I seen people complain about the new computers looking all old with the nixie tubes and stuff, don't listen to them they are wrong and have bad taste.

Gather unknown signals from deep, silent space · By
Please, PLEASE clean up the lights and shadows and other effects. My weak computer can't handle it all (I'm stuck with 13 fps now inside the base). I would love to play the game more (I do enjoy it a lot) but right now it is unplayable for me without making it look like a 2D NES game (at which point I still only have about 25 fps in the base). And it isn't like my computer is that bad, cause it can run games like Space Marines 2 on max graphic presets.
its not you everyone has this problem, dev doesn’t really optimize the game at all (not to be mean to dev but pwease get someone to optimize your game) i have a pretty good laptop that can run movie graphics in warthunder but struggles getting a stable 30 fps.
When 1.0.0 is near the dev will optimize his game for the steam release (im not sure but this is from what i have heard)
Please add better mouse settings I have to set the DPI of my mouses to 200 fucking 200 for the in game sensitivity to not be to high but now my mouse unbearably slow in menu's I currently can not play the game when the lowest in game mouse sensitivity is still 10x faster that what I'm used to.
Please add better mouse settings I really want to play this game.
I genuinely cannot see a point in the new crafting object size limits if it isn't for technical reasons, this is just putting crafting certain items (like mushroom seeds) behind a fully random chance to just not allow you to do so.
Found a rare mushroom and you want to farm it? Whoops, the mushroom was slightly too big/small to craft with, better luck next time.
Random but you should be able to interact with things when ragdolled. I recently turned off ragdoll autostand because i like sliding around on the ice and i was rolling around the floor of the base, i decided to try to make it all the way to the bed from main room. Well after about 10 minutes of rolling around i made it to the door and was devastated that i couldn't open it while laying on the ground.
кто играет с модами на новый год даю подсказку как избавиться от крампуса, нужно купить буханку хлеба, сахар и хотя бы 8 пустых баночек, берём в подсобке ведро, наполняем его водой неважно от куда, ложим в ведро буханку хлеба и сахар, через 5 минут реального времени у нас будит бухлишко, наполняем 2 баночки, на дне ведра останется чуть чуть, берём это ведро в руки, НЕ В ИНВЕНТАРЬ, А В РУКИ нажимаем ЛКМ по источнику воды пару раз и вот у нас опять полная полное ведру бухла для пополнения баночек от крампуса
why can i have only 1 plasma tv? I want to be able to just hang a buch of big tv everywhere for funny but it says “this object is already on scene” now i have a tv that i spent alot of points on the doesn’t work and the other tv doesn’t work anymore too so bacisly both tvs are now useless i can’t sell the tv because of inventoryspace and i won’t have enough to even get close to buying a sellgun
You can't have multiple TVs of the same type anymore, additional ones just don't function. You can have a medium TV and a Plasma TV, but not 2 Plasma TVs.
You could originally have multiple TVs of the same type, but the extra TVs were extremely buggy and basically non-functional, so they now simply just removed the ability to use multiple of the same TV.
There is no speech in the game, but there are many sounds, the source of which is interesting to search for. The presence of subtitles, for example, "somewhere in the distance a strange noise is heard" could not have allowed me to miss the arrival of one guest, who was quite audible, but I was focused on something else at the time and missed it.
By the way, I love the new aesthetic of the terminals; it shows its age and fits the game so well!
There should be a way to keep doors open like it does when the power goes out. Maybe holding ALT and the Use key would lock the door open and the light on the keypad could become yellow or blink green? I'm mainly suggesting this because I like to keep the door to the break room open and it's annoying trying to keep it open with a prop and/or putting the prop back when loading into the game.
Souhlasím, to mě tam taky štve že nejde některé dveře nechat otevřené. Proč někam strkat glowstick když to jde udělat jednodušše.
Nebo ještě jednodušše přidat možnost na dveřích s nápisem STOP nebo DVEŘE/STOP pro ty méně chápavé,
a nebo DVEŘE NECHAT OTEŘENÉ ale tato možnost má zbytečně dlouhý název
Mohl by mi prosím někdo vysvětlit proč je v nastavení : Zahodit předmět písmeno R které nefunguje jak má?
Zahodit předmět u mě znamená zahodit předmět!A né že držím kufr v ruce zmáčknu R a napíše mi to nedostatek místa!!!
To tlačítko R funguje jako přidání do inventáře co jsem tak pochopil, když nemám místo,a né žadné (zahodit předmět)!
Když hra vyšla vše fungovalo skvěle,ted sem to vypnul po 3minutách hraní jen kůli ovládání které evidentně nefunguje jak má!
Zkoušel jsem všechny tlačítka,a ani jedno tlačítko nezahodilo předmět z ruky apsolutní Bullshit za mě.
A už vůbec nechápu proč je nastavené na pravé tlačítko myši inventář.
Nechápu proč všichni dělají složitejší ovládání když to jde jednodušše.
Co znamená pojem svázat své věci? Ikdyž nastavím v nastavení ZAHODIT PŘEDMĚT na jiné tlačítko pořád hlasí NENÍ MÍSTO !
Možná se blbě chápeme,tak se zeptám jinak. Jak položím kufr když ho automaticky drží v ruce? Za mě je tam jediná možnost a to, ZAHODIT PŘEDMĚT písmeno R. Když zmáčknu písmeno R-ZAHODIT PŘEDMĚT dostanu odpověd není místo. Nevím jestli je blbě nastavený český jazyk ale zahodit předmět u nás v České republice známená ZAHODIT a né že mi vyskočí ikona NENÍ MÍSTO a kufr drží pořád v ruce
would be nice if there were a protractor to mark and measure angles
also improvements to the measuring tape. it is very annoying that you cant see the current length while drawing it out (also weird that it uses right click while other point-a point-b items similar to it like the red ball of thread & christmas lights use left click)
Do you mean the parts of Kerfur-O or Kerfur-O itself?
For the parts, you need the recipe book to craft them. Check the kerfur document binder for the recipes if you still can't craft them to see if you are missing something.
For the Kerfur, you need the head, chest, pelvis, 2 arms, and 2 legs. You do not need the recipe book to assemble it.
I think there should be a whitelist of things keffa-o can cary while on the jeep. containers i understand why balance wise but i think she should be able to hold things like the radio while driving
(edit) Also, unsure if this is already the plan, but the different trash bins with lids should have storage capacity bonuses to the scrap type their texture represents. IE the grey bins for metal cuts the volume of metal scrap inserted into it by half or 2/3rds or something.
as it stands right now storing large amounts of scrap (in ways that doesnt obliterate the tickrate) is rather annoying
I don’t know whether to put it in bugs or feedback but I say it’s a QOL feedback anyways. When in the camera tab inside the computer when changing the name of the camera make it just the left click to edit as both left click and right click function differently (left clicking capitalizes while right clicking lower cases). Also having multiple cursors editing different cameras (probably a bug).
Just left click to edit the camera name and right click to apply changes to selected camera.
Radial menu is not working on new computer.
About colorfulness of new computer model - you (or Monique) can make it dirty and cleanable like bedroom shower.
Rain goes through base roof but don't go through roof of cabin in the woods. So I suggest you can copypaste whatever collision box is in it and scale it into base roof under textures lol.
Maybe UE feature, so it's unfixable, but if manequin is hooked to generator's wind blade - result is kinda odd.
Also, one time I get off ATV in front of garage on the ground without handbrake, near drone pickup point, and it's went underground while it was offscreen. Somehow it went through river "wall" and stayed in river, so I picked it up. Couldn't repeat this bug though.
Given that the main computer now needs to be powered by the breaker, I feel like the Radar should also need power.
No event that turns off power really needs the radar for the experience as far as I am aware, and it also makes fixing transformers scarier due to not being able to know what could be around them.
Ok so I do like the most recent update, however there are 2 issues I have with it currently.
1. kerfur omega struggles to navigate around the lake and rivers, and regularly gets stuck trying to go to satellite dish Tango
2. ALL crafted scrap sells for 1 credit making crafting scrap almost entirely pointless
creator of votv, and you can add another update (servers that have a dynamic timer and when the servers are loaded to the maximum, they will quickly break down and the internal servers also work, but there is also a dynamic timer in processing and many servers can download a piece of information and load balancing is applied and the load is also distributed to many servers and you can speed up downloads and for this the data will not be clogged in the cables that connect to the network and make another point in the improvements is to increase the power of the servers and you can add there is a lot of load on the server and you can expect that the server will not break down so often under load and make a stolas picture in the servers well, it's not fair that the servers will be equipped with equipment in 2009 when stolas equipment in late 1989 or 1979 and make the servers update the texture when you buy an improvement in server strength and the server could become very modern but this stolas is our favorite stolas) and that's it
My suggestion regarding the graphics of the game: an option for weak PCs (my PC does not have such a powerful fps of 30-35, and the temperature is too frightening for me +80 °), shadow optimization (after I set the shadows to 0, the fps became better than it was 50-65, and the GPU did not heat up above 70-78°C)
it may be helpful if getting the achievement for finding something out in the world told you where it is, because i've gotten two of those achievements now without actually seeing the things & have no idea where they are. this may just be my own problem; i may just have a shit sense of direction, and the low visibility from having to set the graphics basically to minimum to get a half-decent FPS probably doesn't help with that; but i thought i'd mention it
Since people seem to have problems with forgetting to manually make Backups (or just not knowing they exist), an Auto-Backup feature could be neat.
Functionally the same as Autosave, but it makes Backups on a longer timer instead. It could have a (customizable?) max backup limit before hard deleting the oldest one, maybe with something to differentiate them from manual backups to not have them get deleted.
Abandoned Kerfur should have an alternate way to deal with it, even if it is just running away. All other combat threats have some non-combat way to deal with them, but Murderfur is an exception, which is sort of a problem due to how it can still spawn even without Extreme Combat enabled.
My idea is simply just running away from it, where it will eventually lose interest in you and leave if you stay far enough away.
Okie Dokie! Loving everything so far, but it could be better!
A few ideas I have in mind for QOL and/or little improvements:
1. Selecting images for custom posters could be similar to the TV: select a file and display it instead of cycling through every single one.
2. Make running/sprinting a toggle, like I can change if I want to keep holding the key down to run or press a key to switch between running and walking.
3. A marker to draw on stuff. Hold LMB or RMB to leave a trail that eventually fades on an object if you're close enough to it. Can come in different variants and maybe a permanent version.
4. Make a sandwich, the food value could be some mix of the ingredients put in it and it takes a few bites to fully eat. Even if Kel doesn't like some of the ingredients thanks to food tolerance, he can still eat it thanks to the other stuff in it, or it makes the tolerance drop slower than usual.5. A configurable alarm for the digital clock that wakes you up at a certain time. If you're already awake, it just makes some beeping noises for a few seconds before automatically turning itself off or by manually interacting with it. (Edit: Already exists, whoops)
6. Connect any of the TVs to a camera, or even have multiple cameras connect to a single TV. The maximum amount is how much detail the player is willing to sacrifice, or maybe 4 cameras.
That's it for now, might have some more ideas later.
