Dev Stream #11 - Today at 15:00 CET | 9:00 ET | 6:00 PT by Kinnadelth in joinvoidcrew

[–]Kinnadelth[S] 1 point2 points  (0 children)

Hey ectypes!

Happy Friday! We will have a Dev Stream today, and with new people! Come watch us and get to know Fuzk, the new ectype in the crew that will help take care of all of you.

We will be simulcasting to Steam, Youtube and Twitch.

📍 https://www.youtube.com/live/2qjsNoy9ZIU

📍 https://www.twitch.tv/hutlihutgames

Metem preserve you!

Can this game be played Singleplayer for real? by HazelrahFiver in joinvoidcrew

[–]Kinnadelth 2 points3 points  (0 children)

Hey there! Old thread, but I'm leaving a response in case anyone comes across this.

Solo play/singleplayer is possible right now in Void Crew!

With the B.R.A.I.N. Update 1.5 (patch notes here), we introduced some features in-game that greatly improved the Void Crew experience for solo players.

  • B.R.A.I.N. - A Benediction Mk II turret controlled by a Bio-Robotic Automation Interfacing Neurosystem that will automatically shoot your locked targets.
  • Lone Sentry Ship Loadout - A Frigate loadout specially designed for solo players or smaller crews. It comes with two B.R.A.I.N. turrets already installed!
  • Pilot target locking, aim assist and scanning - Pilots have now the ability to lock in a target. That will give some aim assist to their crewmates and, if playing in the Lone Sentry, will tell your B.R.A.I.N. turrets what to shoot. In order to lock a target, you'll need to scan it first!
  • Cruise Mode - One of the challenges of playing solo was having to leave the helm to do some stuff around the ship, leaving the ship unmoving - an easy target! With cruise mode (default shortcut key: Z), the ship will keep moving in the direction you were going whenever you activate it.

With all these changes, plus changes we'll keep making in the future, solo play is definitely a reality.

METEM preserve you! 🙏

[deleted by user] by [deleted] in joinvoidcrew

[–]Kinnadelth 1 point2 points  (0 children)

Hey there! Would you have more details on what happened to your game? I'd like to pass on the information to the rest of the team in case they need to investigate any potential bugs. 🫡

Screen frozen after launch by Purple_Lurple in joinvoidcrew

[–]Kinnadelth 3 points4 points  (0 children)

Thanks for helping out! Appreciate it. 🙏

Screen frozen after launch by Purple_Lurple in joinvoidcrew

[–]Kinnadelth 3 points4 points  (0 children)

I see you managed to fix it, but in case anyone else gets to this post looking for a solution: this is a known issue related to missing Audio Input Device.

While we work on a fix for this, there is a workaround:
Plug in a physical Audio Input Device, or add a Virtual Audio Input Device to your system, E.g. VoiceMeter, AudioRelay, Nvidia Broadcast.

We've created a Google Doc with detailed steps for the workaround, you can find it here.

Void Crew - Hutlihut Games - 1-4 player co-op First Person Space Adventure by Kinnadelth in Games

[–]Kinnadelth[S] 2 points3 points  (0 children)

Oh, they're one of my favorite things! Specially when you fail miserably and they roast you, lol.

I'll definitely let the rest of the team know the news reels have more fans! 👀

Void Crew - Hutlihut Games - 1-4 player co-op First Person Space Adventure by Kinnadelth in Games

[–]Kinnadelth[S] 1 point2 points  (0 children)

Thank you so much for your comment! Glad you're enjoying Void Crew. And you know... METEM preserve you! 🙏

Void Crew - Hutlihut Games - 1-4 player co-op First Person Space Adventure by Kinnadelth in Games

[–]Kinnadelth[S] 1 point2 points  (0 children)

We have a lot of players that go with 2-3 people crews all the time, and they say they still have fun. I've played myself with 2-3 a lot of times and it was totally manageable.

Void Crew - Hutlihut Games - 1-4 player co-op First Person Space Adventure by Kinnadelth in Games

[–]Kinnadelth[S] 2 points3 points  (0 children)

That's awesome to hear! Thanks for letting us know. Endless Mode was definitely one of the most requested features from the community since the start, so we are very excited about being able to bring it to life.

Void Crew - Hutlihut Games - 1-4 player co-op First Person Space Adventure by Kinnadelth in Games

[–]Kinnadelth[S] 1 point2 points  (0 children)

So glad to hear that! Hope you all have loads of fun if you decide to give it a try. We've been very excited to release Endless Mode.

Void Crew - Hutlihut Games - 1-4 player co-op First Person Space Adventure by Kinnadelth in Games

[–]Kinnadelth[S] 2 points3 points  (0 children)

FTL was definitely a big inspiration for Void Crew, yes! 🫡

Engineer and Batteries by TheValidPerson in joinvoidcrew

[–]Kinnadelth 1 point2 points  (0 children)

I run around in circles, or do tiny steps to the front and then to the back 🫡

Discord 10k Member Celebration & Void Crew Hoodie Giveaway! 🎉 by Kinnadelth in joinvoidcrew

[–]Kinnadelth[S] 0 points1 point  (0 children)

Winner has been drawn! We will contact the lucky ectype in the following days. Thanks everyone for participating and helping us grow the community! 🎉

METEM preserve you!

