Instead, you’ll face only 5 waves of enemies (3 in the demo). You start in an arena like usual, but the key difference is in how you play.

The goal is to clear these 5 waves as fast as you can. When you start a run, a timer begins with the first wave. It's all about speed and efficiency. As you progress, each wave presents new challenges, and you’ll need to be quick and strategic to beat them all in record time.

Time is recorded in Milliseconds but we are changing it to show it as in seconds.. with three decimals so yes.. mere milliseconds makes the whole world difference in the leaderboard position

Once you finish all the waves, your time is recorded and saved to a leaderboard on Steam. This way, you can see how you stack up against your friends and players worldwide. Compete to see who can clear the waves the fastest and claim the top spot. May the best speed runner win!

In Game HUD

[h2]Lore and how it effects the Game[/h2]
Our game's story is still being worked on and won’t be in the demo. But you’ll see some hints of it. When you start playing, you find yourself in a dark room in front of a computer. You can do different things on the computer, like starting the game and trying out different enemies one at a time.

In Editor view of a Isolated Computer Lab scene

In Game view of the terminal computer

For example, if you type 'test_svider' you'll see a scene with just Sviders to fight. And if you type other enemy names, you'll see scenes with those enemies. (available only in full release as its a bit buggy mess)

There’s also an option to learn about the game’s story, but that’s also only available in the full game. In the full game, you’ll find a digital library where you can read about how the world came to be and learn about the enemies you’ll face.

You'll also find lots of hidden surprises, called easter eggs, both in the story and the game itself. These are ideas suggested by our testers.

While our game isn’t all about the story, understanding the world it’s set in can make it more interesting. So, knowing a bit about how things came to be might add to your enjoyment.


[h2]Steam Achievements and Localizations[/h2]
We're thinking of adding five different languages to the game and lots of Steam achievements for players who love collecting them. Adding different languages can help us connect with players from around the world. We'll try to include these languages in the demo too, but we can't guarantee it just yet.

List of planned Localization Languages


[h2]Game's Progress[/h2]
It took us longer than we thought to finish the game—7 months instead of the planned 5. We admit, we tend to procrastinate a bit. But finally, we're just about ready to release a demo.

The game has improved a lot since our last update. We've fixed major bugs and made some big improvements to how the game works. But there's one thing giving us trouble: the Enemies AI. It's taking us a while to get it right, but we're working hard to figure it out.

Now, let's talk about the weapons. Originally, we were going to have an automatic rifle as the main weapon. But we changed our minds. Instead, we've created a pair of pistols called Twins. They're pretty cool.

Old Weapon Style

We've also made some changes to the enemies. They behave differently now. And instead of just using one weapon with two types of bullets, you now have two separate weapons.

The first one is the Dual Hand Pistols called Twins. They're fast and shoot one bullet at a time but keep pressing to shoot more since they are automatic weapons.

Dual Pistols (Twins)

In Game we are basically duplicating a single gun and using it as a dual weapon


The second weapon is a powerful shotgun called Chrono-burst. It deals heavy damage, but you have to charge it up first by killing at least 5 enemies. Once it's charged, you can unleash a devastating shot. But be careful—it takes time to recharge, so use it wisely. Save it for when you're facing lots of enemies or ones with a lot of health.

In Editor view of a Chrono-Burst Shotgun with pixelated outlines

In Game view of the weapon.. while its not that pretty to look at.. it is deadly when it shoots.

[h2]Level Design[/h2]
We're aiming to create a level that's simple and focused, like an arena. The idea is to keep distractions to a minimum so you can concentrate on beating the clock.

But don't worry, the level won't be boring. While we're not fans of heavy level design, we won't just slap down a plain surface and call it a day. We added some elements to keep it visually interesting without getting in your way.

[No Screenshots for this one, you will see it in the game]


[h2]Final Notes[/h2]
While we're not aiming to create the next UltraKill or Devil Daggers, we're working hard to get close to their level while adding our own unique touches. Sure, our 5-wave setup isn't in Devil Daggers, but that's what sets The Void Project apart.