Edit:
7. Make posters remember what image they were. I added new pictures, and now every poster is different.
this is the first version i have played and i am very very impressed, i already would pay money for this, i am surprised you would call it pre-alpha. it's a fantastic horror game and i absolutely love its direction, it's very cleverly designed and the scares are fantastic -- most of the time, i'm just scaring myself!
when it comes to feedback, the broadest area i think could use improvement is making gameplay more intuitive, so LESS tutorials, less reading is needed, so people can play the game more than they look stuff up and potentially get spoiled.
as a #hardcore #gamer i could absolutely imagine much more casual players being turned off by not being able to figure out how to do important things.
i could not understand how to put an item in/out of my hand for a very long time despite looking it up. which is very important because you can't ride the ATV if your inventory bar is full.
some interactions such as putting a CD into a server or a gas can into the cremator requires you to specifically drag a physics object, not use it out of your hands, which fails quietly and is not obvious at all.
some hints towards core gameplay features such as "bagging trash for huge amounts of money" and "sv.target" could definitely use some ingame clues.
the compass being reprogrammable with sv.target is HUGE, and immediately made going outside comfortable as opposed to really stressful and slow. perhaps it could be a good idea to have a command on the satellite consoles that explains functions, such as typing in "help sv.target"
it's not obvious that bagging trash is one of the very best ways to make money because that's certainly not true in real life, and i'm sure most people would think that trash is for the cremator, which seems to produce no fuel at all from trash. perhaps your initial emails could allude to this; that the "outside team" would appreciate and reward you for cleaning up trash piles for them, if you sent it back. drop an item box on day 1, perhaps?
these are important things it took me several hours of play to learn, because they just are not intuitive or explained at all... and unfortunately, a lot of people will just skip over games if they dont get completely hooked in an hour or so. and the core gameplay is stressful enough!
as much as the design of VOTV is brilliant, this is its biggest weakness, that it could use some more help in being easier to learn without having to sit down and read, which i really don't think is all that necessary. the hints and tips menu is a crutch for that for now, and in this aspect I would agree that it could be considered a pre-alpha.
other minor things I most personally found annoying:
most of my "i can sense something" or broken pause menu events were just nothing. multiple times i just could not find out what was going on at all. which is a shame! if i am brave enough to go look around, i would like to see something happen.
also, i found cleaning the windows to still be a fool's errand. the fact they get dirty again isn't so bad, but the problem is that the dirt reappears quickly, and in the WORST spots: directly in your line of sight, as huge smudges which immediately draw my attention from the outside.
for how expensive the pressure washer is, i found it to be a very bad purchase, since it barely holds enough water to clean one section of wall, and requires you to run to the shower every single time.
i also never noticed the camera outside the front door at all. never ever after weeks of playtime. had to have it pointed out to me. why not have it active by default?
a tiny bug: deer and the.... sun creatures, do not appear on IR at all.
The tutorial could definitely have some work done on it. Some stuff is badly explained; explained decently, but there is enough other stuff around it that people just gloss over it; or just not explained at all.
I feel like it does expect the player to check the Hints menu, which is somewhat valid, cause it actually has a ton of useful info when you read through it. Only issue is, it doesn't tell you to, and nobody actually checks the Hints menu when they need help.
0.8.2b added an Item Box to the storage room above the garage, with a little note telling you how to use it. Selling the trash should probably be at least hinted at, rather than directly telling the player to do so. It does have more uses than just selling it, and directly telling the player to sell the trash will probably just make them not explore any of its other uses, like turning it into useful crafting materials that actually sell for more than the bagged trash.
The tutorial in the English translation is worded in a way that made it very difficult for me to figure out signal finding-- I believe I have the mechanics down, but I cannot lock on to the frequency. Does it have to be a very specific number? I've seen it spike twice, but immediately vanish again. I am unsure if this is a glitch or something I am not getting.
Let's imagine that setting the frequency is a game with cars. One car can drive in a straight line, from one side of the road to the other. The second car moves in a circle. Somewhere on the road there are points where the car must stop. The regulators that you turn are the gas pedal, only it works like the volume knob on an old radio - when the louder, the faster the speed.
Your task is to stop the cars at the specified points, which are designated by numbers. You turn the knob, increasing the speed to find this point, but you need to slow down to stop in time. Stop the car at the right point. If necessary, back up a little.
Sorry if the text looks a little strange, I am not in a position to check the translator right now.
hey mrdrnose. I enjoy your game obsessively alot. However, my pc is potato and I have no choice but to lower the resolution down so that the game could run at barely 14-29fps. while lowering /disabling other graphic settings are fine to me (i.e volumetric light, shadows, draw distance etc), The problem with lowering the graphic screen resolution is that I cant see the text of the computers because they are so pixelated.
It would be a huge game changer if there is an option where you can lower the screen resoulution that doesnt effect the resolution of the computer screens and others.
Thank you
I don't think anyone is going to be really expecting multiplayer to be added that much if they actually read the literal first FAQ entry on the game's page, stating that multiplayer is unlikely to be added.
"Q: Will there be a multiplayer in the future?
A: Most likely not, due to the lack of networking experience and lack of foundation for net in the game."
heya, i have a request! i'd really appreciate a windowed mode, because when i play games in fullscreen i get easily nauseous and dizzy. it's okay if it's not possible though! i just felt like mentioning it, since it's been on my mind for as long as i started playing...
though, if there is already a way, someone please let me know! i've already tried CTRL+F and ALT+ENTER but they don't do anything sadly. i also see there is a resolution option in settings, but when i lower it, nothing really happens?
regardless, thank you for making such a wonderful game mrdrnose, it's genuinely one of my all-time favorite games and i'm looking forward to what's to come in the future with bated breath! ♡
"Why do people post about multiplayer every day? The dev has said he doesn't plan on adding it. If you want it there is already a mod being made for it because the game does already have mod support. The multiplayer mod was working with the one of the last versions i believe but it was buggy."
-A reply to the literal previous feedback post that was also about multiplayer.
TL;DR: dev doesn't plan on official multiplayer, but there is a mod for it in the works
So a suggestion that kind of came up in my mind. What if a mirror was added somewhere in the base? A fun idea once Kel's animations are more fleshed out, is if his appearance dynamically changed. So his clothes could be soggy after being in water/being out in the rain. Maybe Kel could grow a beard slowly over time. If you patched yourself up because you bled, you could have some kind of wraps on you. Maybe Kel's hair could grow at an extremely slow rate to the point where you'd only see it get really long if you spent a lot of time on an infinite save. But if you use the syringe the Arirals give you, your hair and beard grow at a ludicrous speed.
If a mirror is added to story, it should probably be an optional purchase. There are functioning mirrors in sandbox (one with a proper model, basically seems ready for the normal game) and one in a secret, but they are pretty laggy.
I remember seeing potential stuff about alternate Kel outfits and damage textures, so those would likely come with the mirror and better animations.
Haven't played the previous versions so I can't say what's new and interesting compared to the previous ones but as far as I can tell its an incredible good build! I haven't had any issues with ctd's, FPS problems or instability problems. Fantastic game, by the way and as for suggestions: Perhaps make the crafting system a bit more intuitive, at the moment, at least from personal experience, its one of the more difficult systems to engage with initially.
A second suggestion is to go into more detail on some mechanics, making them even more accurate to how it is in real life and adding to immersion.
I'm hoping I experienced a bug, but I spent 4.5 hours experiencing nothing in the game. By nothing I mean I had completed tasks for multiple in-game days and not a single scare happened. The most that I can say that occurred was random mannequins appeared at one satellite, a little car appeared, and some floating jellyfish. I am hoping that maybe my run through was unlucky/bugged but I can't say I had a single scare happen.
However, suggestions on how to improve gameplay would be: Allow the ability to have power reset from building (keep external buildings but have them be linked via radio tower or something like that), Have a few scripted scares to happen no matter what to keep people interested in case something like my play through happens again, in the tutorial, explain the trash/selling system to include where to place the cases to sell and bagging/selling garbage or burning it, and don't start the download speed so slow that it takes multiple in game days for them to download (I had one take legit 3 in game days to complete).
This game is a slow-burn ambient horror survival job simulator, where hours can go by with little to nothing happening.
A ton of horror exists in this game, and a lot of it is scripted to happen, but don't expect to be immediately thrown into it. Things start to pick up pretty much immediately after week 1 of Story Mode.
The transformers are meant to be something to maintain that forces you to go far outside, so adding a remote way to reset them would pretty much defeat the entire point of them.
The tutorial does explain selling items in the Interactions section, saying to put the box on the delivery point. Item boxes are further explained in a note inside the base, next to one.
Downloads are far from that slow, even at minimum upgrades and max power consumption. If it is taking several days to download one signal, you are severely neglecting something that affects download speeds. Could be broken servers, or you have not calibrated your satellites in a long time.
может я что-то не правильно поняла или что-то делаю не так, но я не могу найти сигналы. Я прошла обучение несколько раз, продала все что было можно и купила улучшения, обошла все точки на карте, несколько раз удаляла мир и создавала новый, перезагружала игру, но я все еще не могу найти сигналы.
Я навожу курсор на мигающий сигнал от него исходят лучи к ближайшим точкам и сигнал сразу же пропадает) в игре уже 5 игровых дней и все еще ни разу не отправила диски с сигналами
Зайдя в панель для поиска сигнала, по нажатию Shift появляются стрелки, указывающие, где есть доступные сигналы, к ним нужно двигать курсор. Сигнал может пропасть, пока ты двигаешь курсор, это нормально, потому просто ищем следующий. Когда найдёщь пульсирующий круг, наведи курсор радара ближе к его центру и нажми Enter. Через пару секунд прозвучит один из двух сигналов: положительный или отрицательный. При отрицательном сигнале нужно снова искать сигнал. После положительного ты сразу услышишь, как тарелки начинают разворачиваться в сторону этого сигнала. Это всё, что требуется сделать на данной панели. Жди, когда все тарелки наведутся на сигнал, после чего переходи к следующей панели с настройкой фильтров.
0.8.2 Wall Builder Feedback:
I'm not sure if it's intentional or not but building alternate walls with material scrap is very bad in the current build. Before you would build for example, a wall with 99/100 bricks and if you wanted it to be an alternate material you finished it with your desired material. Now it seems you have to build the entire wall out of the desired material, as they count as 2 bricks worth of progress. IMO, no one in their right mind is going to make hundreds of, for example, Glass Scraps just to make a relatively small glass wall. Especially with how pretty much any in-game mishap can completely destroy the wall and make you restart from scratch. If this isn't just a bug and is intentional, it feels wholly unnecessary and saps any fun/creativity there is to be had with the builder.
I feel like part of the initial problem is definitely the required material amounts for a wall. Making a thin wall barely costs anything, but you expand it out by one tile and it instantly doubles the required materials.
I think there should be a falloff in the required bricks depending on the wall size, so smaller walls still require around the same amount of material as they currently do, but slightly larger ones won't cost hundreds of scrap to make in comparison.
Obviously not too much of a falloff (or limit it), so it doesn't trivialize making insanely large structures that would currently cost thousands upon thousands of bricks that you definitely shouldn't be making anyway.