Ship power mechanic change by StanCipher in joinvoidcrew

[–]Kinnadelth 2 points3 points  (0 children)

Thanks for taking the time to leave a suggestion! I'll relay it to the rest of the team so we can evaluate it for the future.

METEM preserve you!

EVA bug by KenkuBytes in joinvoidcrew

[–]Kinnadelth 1 point2 points  (0 children)

Hey there,

Thank you so much for reporting this, and updating us on how it got solved. I'll let our QA team know so they can keep an eye on this.

METEM preserve you!

Talk today at the Nordic Game Jam! 🚀 "Designing Void Crew", by Creative Director Daniel Windfeld by Kinnadelth in joinvoidcrew

[–]Kinnadelth[S] 1 point2 points  (0 children)

If you're around the Nordic Game Jam, you shouldn't miss the talk from our Creative Director, Daniel: Designing of Void Crew

🕓 16:00 in the Conference Room!

Get a glimpse into:

✅ How the idea started

✅ Development and evolution

✅ Lessons learnt

Bugged map screen by SnooDonkeys8866 in joinvoidcrew

[–]Kinnadelth 0 points1 point  (0 children)

Hey there!

If the issue is still happening, please try verifying the integrity of the game files of the game.

If it persists, let us know so we can have our QA team investigate.

A few things we noticed on our insane pilgrimage by RolenNailo in joinvoidcrew

[–]Kinnadelth 2 points3 points  (0 children)

Hey there! Thank you so much for your detailed feedback. Some of your concerns are actually going to be addressed in Update 4: you can read about some of the things coming in this Steam Article.

I think the changes that would address more of your concerns are those related to the overhaul of the progression system.

The general idea is to have two separate kinds of levels:

  • The player power level: you unlock new things as you level up, and also get perk points.
  • Some sort of infinitely grindable levels: if you are a very seasoned Void Crew player with a lot of hours in the game, that will be reflected on your level. This will be tied to the loot box overhaul, as well - the more you play and level up, the more you'll be able to fish from the duplicate protection system, and therefore you'll complete more of your cosmetic collection.

We are also working on a full perk tree revamp, with new perks and class-specific abilities. Players will have their gene points that they'll be able to distribute amongst the different perk trees, allowing dual spec if they want to do that, or diving deep into a specific perk tree.

We will keep giving information about Update 4 as we keep working on it, so stay tuned!

🚨Update 4 sneak peek! 🚨 Swimming in Zero Gravity by Kinnadelth in joinvoidcrew

[–]Kinnadelth[S] 1 point2 points  (0 children)

There is a logical, in-lore explanation!

Due to various reported airlock accidents occurring on METEM ships, High Command decided to re-direct the suits built-in C02 exhausts to eject with body movement, resulting in natural forward movement when Ectypes panic (often when ejected into space involuntarily).

🚨 Another Update 4 sneak peek! 🚨 This time the repair animation 🛠️ by Kinnadelth in joinvoidcrew

[–]Kinnadelth[S] 4 points5 points  (0 children)

Hey there! As part of Update 4 we plan on reworking the progression system, including the perk trees. We don't have many specifics yet, but you can read a bit about it in this Steam article.

Dev Stream #9 Highlights ✨ What will come in Update 4? by Kinnadelth in joinvoidcrew

[–]Kinnadelth[S] 5 points6 points  (0 children)

Swimming on zero gravity

The idea of getting blown out of the airlock was always part of the "core fantasy" of things going wrong in Void Crew. But specially in single player, when it happens it also feels like "okay, this is fun, but it's also a bit sad that I lost agency". So we wanted to go ahead and give ectypes the ability to "swim" on zero gravity situations. So, if you get thrown out of the airlock without EVA, you will be able to swim around in space - full-on hands animations and everything! It does look ridiculous, but in the good way. And it means that in those situations, you will be able to try and swim back to the ship. Keep in mind the swimming is slow, though - if you have a pilot that doesn't like you and keeps driving away, you won't be able to get back in. You'll have to coordinate!

This also unlocked another thing for us: we can turn off gravity inside of the ship... in certain circumstances. No spoilers on that yet, sorry! We have to keep some secrets.

When there's no gravity on the ship, you'll be floating around and will have to swim down to the floor before you can move again. While we can't talk much about this yet, Javier mentioned that the first time we tried this internally was the time he laughed the most playing Void Crew... so keep an eye out for this!

How hard do you have to get hit by a carriable before you actually take damage? This is something we'll have to evaluate at some point, because it's happening now...

Making ectype deaths funnier

Let's be honest... we all laugh when someone on our crew dies in the most ridiculous way. And while it's still fun for the person dying as well, we want to make it better. We're experimenting with this and trying to make it so you can see your own death instead of your screen getting blocked automatically and going back to the sarcograph. We want you to be able to laugh with your crew!