This is our first big game, and most of the time, it's just the two of us (sometimes just one). It's also our first game on Steam—so, yeah, things could go wrong. But when the game is out, instead of hating on bugs or stuff you don't like, we'd appreciate constructive criticism. It'll help us make the game better for you.

Thanks for your support and being there for us. Sayonara!

Devlog #1: Final Art Style, How and Why!

Welcome to Devlog #1, well the second devlog to be exact.. this devlog will be more focused on how we achieved this pixelated dual-tone art style for our game.

Note: this shader was not entirely ours as we vastly expanded upon a similar in nature shader with CC0 License.

[h3]Here's a breakdown for the shader..[/h3]

[h2]Understanding the Foundations[/h2]

At its core, achieving that retro look comes down to three key elements:
  • Pixelation: We deliberately reduce the resolution to make the image blocky. Think of the iconic chunky pixels of early game characters!
  • Color Banding: The smooth gradients that we take for granted today simply weren't possible. Colors transition in distinct bands, creating a bold, almost posterized effect.
  • Dithering: To soften the harshness of the color banding, old games use dithering. This involves strategically placing pixels of different colors from the palette near each other, tricking the eye into seeing a wider range of shades.


[h2]Breaking Down the Code[/h2]

This shader tackles each of these elements step by step. Let's peek under the hood:
  • The Luminosity Factor: Calculating the pixel's brightness (luminosity) accurately is essential for proper color banding. Many simple formulas just average the red, green, and blue, but We're using a more accurate one that accounts for how our eyes perceive these colors differently.
  • Controlling Contrast: Adjusting contrast in this case isn't just about shifting brightness; it's about exaggerating it. Our shader multiplies the luminosity, pushing light areas even lighter and dark ones darker, creating a more stylized look.
  • Snap! – Creating Those Bands: This is where we force colors into distinct bands based on the pixel's brightness. By reducing the "bit depth" using clever math, we simulate the old hardware limitations.
  • Mapping the Palette: The shader dynamically figures out which two colors from our palette texture the pixel falls between. It's like carefully placing the pixel on a color ruler!
  • The Magic of Dithering: Time to break up the harsh bands! We use a dithering texture (basically a noise pattern), and compare each pixel's luminosity to a corresponding value on the texture. This determines whether to pick the higher or lower color from the palette.


[h2]In-Depth Explanation:[/h2]
[h3]1. Luminosity Calculation and Contrast Adjustment[/h3]
  • Accurate Luminosity: The shader uses a more accurate luminosity formula than simple averaging. Different color channels contribute differently to how we perceive brightness. This formula is essential for realistic color banding and dithering later in the process.
  • Contrast as a Multiplier: Notice how contrast is not added or subtracted, but rather multiplies the normalized luminosity. This has a non-linear effect, pushing darks darker and brights brighter without simply shifting the overall range. This can create a more visually punchy retro aesthetic.

[h3]2. Color Reduction for Banding[/h3]
  • Intentional Floor Function: The floor function is used to snap the continuous lum value into discrete steps. This creates the characteristic bands of color, simulating the limited bit depth of old displays.
  • Adaptable Bit Depth: The u_bit_depth(uniform var. in shader) uniform lets you control the number of distinct bands. A lower bit depth gives you a stronger, more obvious retro effect.

[h3]4. Dithering Logic[/h3]
  • Dithering's Purpose: Our eyes have incredible color accuracy, so the color banding alone would look harsh. Dithering breaks up these bands with a noise pattern, creating the illusion of additional shades between the palette entries.
  • Thresholding the Noise: The dither texture isn't directly added to the color decision. Instead, a pixel from the dither pattern is treated as a threshold. Based on its value, either the upper or lower palette color is selected.
  • Customizable Dither Patterns: The u_dither_tex(uniform var. in shader) lets you swap out the noise pattern. Classic patterns include Bayer matrices or blue noise textures. These patterns influence the visual character of the dithering.


[h2]The Power of Customization[/h2]
The beauty of a shader is how tweakable it is. I can crank up the pixelation for a super chunky retro vibe or dial down the color banding for a subtler effect. Plus, experimenting with different dithering textures lets me completely change the aesthetic!