I really love the pre-alpha! it’s been such a long time since I’ve played the game, and I never actually paid tat much attention to it before, which I do for a lot of games, I always sleep on an awesome game but then I find it again and get so addicted to it lol
I like the new game but I don’t really like the new models for some things, like the signal computers, and the new computer with the CRT monitor, so an option to use old models would be a very cool thing, but I can imagine how it could impact performance or anything, but if it won’t then please make it a thing. the new root base is kinda meh too, but I guess there’s not much you can do about tat, I’ll just have to get used to it, but I do like some aspects of it!
tat’s all tbh, I only don’t like some of the new models and textures, but tat kind of stuff hasn’t ever bothered me tat much, it’s not tat big of a change, lol
I was thinking, What if you add the option to buy pillows?
You could have a few sizes, some small square ones for like couches, some normal sized ones to replace the bed pillow, and maybe even a body pillow, they could work similar to the rugs, where there are a few pre-designed ones, and then a custom one for people to upload their own textures.
And as an incentive to buy one for a purpose other then decoration, you could make it so sleeping near one increases the sleep regen rate, does not have to be anything crazy, like 1% or 2%, enough to give you a reason to buy one, but not enough to make them overpowered.
this might be too much but i have some suggestions (mostly for convenient stuff for me) and ran into some issues in my current save file
- i would appreciate if there was an easier way to switch between grabbing something and having it auto upright or grabbing and keeping the rotation - for stuff i wouldn't want to immediately fling around or just want to quickly moving it without having to rotate it the way i want it to again. maybe have it so by default it rotates upright and if you hold ALT it doesnt do it, then change the option to flip it (ALT uprights it)
- please please please add a "MOVE ALL" button for containers, even if it's as simple as holding shift then clicking moves all. it was a nightmare to get over 100 brownies out of my backpack because if you click too fast it doesnt work anymore
- not really an issue, more than it's just inconvenient, but having to fiddle the menu to get something out of Kerfur-O's hands instead of just getting the thing in front of you just makes me not use Take_object at all and just making a second or third trip to get the thing
- sometimes im adjusting some heavy furniture around and only need to nudge it a bit, but even the crouch speed is a bit too fast and it results in it getting flung around and in case of tables, everything on it also gets flung. a "precise movement" button that slows you down and/or makes moving stuff less jerky or "commital" would be really appreciated
- glue and some nailed objects don't stay in place if you load a save (like my couch that always moves a bit when loading, and most stuff disconnects if i move into it), probably not intentional. also glue isnt that intuitive and you really gotta work for it to work, because some stuff just REALLY don't want to stay in place for a second when you hold it. there's also this that happened literally right now as im writing this???????? it's not the first time something fell but it was the first one related to nails.
- if the game saves when you're at 0 HP and about to go back to the menu, you're completely softlocked unless you either edit the file itself or completely wipe your inventory and thats no bueno (happened to me twice, one was an autosave, the other was that i died the second that i was about to save)
- PLEASE add an option to remove Kerfur-O's collision with props, i always have to make him idle in the middle of the pc room or outside the garage so that he doesnt throw all my shit out and ruin my carefully constructed living room space or BLOW UP MY ATV WHEN GETTING DOWN LIKE HE HAS DONE TWICE ALREADY
- speaking of Kerfur-O, Fix_transformer is not that useful since it needs the transformer to be down for it to work and thats a bit ass (i guess it makes so you don't stay inside all the time??? i guess???). probably should make it so you can use it seeks any transformer below 50 or 30 power but idk
- i think an option to choose between "Autosave every X real life minutes", "Autosave every X in-game hours" or "Autosave every day at X time" would be good, or at the very least the second one.
- also an "Autosave before events" for story mode would be insane (the game would go viral). for the people that arent like me and don't look at the wiki for when events happen so they dont get too scared and so they can save right before..........
- maxwell, argemwell, etc. music after they're found is too faint, even at max music volume and being right next to them
- sticky bombs should probably be able to be defused and not remain active even when it's in your inventory. i triggered one by accident a couple days ago and only today i dropped it also by accident and couldnt disable it or even throw it away. god bless the person that saves right before doing literally anything (me :3)
- (a bit of a stretch i think but) the gravity gun is probably too unstable when holding even small stuff (it keeps moving around a lot and its so ass for the big stuff) and you can't throw stuff that far away unless you spin the thing around (which i already can do without it). PLEASE make it shoot stuff further away or at least make it so you gotta supercharge it first (it's also a bit dissapointing that it's not permanent like cmon let me at least charge it on an outlet or something)
- the sticker pack for some reason always triggers one or two info bubbles with nothing in it when i pull it out
- it's REALLY confusing having the shortcut to equip the backpack being shift + right click, the one to open its inventory being just right click, then having the input to equip the crank flashlight being just right click while the one to recharge it being ALT + right click. just change the backpack equip to alt + right click pretty please
- you can hook yourself sometimes by throwing it down, killed me a couple times
- (unsure but if it's a bug you shouldnt fix this, if it's intentional this is really fucking cool) you can go into the labyrinth by getting up into the vending maching (emotional support safe not required)
- the base lights' electric-something-noise pisses me the fuck OFF because it's so faint that you only notice it sometimes when you go around the stairs, it sounds like there's a mosquito in my ear i hate it i hate i hate it LET ME DISABLE IT
- idk if it's a mod issue or base game because i can't find more to test it, but puffball mushrooms can't be crafted into seeds and if i throw it on the ground or close to a pot to spread the spores it makes a "invalid crop" or whatever its called, with a red sphere outline around it
- there's also one of these red sphere outlines around both of the ends of the hose
- why are the red table clock and the wall clock named "Clocks"? thats weird.. theyre both a single clock........
- can we get an actual use for wood scrap?
i think thats it :3
You can use the keybinds to move objects into storage. just holding the number next to the move or hold option will cause you to move them all very quickly. Same for all the other commands like grabbing things from kerfur and turning on the pc. That's why they have the numbers next to them. Also the "labyrinth" is just an out of bounds area. You are teleported there, or less likely some other place, whenever the game detects that you have clipped out of bounds, it just so happens that hopping on the vending machine can cause you to clip into the ceiling leading to the out of bounds teleportation.
>"You can use the keybinds to move objects into storage"
my issue is specifically moving things OUT of storage, since you can't use the keybinds for that and have to click the thing each time
>"Same for all the other commands like grabbing things from kerfur and turning on the pc."
what are you talking about???? OF COURSE I KNOW THIS??? my issue with Kerfur-O holding items is that you can't directly grab the item itself back, you have to manage around and look at him, then go to Take_object and then you can hold it, which is less convenient than doing like you do with literally every other item in the game and just looking at it then pressing E
>"Also the "labyrinth" is just an out of bounds area [...]"
yes i know about the labyrinth, that's why i mentioned it by name. my "issue" is just commenting on the fact that you can access it very easily by climbing the vending machine. i did it to let the dev know about it and asking to leave it in the game IF it wasn't intentional since its so out of the way (and 1: the game saves right before you get sent there so it wouldn't break anything anyway and 2: its just a fun thing! like the triangle next to the mailbox to go under the base)
You aren't softlocked if you save at 0 HP normally, as it sets you to like 0.001 health when you load in. You only get softlocked if something is actively killing you when you save at 0 HP, like radiation or bleed damage.
Maxwell's music being quiet after being found is intentional, because it could originally somewhat take away from the horror. Though, with the existence of The Funny Setting that unlocks similarly silly things that can also take away from the horror, it feels a bit obsolete now.
if you take enough damage to get killed you will probably be bleeding right after it, which will probably kill you when you go back. im speaking on experience, but yes, technically if you aren't bleeding or dying of radiation i guess you could survive it???? the only thing is that when i went to edit the save file so i wasn't dead, my hp value was at 0
my only concern about this is if the game autosaves when you're already dead or if you're bleeding when you're about to die. the game 100% shouldn't be able to be autosaved if you're dead and your screen is red and shit. what's more discussible is: if you should be able to save while dead, if the game should (auto)save things that could kill you once loaded (like bleeding), and if there should be any external system that would fix specifically this problem (as in a failsafe or something that prevents you from spawning already dead, or even something you can do in the load menu to unstuck yourself, at least without wiping your inventory)
or you can just get fucked and go back 10 or so minutes worth of progress L bozo shoulda saved every step you took
mate, i am utterly fucking shocked. this is...i think my first comment on itch. im usually a lurker, and the like, but i just HAD to say something. this game is fucking AWESOME. and it's SOMEHOW still in beta. there's been other games with full releases, and less polished/less content heavy. this is the first version i've played, and atmospherically, psychologically, and the lore, are all so damned crisp i can FEEL the crunch.
thank your team and thank yourself, cause voices of the void is genuinely my favorite game. even more so then oblivion, skyrim, and the like. im a MASSIVE sucker for indie horror, and it's been a WHILE since i've felt this hyped for a game. and its not even FULLY RELEASED.
the only, the ONLY suggestion i have, is more modding support/toolkit. everyone who has commented seems to want rather simple, modded things. i feel that would REALLY add to its growth. (besides the custom content asset stuff) (i fucking LOVE this game)
I'm not really liking sandbox (or at least access to the cheats in sandbox) being locked behind the story mode right now in the current game state. I'm someone who's really interested in the more tame parts of the game and want to save the story for later when I get the hang of the mechanics better. I am playing in infinite mode right now. I was trying to get the key card from the bunker and moved it accidentally. I didn't get an error notification that some people talked about online, but it was out of view in my main save file. Unfortunately, my game saved and I couldn't access a previous save. I would have really liked to just spawn in the item and moved on, but since I haven't unlocked it through story, I wasn't able to. This gave me about a full real life day worth of frustration on googling and figuring out how to get a key card to myself, which I ended up using the mailbox from a new save. It didn't feel worth it in the end and once I got the key card, I was just exhausted and closed the game for the day. Possibly in the future these cheat commands can be toggle and not hard locked behind achievements because not everyone wants to play the story right off the bat.
I was also initially salty about it, too, but I soon came to see that sandbox has it's reasoning to be locked behind at least a certain point of the story. This is an atmospheric simulator horror game, and sandbox I feel gives far too much freedom to the player to just be unlocked right off the bat.
There is a level of discovery in the game that I feel instantly having sandbox unlocked would potentially discredit. Normally by the time you unlock sandbox, you have likely experienced enough of the game and it's story content that you are "worthy" of having access to the ability to mess around with it. But if sandbox was instantly unlocked, rather than experiencing an discovering everything in the game naturally over time, a new player could just go through it all at once with cheats.
Additionally, sandbox doesn't let you move items outside of sandbox saves without exploits, so you wouldn't have been able to do anything with the spawned keycard anyway. Unrestricted cheat access outside of sandbox does exist as one of the Patreon supporter rewards.
A few small suggestions, mostly related to autosave feature.
If possible - make it so that autosave counter resets after saving manually? Currently when it ticks every 10 minutes related to how much that would be of in-game time, and even if you recently saved manually, it can override that save within a minute automatically. So if you're screwing something up and think you're safe, you might potentially get screwed over by the game.
Also, due to existence of a Nightmare achievement - I think it would be nice, if possible, to enact Meta Paranoia on player whenever they decide to climb their dumb ass inside the cremator, so frying yourself wouldn't end up with being autosaved in the middle of sick burns, potentially ruining the save file.