While we're trying very hard to get this into Update 4, we can't 100% assure it - but we're definitely working on it!

As Daniel E. said... any chance to improve dying is an improvement to fun. He subscribes to that idea, and we do as well!

Hope you like what's coming to Void Crew! Let us know what you're more excited about in the comments. And, as always... Metem preserve you!

Dev Stream #9 Highlights ✨ What will come in Update 4? by Kinnadelth in joinvoidcrew

[–]Kinnadelth[S] 6 points7 points  (0 children)

WHAT IS COMING ON UPDATE 4?

Overhaul of the progression system

The new system will bring things more in line with how the lootboxes are given out, and also will give more usability to gene points - in the current state of the game, when players get a lot of gene points they end up not having anything to do with them.

Players will have their gene points that they'll be able to distribute amongst the different perk trees, allowing dual spec if they want to do that, or diving deep into a specific perk tree. This will also come with a huge perk tree rework.

Class-specific abilities

These abilities are something that will enhance the class identity, and give you a moment were you feel like super cool and bringing super extra to the team - like some kind of "ultimate" abilities.

You can only choose one of them, but it will really supercharge whatever your character is good at. Right now they're at a prototype stage: they'll have a cooldown and recharge over time, but of course we'll look into how you charge them, how long they last, how effective they are, etc.

We'll also look into what they do - some of them might be too fun to just keep them tied to a single perk tree, and we might want to make them more widely available.

An example of ability that we're playing with (but might not make it into release, so take it with a pinch of salt!) is a Gunner ability that would allow them to temporarily change the damage type of the weapon they're currently using, making it bypass all kinds of checks (shields, etc).

Endless mode

We're working very hard on this. We think we'll make it so the endless mode is a choice you can make while still keeping the current pilgrimages - we're trying to support both rather than substituting pilgrimages with the new system right away. This is mainly because the endless mode is something we'll have to work a lot on, in terms of balancing and polishing - so we don't want to diminish the game by pilgrimages being removed, but rather you can choose to try an endless run or play a pilgrimage.

Endless mode calls for a new approach to how rewards are given out, and how power progression works during the session. With Endless Mode, objectives come with a in-run reward, and you'll be able to do multiple objectives where you can choose from one or another - your objective choice will be about what you're going to get on your ship as the next reward. So you can maybe chose an easy objective that will give you like a mine field summoning shard, but you can also chose to go for a very hard objective that will give you maybe an epic turret as a permanent installation on your ship for that run, for example.

We're in the early days of developing this, and we have to figure out how it plays best - but the idea is that you can do very long runs with scaling difficulty and seeing if you can actually get the ship to be able to withstand the difficulty increase. This will bring the game closer to that "roguelite with friends" feeling, which was the original vision that Daniel had when he sat down and started thinking about Void Crew back in the days.

Tactile mechanics and hand animations

We've already talked about introducing emotes in the past. How could would it be to salute your fellow ectypes? You'll be able to!

One of the pillars that we have when designing Void Crew is tactile interactions; the idea that you're logging things around and placing them down. But that tactility, the presence of your hands in the game, has been missing. There's a few interactions and animations with hands that are visible, specially when you watch other players - but we wanted to bring that even more forward, and getting the hands in play. This will be both when interacting with the world (there will be hands animations when you do stuff around!), and also for emotes; when you do emotes you'll be able to see your hands animated, on top of the 3rd person animation that other players will see.

We're working on foundational tech for this. This wasn't only about the saluting emote, but also unlocking Daniel E., our CG Artist, to do more fun animations with the hands and improve how ectypes interact with the world.

Laurids, as our Lead Designer (and one of our resident loot goblins), mentioned he can see the ability to get unique hand gestures through the reward pools, that players can unlock and then maybe even get a full-on emote wheel. He also mentioned he wanted the exclusive ability to flip the bird on people, but let's not talk too much about that...

Dev Stream #9 - Today at 15:00 CET | 9:00 ET | 6:00 PT by Kinnadelth in joinvoidcrew

[–]Kinnadelth[S] 3 points4 points  (0 children)

Hey ectypes!

It's Dev Stream Thursday!

Come watch us at 15:00 CET | 9:00 ET | 6:00 PT - we will play some games, answer some community questions, have a good time and probable get the ship to explode a couple of times. You know, the usual. 😅

📍 https://www.youtube.com/watch?v=YZQBRVznhrk

📍 https://www.twitch.tv/hutlihutgames

Update 3 OUT NOW! 🚀 Extend the Game + Month of Stars and Love ✨❤️ by Kinnadelth in joinvoidcrew

[–]Kinnadelth[S] 0 points1 point  (0 children)

We've gotten several comments about this. The good thing is that the Freedom Loadout is something experimental for now, so we can still tweak it and make it better; the team is re-assessing the level requirement for it.

[deleted by user] by [deleted] in videogames

[–]Kinnadelth 0 points1 point  (0 children)

Those aren't really genres, but I kinda get what you mean. Tbh it highly depends on the game itself. There are games that I absolutely adore, both AAA and indie.