Additionally, reset function on a game safe would probably require some additional work. I've noticed that it is quite possible to reset your save to the day of 25, by which Ariral Treehouse is supposed to be complete, but neither arirals nor treehouse would be there, although you'd still have all ariral reputation if you didn't reset literally everything (tho I don't think there is an option to reset reputation) and arirals will keep interacting with you according to their reputation with you (brownies trail event still occurs, but now you can't get the doll if you stand at "loyal" rep). I suspect its due to items being reset, but I believe it would be fair to include the additional story-related builds and props into reset states, as this situation basically removes the ability to interact with arirals for the rest of the run, unless you reset your days further to when treehouse is yet to be built (funnily enough, it didn't reset the deer corpse from deer signal, however).
I've started playing the game a week ago or so. v0.8.2 is the only version I've played. I made it to day 18, trying to only use information found in the game, but needing to use the wiki a few times. Overall I feel there are some parts of the game that could be hand-held a bit more to help smooth the beginning of the game, and some things that are simply too difficult for the player to understand on a first playthrough. I ended up dying in a frustrating way, and tried to figure out what happened via the wiki. I'm making this post to hopefully show how easy it is for a player to misunderstand the systems as they are presented.
My first mistake was not understanding I needed to calibrate. I get an email saying that's something I need to do, but I'm never told when/why. when I initially read the email, I assumed it would work like fixing the servers, or there would be *some* communication that a given server needed to be calibrated. I got to like day 9? just trying to get upgrades to meet the daily tasks.
I personally would like to see the `tips and hints -> slow signal downloading` be communicated via email if you fail to get enough signals.
I had a similar experience not knowing that you need to periodically visit the transformers before they ran out. This could be handled by giving an email early on saying "the last guy always forgot to reset transformer 2, you might want to go reset it soon to avoid a power outage :)".
these could also be handled by notes similar to the cooking/crafting, but I didn't find those nearly as easy to understand, and weren't as obviously important like emails.
Around this point I saw the `guides -> tips and tricks` on the wiki, which gave the idea of selling trash. I personally think it feels extremely cheesy to be filling trash bags and selling literal garbage to make money, but it also feels necessary. (granted I was playing catch up from not understanding the stuff I mentioned so far.) A lot of the trash/clutter is legitimately annoying to ignore, and it's a pretty big investment to start getting rid of it. It was/is very satisfying to tidy up the base, so I'm not upset that it's part of the game. But I would again, make it clear to the player that they should be selling trash via item boxes. (and don't hide the trash-bags imo.)
I think those are the main elements that I think would have been nice to have more explicit direction for.
__________________________________________________________________________________________________________________________________________________________________
on to "events". I think my first death was maybe day 5, (killed by an Insomniac, during "Meta Paranoia"). I was unable to sleep, which had happened a few times before, I hadn't ever seen any sort of cause/effect to these. I would usually just try to sleep again after ~30 seconds and it would work, or I would walk around the base a bit (never finding anything) and then go back to sleep.. This time, I was already low stamina, I try to sleep & get kicked out as usual. I can't sleep and eventually it kills me. Reloading the game and I just am able to sleep fine.
At this point, I'm pretty confused. (my current understanding is I just got very unlucky, but the game presented it as basically a scripted event.)
I would recommend something like a journal or note from the previous scientist saying "sometimes I get this weird feeling and can't sleep. I've found doing `X` helps". I still don't know what I'm supposed to do during those events, and what I've found on the wiki makes me think a lot of the events are just going to be missed. which feels like a big problem for the later stuff.
specifically, how I died today, (killed by a Slapper at the campsite). After my first death, I had found a few of the events related to arials; (ship signal, "Cringe Comp" signal, email spam, mannequins moving). Nothing tells me the arials and mannequins are related, I have no idea how the player is supposed to figure that out.
Anyways the events are:
From my perspective:
Looking up what killed me, I genuinely have no idea how a player could figure out these things naturally. You don't see them move the mannequins, food decays so why would shrimp disappearing be related?, they're so hard to spot and you already fall over from sleep/hunger stuff.
I'm frustrated as a player because discovering things in game is really fun, and the wiki spoils that; but very major aspects of the game seem impossible to figure out without the wiki. I don't have a good suggestion for how to better guide the player on what is going on with the arials, or what specific things they are doing; but it really took me out of it.
I don't think anyone is doing a bad job, I'm trying to offer the perspective of someone who is new to the game. I know it's hard to know what a new player experience might be if you're the one making the game.
Also, if anyone has advice on how I should proceed, I'm pretty stuck on if I want to try to play more without looking everything up.
I feel like most of the smaller mysteries in the game are meant to just be a thing that the player discovers and thinks about on their own, with little to no handholding or direct messages telling them why.
An observant player can probably connect some of the dots. Their shrimp has begun randomly disappearing, and the camp they found in the forest also has empty shrimp packs in it, so they might connect the dots and think "Whoever lives here likes shrimp." After touching the box or stealing something, a player might notice the Slapper before they get hit, or they might not and simply be clueless as to what happened.
I understand the game isn't supposed to be handholdy, and I think that's fine.
I suppose I only get frustrated when I actually die. I don't mind not understanding things, but when I get kicked back to the main menu and am loading a save, I am being directly punished. Punishing the player for something you don't want to dissuade is a mistake imo.
If my experience is the intended one, that's fine. But from my perspective it doesn't feel great, and the stuff with the gun feels misleading. (there were no shrimp packs fwiw, the only items there were the lamp, chest, and the "too hot to pick up" item.) (also, afaik there is only 1 shrimp pack in the game, so like it's a singular dot to try and connect) I did find the shrimp packs when reloading my save and looking again.
Like if I hadn't looked stuff up, I probably would assume the aliens are always hostile, and never try to interact/investigate with that part of the game again. This is the first direct encounter with aliens I've had, so I would probably assume all aliens are hostile, and that the game operates like any survival horror at this point.
I agree really hard with this, I just started playing the game and even after the tutorial I feel like I have no clue wtf I need to do to avoid dying. I only got to day two before the sun turned into a black square and an invisible skeleton killed me by ragdolling me into a corner. This game seems really really cool and I want to get into it but it's really hard to commit when I keep dying to shit that feels totally random.
There isn't really that much you need to know about avoiding death in this game. You mainly really only need some basic survival instincts, like eating food so you don't starve to death, not jumping off cliffs, establishing what things are dangerous so you know to avoid them, etc. There is zero punishment for death other than being sent back to your last save, so you can spend as much time as you want learning what is or isn't dangerous and subsequently how to deal with it.
Though, I will not lie that some deaths can absolutely be BS. Physics sometimes randomly bugs out and kills you, and some pretty bad luck can cast upon you insane dangers when you aren't prepared for them in the slightest.
You got a combination of 2 things:
On the 24th of any month IRL, a guaranteed event will happen where the sun will become censored and begin killing you. There isn't any way to deal with it directly other than just waiting the day out, so you simply just chose a bad day to start playing.
From your description of it, it sounds like you then encountered the Insomniac: a hallucinatory manifestation of your lack of sleep. It appears when you are below 20 stamina, and can be banished simply by going above that threshold by any means. It is normally pretty harmless when it catches you past the initial scare, but it sounds like physics bugged out and killed you when it caught you.
не знаю кому как, но лично мое мнение что на данном этапе игра выглядит отлично, есть глюк с тем что гвозди почти не работают но не беда. наверное пора сосредоточиться на сюжете. не совсем ясно как идут события, непонятно откуда и зачем ариралы, серые, и т.д. чувствуешь себя мимо событий, несовсем понятно что к чему. зачем к примеру танки прислали? подумайте пожалуйста над сюжетом, донесите посыл по полной.
(Google translator) Offers:
1. Replace the interface with the interface from the mod (https://thunderstore.io/c/voices-of-the-void/p/mqt/ModernUI/)
2. It would be better to rework the mechanics of radiation, cigarette smoking and coughing (like lung cancer)
- introduce an individual meter of the accumulated dose and put it in the red suitcase at the beginning of the game. When you hover the cursor in the inventory over the equipped meter, it would show the accumulated dose of radiation in rem.
- introduce the accumulation of radioactive exposure through radiation sickness. So, it has been experimentally determined: the Kerfur nuclear cell is guaranteed to kill: a) with a cell in hand – after 14 sec. b) 1.5 meters from the cell – 17 sec. c) accordingly, guaranteed death is 1000 rem.
- in addition to the kerfur cell, green crystals in the cave, compressed radioactive material, radioactive (nuclear) Argemia and maybe others should emit.
- it is possible, if it is convenient to measure in grays (Gy).
- manifestations: the game has mechanics of loss of consciousness (falling), vomiting (with loss of health) and tremor (from coffee). You can also introduce loss of appetite, insomnia, hallucinations. In addition, you can add radiation cataract (like when losing glasses, only progressing depending on the dose of radiation). Accordingly, remove the stupid irritating cough.
- You can also get irradiated through food, for example, by planting infected mushrooms near a capsule or green crystals in a cave. Arirals can be planted if the player is treated badly. Such a mushroom will cause the player extremely severe acute radiation sickness (600 rem);
- Now about protection. Naturally, the thin suit, currently presented in the game, is essentially an anti-chemical suit. It is proposed to introduce the following gradation:
a) a gas mask is a mandatory means of protection. Without it, using the other means described below (except for the respirator) is pointless. Without it, the absorbed doses are higher, since in addition to direct gamma radiation, the player will inhale radioactive dust contaminated with alpha and beta particles. After long-term use, it can itself become a source of radiation, so filters must be changed;
b) a respirator (at the discretion of the developer, naturally works worse than a gas mask (without eye and scalp protection) and of course disposable)
c) radioprotective agent or radioprotector. Let's call it No. 1. It is intended for use before irradiation. Composition: potassium iodide.
d) Radioprotector No. 2. Used after irradiation. Used together with an antiemetic. Without it, it is pointless. Otherwise, Radioprotector No. 2 will be thrown out with vomiting. It is intended for the fastest possible removal of radionuclides from the body. Composition: cystamine or direct-acting alpha-one-adrenergic agonist (drug B-190) Using a gas mask and Radioprotectors No. 1 and No. 2 provides 80% protection.
i) protective suit. As stated above, it should essentially protect the skin from radioactive dust. It will give +10% protection.
- of course, it is necessary to introduce the impact of radiation through inventory and storage places (boxes, for example);
- another interesting point. An individual dose meter, of course, will not be able to take into account the used means of protection and medicines. After using radioprotector No. 2 with an antiemetic, it is advisable to use a new meter and change the filters in the gas mask.
- I will note here that the use of strong alcohol does not reduce the effects of radiation. Fighting myths.
- rework the mechanics of smoking cigarettes. Firstly, I understand there are no advantages. And, for example, cigarettes would restore vigor or remove the debuff due to lack of sleep. But instead of lung cancer, it would be possible to introduce dependence on cigarettes. Accompanied by coughing and loss of vigor. Then it would be possible to fight nicotine addiction, for example, with patches and other means.
3. - A proposal for servicing transformers. It is very interesting that the work on searching and processing signals is scrupulously shown, and servicing 3 (three) transformers is shown only by pressing some button, which is reflected in percentages. Below is a list of how to fuck up the player in terms of servicing transformers:
- refilling/replacing the cooling transformer oil (the indicator will be the temperature in the system and its level);
- replacement of insulators (between cables and the housing) - failure of one of the 6 insulators (at the input and output of the transformer) leads to a short circuit and protection tripping with power supply shutdown of the complex. By the way, the wires from the "mainland" are not visible, it can be assumed that the cables are underground, but connecting the transformer along a high-current circuit is better depicted in the game;
- introduction of a diagnostic console (monitor) of the transformer status, which allows disconnecting the transformer from the high-current (from the power plant) and low-current (to the laboratory complex) networks, as well as connecting/disconnecting the storage battery (AKB) (which supplies power to the console when disconnected and creates an emergency power reserve for the laboratory complex for a limited time);
- the software, due to the presence of errors, the impact of thunderstorms, the degradation of the console itself, would periodically turn off the transformer circuit (connections to the input, output and battery, one of them or several at once);
- accordingly, the input of the battery, which must be checked, periodically charge the discharged ones (naturally reducing the capacity of the battery) and replace the faulty ones;
- in total: the warranty of the insulators, the oil temperature, the oil level, the stability of the software, the degree of rarefaction of the battery forms the percentage of strength (stability) of the transformer;
- and the question with the pipe above all 3 transformers. Because these pipes look more like generator pipes (which themselves generate electric current);
- there is also a distribution device in the game (where all transformers converge), but which is not serviced in any way, which is better to fix;
- accordingly, insulators, transformer oil, batteries, insulating gloves - enter the store.
4. - about coffee. You can introduce a debuff in the form of heartburn if you drink coffee with a satiety level of less than 40 units. Heartburn is treated with special medications (for example, we have diluted baking soda or Maalox). And in the game, coffee raises satiety, on the contrary. It is better to introduce a decrease in satiety when using coffee. You can also introduce coffee addiction, which cannot be eliminated in 30 days.
5. - about the batteries in the main base and in the transformers. Have you ever wondered why some of the equipment works even when the power goes out at the base? I looked and it turns out that this is what works: information is saved on the main computer, the food and drink machines work, the drone call panel works (and the radio tower itself), the garage gate drive works, the radar works (our favorite), the crematorium and the first doors to the bunker and probably the alarm system. What's the proposal, introduce storage batteries. Large and small.
Large:
- in transformers and switchgear (as an energy reserve);
- in the garage to control the gates, drone call remote control and radio tower;
- in the bunker - to operate the doors, bunker lighting and the base alarm system;
- crematorium;
- radar.
Small:
- in food and drink machines;
- in the refrigerator (suddenly);
- in the main computer (to save data);
- operation of ventilation in the charging battery station (described below)
Accordingly, it will be necessary to introduce a battery charging system, through a charging battery station. In the basement, in a small warehouse (storage of cleaning equipment) on the 1st floor or in a warehouse on the 2nd floor. Everything is simple - put it in, they charge. To check the capacity - you will need a load fork, which will show the battery charge in percent. Batteries, even when connected to the network, will lose their capacity. Battery capacity is generally checked on special stands, using the procedure of control and training cycle (also in percentages). For example, there is a battery in the main computer, the network is its charge is 100%, but natural wear by the 30th day will be 40%. In the absence of power supply to the base, it will discharge faster than a new one. In reality, the battery charge is measured in volts, and its condition (capacity) in ampere-hours. Accordingly, batteries for their normal operation still need to be charged at the station (in reality - prevention of sulfation of plates). Batteries with wear of more than 40% are not subject to restoration and require replacement.
Naturally, when charging batteries, hydrogen is released, which, as you know, is explosive and when there is a spark, for example, when opening doors, an explosion can occur if the ventilation does not work and the hydrogen accumulates.
You can adjust the difficulty level - depending on the level of battery discharge. For example, if it is difficult, there will be no batteries at all.
6. - about phones. There are phones on the main console and on the radio telescope panels. It is enough to introduce the ability to call from the base phone to the radio telescopes and to the "city, to the mainland". Naturally, you can make an event when the base phone is called in front of the player and there will be some kind of scary sound.
7. Background of the full alpha complex team (8 beds and 19 lockers)
There is a proposal to present the background of the complex personnel, before the start of the game, and most likely after the complex is put into operation. So to speak, an essay on a free topic.
There are 8 beds and 19 lockers at the base. Let's start with the beds. Probably, the working shift included:
- shift supervisor of the complex;
- fitter-mechanic (workplace in the garage).
- 2 duty shifts (12 hours each) consisting of a shift supervisor, system administrator and operator (according to the number of chairs at the main computer).
The operator could occupy a place at the radar.
The System administrator - was engaged in servicing the server room, as well as servicing the radio telescopes.
The Mechanic - in addition to repairing the alpha base, was also responsible for maintaining the electrical system (having the appropriate permission to work with electrical installations) of the entire complex (including transformers).
8. Background of workers in the camp near the "Hole" (2 excavators and 16 sleeping places in 4 trailers)
We, as VotV players, know their real purpose, namely, the exploration of the "Hole". But, probably, they had a "cover story".
From open sources and as a result of a journalistic investigation, it was possible to establish that the team working in the eastern part of the Dunkeltaler National Park was laying government communication lines under the program "Verbindung durch die Berge". The line was supposed to connect the intermediate points of Zernez and Tschierv. The team consisted of:
- Foreman;
- Assistant foreman (worked at night);
- 2 shifts of 7 people:
- Foreman;
- 2 Excavator Operators;
- Gas Welder;
- Surveyor or Geologist;
- 2 general workers.
We worked in 2 shifts for 12 hours, every day. Food was delivered from the nearest settlement. The shifts themselves prepared the food.
Оригинал. Предложения:
1) Замена интерфейса на интерфейс из мода (https://thunderstore.io/c/voices-of-the-void/p/mqt/ModernUI/ )
2) лучше бы переработать механики радиации, курения сигарет и кашля (типа рак легких)
- ввести индивидуальный измеритель накопленной дозы и в начале игры положить его в красный чемодан. При наведении курсора в инвентаре на экипированный измеритель – он бы показывал накопленную дозу радиации в бэр.
- вводим накопление радиоактивного воздействия, через лучевую болезнь. Итак, экспериментально определено: ядерная ячейка керфура гарантированно убивает:
- с ячейкой в руках – через 14 с.;
- 1,5 метра от ячейки – 17 с.
- соответственно, гарантированная смерть – 1000 бэр.
- помимо ячейки керфура, должны излучать – зеленые кристаллы в пещере, сжатый радиоактивный материал, радиоактивные (ядерные) Аргемии и может другие.
- можно, если удобно вести измерение в радах или греях (Гр).
- проявления: есть в игре механика потери сознания (падать), рвоты (с потерей здоровья) и тремор (от кофе). Также можно ввести, потерю аппетита, бессонницу, галлюцинации. Кроме того, можно добавить лучевую катаракту (как при потере очков, только прогрессирующую в зависимости от дозы облучения). Соответственно, убрать бестолковый раздражающий кашель.
- также можно облучение получить через пищу, например, высадить зараженные грибы возле капсулы или зеленых кристаллов в пещере. Ариралы могут подкинуть, если плохо к игроку относятся. Такой гриб принесет игроку крайне тяжелую острую лучевую болезнь (600 бэр);
- Теперь о защите. Естественно тонкий костюм, сейчас представленный в игре – по сути является противохимическим. Предлагается ввести следующую градацию:
а) противогаз – обязательное средство защиты. Без него использование остальных средств, описанных ниже (кроме респиратора) – бессмысленно. Без него поглощённые дозы выше, так как кроме прямого гамма излучения, игрок будет вдыхать радиоактивную пыль, зараженную альфа и бета частицами. После долго использования, может сам стать источником радиации, поэтому нужно менять фильтры;
b) респиратор (на усмотрение разработчика, действует естественно хуже противогаза (без защиты глаз и кожи головы) и конечно одноразовый)
c) радиозащитное средство или радиопротектор. Назовём № 1. Предназначен для использования перед облучением. Состав: калия йодид.
d) радиопротектор № 2. Используется после облучения. Употребляется вместе с противорвотным средством. Без него бессмысленнен. Иначе радиопротектор № 2 будет выброшен рвотой. Предназначен для скорейшего вывода радионуклидов из организма. Состав: цистамин или альфа-один-адреномиметик прямого действия (препарат Б-190) Использование противогаза и радиопротекторов № 1 и № 2 – обеспечивают 80% защиты.
i) защитный костюм. Как сказано выше, по сути должен защитить кожные покровы от радиоактивной пыли. Даст +10% защиты.
- конечно надо вводить воздействие радиации через инвентарь и места хранения (ящики, например);
- еще интересный момент. Индивидуальный измеритель дозы, конечно не сможет учесть, использованные средств защиты и лекарства. После использования радиопротектора № 2 с противорвотным средством, целесообразно использовать новый измеритель и поменять фильтры в противогазе.
- здесь отмечу, что использование крепкого алкоголя не снижает воздействие радиации. Боремся с мифами.
3) Переработать механику курения сигарет. Во-первых, плюсов я так понял нет. А, например, сигареты восстанавливали бы бодрость или убирали бы дебаф из-за дефицита сна. Но вместо рака легких, можно было бы ввести зависимость от сигарет. Сопровождаемый кашлем и потерей бодрости. Тогда и можно было бы бороться с никотиновой зависимостью, например, пластырями и другими средствами.
4) Предложение по обслуживанию трансформаторов. Очень интересно, что скрупулезно показана работа по поиску и обработке сигналов, а обслуживание 3-х (трех) трансформаторов, показано только нажатием какой-то кнопки, которая отражается в процентах. Ниже предложен перечень, как заебать игрока в части обслуживания трансформаторов:
- дозаправка/замена охлаждающего трансформаторного масла (показателем будет температура в системе и его уровень);
- замена изоляторов (м/у кабелями и корпусом) – поломка одного из 6 изоляторов (на вход и выход трансформатора), приводит к короткому замыканию и срабатыванию защиты с отключением электропитания комплекса. Кстати, не видно проводов с «большой земли», можно предположить, что кабели подземные, но подключение трансформатора по цепи большого тока, лучше изобразить в игре;
- введение диагностической консоли (монитора) состояния трансформатора, которая позволяет отключать трансформатора от сети большого (от электростанции) и малого тока (до лабораторного комплекса), а также подключать/отключать аккумуляторную батарею (АКБ) (которая дает питание консоли, при отключении и создающая резерв аварийного питания лабораторного комплекса на ограниченное время);
- программное обеспечение, из-за наличия ошибок, воздействия гроз, деградацией самой консоли периодически, отключало бы схему трансформатора (подключения на вход, выход и на АКБ, одну из них или сразу несколько);
- соответственно ввод АКБ, которую надо проверять, периодически заряжать разряженные (естественно снижение емкости АКБ) и заменять неисправные;
- суммарно: гарантия изоляторов, температура масла, уровень масла, устойчивость программного оборудования, степень разрежённости АКБ формирует процент прочности (устойчивости) трансформатора;
- и вопрос с трубой над всеми 3 трансформаторами. Потому что, данные трубы больше похоже на трубы генераторов (которые сами вырабатывают эл. ток);
- также в игре есть распределительное устройство (куда сходятся все трансформаторы), но которое никак не обслуживается, что лучше поправить;
- соответственно изоляторы, трансформаторное масло, АКБ, изолирующие перчатки –ввести в магазин.
5) про кофе. Можно ввести дебаф, в виде изжоги, если пьем кофе при сытости менее 40 ед. Изжога лечится специальными лекарствами (у нас, например, разбавленная пищевая сода или Маалокс). А в игре кофе поднимает наоборот поднимает сытость. Лучше ввести уменьшение сытости при использовании кофе. Также можно ввести, кофейную зависимость, которую за 30 суток не устранишь.
6) про аккумуляторы в главной базе и в трансформаторах. А вы задумывались, почему часть оборудования работает, даже когда вырубается свет на базе? Я посмотрел и получается работает вот что: сохраняется информация на главном компьютере, работают автоматы еды и напитков, работает пульт вызова дрона (да и сама радиовышка), привод ворот в гараже, работает радар (наш любимый), крематорий и первые двери в бункер и наверное система сигнализации.
Предложение какое, ввести аккумуляторные батареи. Большие и маленькие.
Большие:
- в трансформаторы и распределительное устройство (как резерв энергии);
- в гараж на управление воротами, пультом вызова дрона и радиовышку;
- в бункер – на работу дверей, освещение бункера и работы тревожной сигнализации базы;
- крематорий;
- радар.
Маленькие:
- в автоматы еды и напитков;
- в холодильник (внезапно);
- в главный компьютер (для сохранения данных);
- работа вентиляции в зарядной аккумуляторной станции (ниже описано)
Соответственно, нужно будет ввести систему зарядки батарей, через зарядную аккумуляторную станцию. В подвале, в маленьком складе (хранения уборочного инвентаря) на 1 этаже или на складе 2 этажа. Все просто – поставил, заряжаются. Для проверки емкости – нужна будет нагрузочная вилка, которая покажет заряд батареи в процентах. Батареи, даже находясь в сети – будут терять свою емкость. Емкость батареи, проверяется вообще на стендах специальных, используя процедуру контрольно-тренировочного цикла (тоже в процентах). Например, в главном компьютере стоит батарея, сеть есть её заряд 100%, но естественный износ к 30 дню составит 40%. При отсутствии питания базы, она разрядится быстрее, чем новая. В реальности – заряд батареи измеряется в вольтах, а ее состояние (ёмкость) в ампер – часах. Соответственно, батареи для их нормальной работы, все равно надо заряжать на станции (в реальности – профилактика сульфатации пластин). Батареи с износом более 40% восстановлению не подлежат и требуют замены.
Естественно, при зарядке батарей – выделяется водород, который как вы знаете взрывоопасный и при искре, например, при открывании дверей, может произойти взвыв, если не работает вентиляция и водород будет накапливаться.
Можно регулировать уровень сложности – по степени разрядки батарей. При сложном, например батарей не будет вообще.
7) про телефоны. На главном пульте и у на панелях радиотелескопов есть телефоны. Достаточно ввести, возможность звонка с телефона базы на радиотелескопы и в «город, на большую землю». Естественно, можно сделать ивент, когда на телефон базы позвонят при игроке и будет, какой-нибудь страшный звук.
- предыстория полной команды комплекса альфа (8 мест на кроватях и 19 шкафчиков)
8) Есть предложение изложить предысторию персонала комплекса, перед началом игры, а скорее всего после ввода комплекса в эксплуатацию. Так сказать, сочинение на свободную тему.
На базе 8 спальных мест и 19 шкафчиков. Оттолкнёмся от кроватей. Наверное, в рабочую (вахтовую) смену входили:
- начальник смены комплекса;
- слесарь-механик (рабочее место в гараже).
- 2 дежурные смены (по 12 часов) в составе начальника смены, системного администратора и оператора (по количеству стульев у главного компьютера). Оператор, мог занимать место у радара.
Системный администратор - занимался обслуживанием серверной, а также обслуживанием радиотелескопов.
Слесарь-механик – кроме ремонта базы альфа, также отвечал за поддержание электросистемы (имея соответствующий допуск к работе с электроустановками) всего комплекса (в том числе и трансформаторов).
9) предыстория рабочих в лагере возле «Дыры» (2 экскаватора и 16 спальных мест в 4 вагончиках)
Реальное их назначение мы, как игроки в VotV знаем, а именно исследование «Дыры». Но, наверное, у них была «легенда-прикрытия».
Из открытых источников и в результате журналистского расследования, удалось установить, что бригада, работающая в восточной части национального парка (Dunkeltaler National Park), осуществляла прокладку линий правительственной связи по программе «Verbindung durch die Berge». Линия должна была связать промежуточные пункты Zernez иTschierv.
Бригада работала в составе:
- Бригадир;
- Помощник бригадира (работал в ночное время);
- 2 смены по 7 человек:
- Мастер;
- 2 Экскаваторщика;
- Газосварщик;
- Геодезист или геолог;
- 2 разнорабочих.
Работали в 2 смены по 12 часов, каждый день. Питание подвозили с ближайшего населенного пункта. Пищу готовили сами смены.
I love the game for what it is, but I reached a bit of a low point with it.
I do not like the hassle of getting kerfur omega now. It requires so much gear, time and points for it to work. Just so I can do a little bit more than grabbing hash codes all day, which really gets boring after a while. A small circumvention could be to have normal Kerfur get hash codes too, but only one at a time or something.
I am at day 19 and even with fully upgraded server and transformer stability I am running and driving around constantly, barely having time to clean base or do anything other than scanning and grabbing hash codes (although I like the scanning and listening of signals a lot). I know, that when you ping for a signal they desync a lot, but the rate even with full stability is just insane. So I think these upgrades need a little work, honestly.
When a satellite in the top of the list fails, all others cannot be calibrated anymore, without wasting huge amounts of time to manually type the commands in. An exclusion command or something similar would be nice, like having the satellites range from A to Z in characters and go: "sd.calall /-L, D" So all but Lima and Delta get calibrated, for example.
On a side note: I destroyed all mannequins, and they still keep coming back all the time, knocking stuff down and humping each other, while I am sleeping. Can we have an option to stop that?
Alright, keep up the good work, it's a banger game :) had a lot of fun with it.
Edit: I overcame the low point and I am on Day 26 now :D
I love that there are solutions for the events, that mess up your base a lot. And I have Kerfur-O now :)
So this is my first time playing through this game at all and I would just like to say that this is the MOST paranoid I think a game has ever made me. I don't know what it is or if I could describe why without getting into spoilers but I just really love the way a lot of the events in the game were implemented and really love the art and atmosphere as well. I stopped playing the game about a few months ago because I was playing it too often and getting obsessed with it, and while I don't remember all of my pet peeves with the game I do distinctly remember two:
1) I really don't love the controls, it was a hurdle trying to learn how to play the game and they felt unintuitive to me. I'm not sure why and maybe it was easier for other people to understand, but I've seen other people with this same complaint and I think they need to be improved somehow. It got to a point where they were actively making me not want to play the game the first time I tried it, but I stuck with it because I had heard good things, but I'm worried that a lot of people wouldn't stick with it.
2) Another thing I've seen people complain about is the FPS dropping a bunch, and for me personally I noticed it happened a lot whenever I was near the base. I think a lot of it had to do with the fact that I had just dozens and dozens of scrap pieces from disassembling all of the furniture and objects in game, and them colliding with each other in the scrap containers, and while I know optimization isn't a priority at this point, I do think that there could be a lot more crafting recipes for things like the wood scrap to reduce the number of pieces players have lying around. I also think it would be cool so that if there were scrap containers within a certain range of the crafting table with scrap, you could open up a crafting menu and it would automatically take scrap from those containers.
Overall I really love the game, and am excited to see new updates in the future!
honestly the game is really fun but i ran into a bug where one of my kerfur-omega units got kidnapped by this weird fleshy chamber and i can't get them back, a second unit got kidnapped but came back half an hour later, how do i get my first kerfur unit back? they've been stuck for over a week ingame.
edit: also the romba needs better path mapping, it keeps trying to go through walls, and it would be interesting to have the signal from the movie contact added to the signals as a special event.
I've been playing through the newest update of VotV and have been enjoying it greatly so far! The new models have maintained the atmosphere wonderfully and I am excited to see where the story takes it. As for suggestions:


Not sure if it's been said in this thread yet, but it would be nice if the front windows in the base didn't get dirty nearly as fast as they do now. It was perfect in 0.7, nowadays it's window washing simulator just to see out of it at all and dirt specks are already forming before I'm done washing them. I've been putting off getting into this version due to that as I really like the view out of the windows at night. Other than that I absolutely love this game and have spent many hundreds of hours in it!
EDIT: Tested 0.8.2c and this is no longer an issue!
Indeed I was washing them completely. I sat there on a spot until it's completely clear (I use flashlight on it as well, it's hard to see otherwise), then I move on. Before I was done with another small section on the same window there were already dirt specs on the spot I just completely cleaned. I tested this multiple times in a row to make sure I wasn't just trippin.
Just retested it in the newly released 0.8.2c and I did not have the same issue anymore, no dirt specks after waiting a full in-game day. Huzzah!
I started this game and day one after a few hours every single server and satellite detonated and after 2 hours of walking and doing freaking math tests i gave up with 17 servers still to go. I'm like sick to my stomach from doing fucking addition and subtraction. I feel like this game was made by a math teacher who hates kids.
Great game! I really liked it. But the lights are killing me. My laptop to be exact. The fact that my GPU is at 99 all the time at the base if the lights are on and fps falls from 120~ to 40~50 and the temps being at 90⁰C is not good. I dont wanna sit in the dark all the time.
Oh yeah and my laptop has 4050. And something like War Thunder with its hyper realistic graphics at max settings has same usage as this game. And more fps.
Hello, I really love VotV, but I'm disappointed with recent updates.
Firstly, I'd like to mention new models and textures of the desk panel and the drone panel. In my mind, the new textures are strongly overloaded and do not fit in game's visual style. The same thing can be said about new textures of the drive boxes. Also, old box textures were kinda iconic among the community. Really sad to see it deleted from the game.
If you are trying to change the whole visual style of the game, please, don't do that! It is one of the things that we love Voices of the Void for. I think, many fans will agree. Please, bring old beloved textures back!
Thank you.
Your fan and lover SeraBelka.
They might not fit in the game's old visual style, sure, but this is the new visual style that the game has been primarily using for over a year (started some time around 0.6.0 and 0.7.0).
I can understand liking the old style more, as I do like it's charm as well, but I can understand why they have gone for a more modern HL2-like style. They won't undo over a years worth of progress on the game because a subset of the fanbase doesn't like changes that have been generally well received by the rest of the fanbase.
There isn't really that much you need to know about the new visual style. Compared to the old one, it's mainly just higher resolution textures and more detail on textures and models.
As an example, here is the old MRE model (left) compared to the new one (right). Generally, the old style is more simplistic, while the new one focuses a bit more on detail.
There is an old rifle that you can get in the story mode i think it's located at the Lima server but the rifle just explodes when you shoot it but there are some other guns in the game files like an assault rifle with a grenade launcher and also a makarov. You MIGHT be able to get these in story mode but i have no idea how aside from mods or cheats.
If the servers are damaged enough they can explode, and do various other things, and unfortunately if one in the alpha server room explodes it will usually cause them all to explode. You might've had a physics object or something wedged under a server and it finally collided in just the right way to trigger an explosion.
I'm pretty sure you still can't. The pause menu appears, but the game isn't actually paused and you aren't able to save or quit to menu. I honestly prefer this behavior over the old way because it lets people quickly access settings in case they need to adjust volume sliders or other settings.
Also, metaparanoia is easily one of the best atmosphere building features in this game. It makes it feel like the game itself is breaking under the anomalous crap in Dunkeltaler. The busted pause mechanic just adds to the feeling that whatever is messing with Kel can see you and screw with you too.
I do like this one for it's uses as well, but it personally just doesn't hit quite as hard as the old one. I'm not really sure how to describe it, but the old one makes me feel more trapped, like I have truly nowhere to hide. The new one makes me feel a bit safer, cause even if the game still doesn't actually let me pause or let me quit, that somewhat comforting pause menu still opens and I can access my settings and the help menu to change things in my favor.
A suggestion, if I may - while Kerfur-O is extremely OP already, can we get it to be a bit smarter? To elaborate: as the system currently works, when you send out your Kerfur-O to gather hashcodes, they'll go for each of satellites strictly in alphabetical order, sometimes taking more time than necessary due to inefficient routing.
My suggestion is basically to allow us to optimize the route, so instead of going in alphabetical order, Kerfur-O would actually follow the order of satellites as they are outlined on report page. Those who just autofill it and give it away to their Kerfur-O will hardly notice any difference, those who prefer things to be done efficiently will likely be able to save around a minute waiting for their cat companion to complete the task. Unless there are technical complications preventing the implementation of such a feature.
LET US SELL THESE FUCKING BUNK BEDS WITH THE SELL GUN
THEY TAKE UP THE ENTIRE FUCKING RESIDENTIAL AREA AND CANNOT BE SOLD NOR CAN THEY BE REMOVED FROM THE BASE EASILY. EVERY UPDATE/NEW SAVE I HAVE TO SPEND 45+ MINUTES REMOVING THESE PIECES OF SHIT FROM THE BASE AND DUMPING THEM INTO THE RIVER AND IT IS THE BIGGEST PAIN IN THE ASS OF THE ENTIRE GAME.
THEY CANNOT BE USED FOR ANYTHING AND THEY ONLY EXIST TO BE AN OBSTACLE. PLEASE LET ME GET RID OF THIS SHIT MORE EASILY
I just noticed that we’re able to put the “faucet” into the emergency shower, inside the base. It would be super cool, if you could attach a garden hose to the pressure washer. For the ultimate window washing solution.
I mostly play Infinite mode, because I like the chill, but sorta scary experience. However, I think a few events from the story mode could be ported over.
And other events that aren’t hostile.
I legitimately think the portable pressure washer is currently the worst store purchase in the entire game: it costs 500 points, cleans like 1.5 dirt stains before needing to be refilled at a static water source, and you can even get an upgraded version of it halfway through the game for free. Pressure washers desperately need to be buffed in some way.
It would be lovely to see something more from the swiss culture! For example a note in german, I mean, considering the place it would most definitely be in swiss german ("Ich han kei Familie oder Fründe, also niemer"), and since most players won't be able to read it without translating it anyway. But I guess it's about just a part of the narrative than environmental accuracy or überzüügende Recherche.
While i agree that the art style has changed you have to remember that A LOT of the old assets were just placeholders most likely. I do like some of the older styled assets though but also some of them would be very out of place when placed next to some of the newer assets that basically NEED to look better otherwise they would look strange or even unrecognizable. Maybe when the game releases we can get a "texture pack"-ish setting to bring back the "classic" assets.
I like the way the hover-pigs have been balanced, Theres only a few wandering but encountering them has been a real danger. Also I love love love the meteor shower event, is it possible to make it like a very very rare weather effect? IDK if this is a game feature or i'm trippin but I squarely hit my head on the atv and i swear I lost a few hours of time. When I stopped ragdolling it was night.
Various pre-placed 'important' objects like tiles and skulls should be made static until interacted with, similarly to how the chicken burgers do it. I cannot tell you how many times I have randomly lost one of them because it got knocked away from it's spawn location to god knows where before I found it.
Are you on version 0.8.2 or higher, and if so, did you create this save on a version before 0.8.2?
If you are on 0.8.2, but you created this save on an older version, you will need to eat the old desk prop to get rid of it. Hover over the desk until an interact menu pops up, and then try eating it repeatedly until it vanishes.
I'd love an option to disable dreams. Or for ambience/sandbox mode at least.
But I understand if they are part of the intended experience of the game.
I exclusively play ambience mode and a few of them really spooks me. Now I just watch out while sleeping with my finger on the "reset position" key. Found a person on reddit that said they have a friend with thalassophobia and the rising water event made them unable to play the game. When someone commented such a toggle would broaden the audience, and I tend to agree. And there's no risk of watering down the game if this option is locked out for story mode.
Well, i haven't played ALL that much of the story, nor infinite, as i got to day 15 for now, so some things that i would like to see in game might already exist to some extent.
Starting from my current view on the current build, i'd say it is marvelous, as now we got an actual treat, for that i have already died (i know this is actually from 8.0 i believe, but only happened to play the game now), and the new locations and base looks, the only thing i will complain about the current base is the butchery (the hanging meats place in basement), but that might be because i am too early in game, but it doesn't fit much on the theme of a base, leaves it too in the open that "this place might not be normal", i think you could have it hidden, like the previous base setup had a long ladder down to an eerie room.
In terms of bugs, again, i am too early to cite all of this, the only one i have experienced is that i dropped a tile and it vanished, or at least entered a prop which i have no access to.
For things i'd wish we could get in the game, either some sort of "time capsule" more like we have in Subnautica (but i believe it wouldn't fit much in the game), and, more reasonably, a sort of entity index, might be in game clues of certain characters, entities and all, or a straight up help/tips tab telling about the entities in game.
The Hints and tips menu gives you some tips on certain events and entities where it might not be super obvious what to do (use keywords to search for through the spoiler-marked ones), but the game otherwise just leaves you to discover everything by yourself.
If the game does give you hints/tips about certain entities, it should absolutely be through in-game notes left by previous workers. TR_1 has notes that have already done this; they hint at the appearance of a certain entity to help you identify it, then give you a hint for the crafting recipe of something that should help you deal with it.
I actually never knew about this letter, is it placed on an obvious place or under the rubbish or something? Also, i am quite aware of some entities, mainly the already existing ones from 6.3 to 7.x i believe. Yet, the game seems to have so many new things and i do have quite some trouble getting to certain areas, not knowing how to explore properly.
I love the game, but the controls kind of ruin things for me. Clunky and way too many things to remember. I can never remember the key combo for granular item placement, and there is nowhere apparent to see what it is besides going back to the tutorial. So a key combo list in the pause menu would be nice. And it would be nice to have more control over key mapping. For example I want to map alt-r to a single key like q, because I'm not a fan of the alt-key combos.
What I'm talking about with the precision placement (shift-alt) doesn't seem to be referenced anywhere in the hints and tips that I can find. I do feel silly suggesting a key combo list when there already was one, though precision placement still doesn't seem to be mentioned anywhere except the tutorial.
Game's feckin cool, the source-inspired graphics and physics are simultaneously fun and creepy, the sounds equally so, and it scratches that SCP itch that got me absorbed into that universe.
Also, game works pretty much flawlessly on Linux CachyOS through Proton (specifically "proton-cachyos-10.0-20250702-slr-x86_64_v3") in case there's any thought of "i wonder if steam deck/linux would be difficult", tl;dr not at all.
Had to do almost no tweaking aside from my own performance edits to the Engine.ini - I had to change how small object rendering and shadows work to lower GPU usage from 80% to 60-ish% at 90-120 fps, which the 80 was already fine to be clear, but I'm in a small room in the middle of a desert, so the less hot air blasting out the better lol.
I also almost exclusively play with Velma mode (fun), 50% game speed (ADHD, but also weirdly this makes it creepier since tension builds slower, personal preference cause I like psychological horror), and 'food tolerance' disabled (to match me IRL, i can eat a single thing 4 times a day daily and be fine...plus the character is Kellin and I'm Kevin so :shrug:).
Important notes:
Great game so far, and one i think will be on my favourites permanently, even in its unfinished state.
Oh also, more Kerfur animations/sounds/interactions? :3
I would play with Alternative Interact mode, since it's a toggle-grab thing, but numeric keys don't work, only the scroll wheel does. i like precision, I dont like having to use my wheel to do quick things slowly.
I think this was done so that you can use the hotbar while hovering over objects, cause I have pretty frequently seen that complaint. I also would not really recommend using Alternative Interact until the next update, as some aspects of it seem to be broken currently.
ATV handling upgrade in the future? Currently controls like a blimp lol.
I'm pretty sure 0.9 will have an ATV rework, which should hopefully make it a bit easier to control.
I think beehives should be a bit louder and maybe have some sort of visual indicator, like bees swarming around the area beneath them or them dripping honey. Maybe it's just me, but I honestly find it very difficult to find their exact location with just the ambient buzzing noise the hive makes, so making them even a bit easier to locate would help a ton.
yeah strongly agree with KevUndead up there that the inventory hotbar being some kind of sliding FIFO buffer of the last items you interacted with makes it pretty awful to use, and the fact that the default icons for a bunch of the most-used tools are just "3 pixel wide dark grey smudge on a black background" aint helping matters.
anyways, here's another little UI gripe: the positioning of the prop action menu way off to the prop's right on the screen creates problems with some of the bulkier props. Especially the workbench. Like here, take a look at this screenshot:

A workbench, a pile of crumpled paper bits, a couple gasoline bottles. My cursor is hovering over the workbench; when I hit the "E" key, what's going to get crafted? A Molotov or a chunk of paper scrap? It's impossible to tell right now because standing close to the bench has bumped the crafting menu completely off the right side of the screen. It would probably work better if the positioning of that menu could be restricted to, like, inside the actually renderable screen space.
I'm really trying to enjoy this but there's just something about the complexity of the controls that is driving me to frustration.
Grab/Hold/Collect, I just don't like it and I don't get why Hold and Collect aren't just the same thing and why Grab doesn't just work by holding the Use button.
Having to press jump twice to mantle instead of just being able to hold jump is also frustrating me.
This is all probably just a me issue because I assume the control granularity is part of the whole experience, unfortunately that's just not my cup of tea.
Edit: Alternative interact mode is better, still a bit too much granularity but I can play it for now.
Edit Edit: Why, when I press R, do I try to put an item in my hotbar instead of dropping it?
Edit Edit Edit: WHY IS IT ALT-R? Also I rebound it to middle mouse to see if it was a bug or something and when I go to switch it back it won't change back to R! I'm gonna come back to this game in a few updates I think. I love LOVE the vibe but the controls are not for me.
To be fair, the tutorial does explain the R vs Alt-R thing, but for people used to normal WASD-controls in games I agree it's a bit clunky.
I like the complexity, personally, but some things should be tweaked slightly to accomodate players like yourself who struggle with it, and to improve the experience for those who don't, as well. Even I don't use the default; I rebound 'ALT' mode from Left Alt to K (one of my mouse's 24 side buttons), among other things.
I would like upgrades for the transformers so they last longer, or maybe make them solar-powered to remove the need to reset them, or at least slow the process down.
Add a handheld radar. It might not sound that necessary, but it would be useful if I could hold it in my hand to see where the enemy or whatever it is
I wish for a chaotic gamemode with increased chance of random sht happening. These don't necessarily have to be full-fledged events, at least simple buffs or debuffs from time to time, funny signals, visual effects or spawning objects. In order not to ruin the spirit of the game, it could be available only after completing the campaign. It's just that I'm going through the campaign for the fifth time. Also i would like to see much more multi-stage crafting from components scattered throughout the map. Thank u.
I would like a small quality of life change which would add a digital map "seat" to the front of the ATV to the store. Or the ability to hold items while riding the ATV.
I have a colander for memory and my sense of direction is awful so I have to rely on the sv_target command a lot. It would be much more immersive if I could look at the digital map while riding around to figure out where I'm going. Right now, the only way to do that is to get off the ATV and look at the map but the digital map doesn't show the direction you're facing, I don't think, making the whole thing not worth the hassle.
I know you can nail the digital map to the ATV and everything and I've done that in the past but it's a buggy, band-aid solution which resulted in me losing the digital map in the past.
I would also like to see the opposite of the "Solar" gamemode. The gamemode would feature an eternal night. Kind of like the Halloween event but the time would actually go on as normal.
I was thinking making the daylight hours into the "regular" night while the night hours would trigger the spooky super darkness event which would persist through the entire night.
I really like the super darkness event but it's pretty rare and overall inconsequential so giving it more "depth", so to speak, would be pretty nice.
I also don't like the dream events. Most of them exist to waste the player's time. The attack of the shadow mannequins and the horizontal water chase thing can be pretty easily circumvented and they "reward" the player with a full sleep meter, but... if I wanted the sleep meter I'd just drink coffee, an action which would take me considerably less time than the repetitive dream sequences.
I don't get the rising water one at all. I think I've seen in some videos that you need to climb to the top of the pillars using little off shoots or whatever but I can never find those.
I don't know if it's a thing, as I now realize I never bothered to check, but I would like an option to "cancel" the nightmare event by pressing the ragdoll button, ending the nightmare prematurely and losing sleep like you normally would when you "fail" a nightmare event.
I would like to see more reactions from our employers. For example: if I send 15 bags or raw, human meat and enough bones to assemble at least 4 human skeletons back to HQ I'd like something more than just "package received, bro".
Doesn't have to be super dramatic. Something like "Package received. [Amount of points] have been added to your account. ... Please don't send us those things again, Dr.Kel..." would be perfectly acceptable.
Speaking of HQ: I would like a fake-out chain of events. The player would either get a direct line of communication with one of the cool doctors, the ones which send you sushi, or a series of notes arriving randomly with your orders/the midnight drone. In the communication/notes we would get words of reassurance/hints/whatever for a few days after which the entire thing would just stop as if it nothing happened.
The event can conclude with either nothing, a reveal that it was the aliens fucking with you all along or a cryptic message from one of the not cool doctors which would say something like "your situation is beyond our control, Dr.Kel" or straight up "[the cool doctor] has been terminated" which would reinforce he whole "you're alone against the world" thing the game has got going on.
I would like additional options for events. Specifically, I would like a menu slider for how often the "unique" signals appear. Right now, it feels like they are very rare, They are most probably rare on purpose but you know.
I HATE the tractor beam event. The fucking aliens had nothing better to do so they low grav'd all of my stuff off the ground and scattered it all over the place. I don't fucking want to sort through all that shit AGAIN! Space ain't gonna scan itself, god damn it!
Also, Kerfur Omega is WAY too expensive now. Every single part now requires "inferior" Kerfur parts, so that's a MINIMUM of a 2500 point investment, not to mention all the other stuff you have to get. Why bother? By the time you get one story mode will already conclude for most casual players.
I get that that's the price for convenience, as Kerfur-O can literally do your job for you, but it's not worth it.
I've been playing this game non-stop for the last couple days and now my left hand is kinda messed up. Not sure if it's related to the game but the, uh... unique controls definitely aren't helping.
Last but not least, PLEASE add an upgrade for the satellite rotation speed. It is PAINFULLY slow early game. "Hide" it behind the "funny setting", if you must.
That's all for complaining. Now it's time for the good stuff!
I like the new models. They're much different from what the game was going for in the early versions but I don't think they're out of place.
I REALLY like the fact that inferior Kerfur can now be FULLY controlled from the computer, despite the fact that the option has now been locked behind a 400 point paywall. Absolutely worth it.
I'm not sure if I should thank my new hardware for this but the game runs a lot better now. In the previous versions the lights in the base would cut the FPS in half, leaving the player with around 26 FPS while inside the base. Even when I used glowsticks so I could see where I'm going at night, sparingly too, I still got like 40 FPS, at best. Now the game runs at a stable 60.
I like what you're doing with The Hole. It's very neat and I'm excited to see what you'll do with it next.
Same goes for the "asshole" at the bottom of the lake. Quite intriguing.
I didn't get a chance to check it out for myself yet but the promise of farming is interesting. It makes sense, considering the ever-elusive story of the game.
Wolfgang is awesome! Furfur's okay, too.
I REALLY like the Argemwell music! You can turn that into a very rare signal with the funny setting on. That'd be pretty cool.
The wall building thing is pretty neat. Anything which allows the player to customize the base to make it truly their is always welcome!
Can't wait for the wooden wall panels and flooring you are definitely going to add at some point lol.
I know you can nail the digital map to the ATV and everything and I’ve done that in the past but it’s a buggy, band-aid solution which resulted in me losing the digital map in the past.
When you use nails to attach something to the ATV, I recommend also connecting it to the ATV with a hook, that will at least prevent you from fully losing the item if it falls off.
Additionally, if you are fine with using mods, there is a mod that adds a purchasable map holder for your ATV.
If you don’t know how to use mods, there is a guide for it here.
I don’t get the rising water one at all. I think I’ve seen in some videos that you need to climb to the top of the pillars using little off shoots or whatever but I can never find those.
There are actually two rising water dreams, with one needing you to find a door on one of the pillars, while the other has you climb to the top of a pillar.
You can easily identify them from the surrounding environment, the door dream consists of tons of pillars across a large area, while the climb dream is in an enclosed room with 4 pillars near the corners and 1 in the center.
I don’t know if it’s a thing, as I now realize I never bothered to check, but I would like an option to “cancel” the nightmare event by pressing the ragdoll button, ending the nightmare prematurely and losing sleep like you normally would when you “fail” a nightmare event.
You can do this by Debug Teleporting while in a dream.
If you have a numpad, enable Num Lock and press “Num .”
If you don’t have a numpad, go into binds in the settings and look for “Debug TP” somewhere at the bottom, then rebind it to a different key.
Every single part now requires “inferior” Kerfur parts, so that’s a MINIMUM of a 2500 point investment
A single Kerfur is disassembled into 3 parts each, so you only need to buy 2 of them for a Kerfur-Omega.
As far as I know, 0.9 will likely make creating a Kerfur-O a bit easier in some way, even if it isn’t a direct change to how you actually make it.
this quickly became one of my comfort games in ambience mode
given the game gave me so many tools to make the world mine, for me to work or goof off however I wanted
calculate optimal potato to dirt bag ratios to fill boxes better
go down the back of the signal tower using a half hook rather than climbing the ladder
breaking my knees over jumping too high over hills and gosh darn it taking pictures of my base after I worked so hard to make it feel and look like a cozy lit home with all sorts of lights that I bought from all my work
it felt like a game that I've been looking for, for a long time... a game despite its issues not being obnoxiously broken nor infuriating at its core or janky (the only jank I've seen is minimal in my eyes compared to so many full release games I've played honestly)
just... comfort...
that was until day 50 when an entity showed up
I understand this is supposed to be a horror game and that the developer(s) may have put a lot of effort into them
but I just wish to ask for at least the option to get rid of entities entirely and focus on the ambiance of it... in the ambiance mode?
lean a little more to the ambiance horror if you still want that? like an isolating feeling of a liminal space?
so my recommendation is for there to not be a 50 day cap of ambience before it just... ends
Edit: I've started a new save! I'm playing it on easy ++ with 50% day speed
it feels horrifying not because of the entity that will show up in day 50, but that if I waste even a second doing nothing in the game I will feel like my limited number of days will be utterly wasted
so... that's a unique probably unintentional form of horror I didn't think I'd have in ambience mode
kind of funny given what it was meant to be
also to the comment under me:
thanks for replying! I guess it makes sense if the priorities were on the other modes... maybe that 50 day of calm limit wasn't intentional
perhaps a limitation on the game? given you can start from day 1-50 when making a new save and the ambience mode stopped working as it was supposed to on said 50th day
I have no idea
anyways- will continue farming those potatoes
i've been playing this game for days, and honestly i enjoy it so much, this game is brilliant. but here's my feedback to few things that needs to be fixed, and some ideas. let me start with things i think that needs to be changed or fixed
- collecting trash and cleaning up the place was one of the things that i enjoyed, except for the small trash part, i haven't found an easy way to do it, picking up items then going back and forth to the box to put them there is frustrating, i think it would be great if i can use the trash bag to collect the small trash too, and like 1 bag collects 1 pile, 1 back should like collect 15 small trash or something like that. that way i can clean everything with bags then sell them.
- i think there should be a garbage collecting system, what's the use of having trash cans around the place if you just store trash inside them just like any other container, wouldn't it be better that once a day, something comes and goes around the trashcans and collects all the garbage ?
- the tutorial is good, and explains everything, but i think a hint system would also be bit helpfull, specially for new players, i was kind of lost at the start even after playing the tutorial
- the map is confusing, i don't use it because i can't really know where i'm going with it, wouldn't it be easier to have the server's names on the map instead of just single letters ?
- i think there should be a health bar since injuries can accure during the game. that way i can keep track of my health and know when to trat myself
- there's a problem with falling, when trying to get up quickly by pressing control and space, you something fall out of the map. and in my case, i was so low on food and sleep, and was few steps from the base when i fell out of the map, and it teleported me back to the gate
- i'm experiencing some fatal errors which i'm not sure what causes them, first time happened is when i closed a cabin door, whenever i die from a fall there's a 70% chance a fatal error will happen, and sometimes when driving too fast and a hit a rock it happens, so probably something that's related to collision.
- the daily task is kind of boring to be honest with you, i'm enjoying cleaning and fixing more than the daily task, specially the hash codes, it's a good idea, but i think each day new tasks should occure, doing the same thing over and over isn't that fun, maybe add new tasks, give the player vacation days which they can use to do other tasks. mix up new things
lastly, this project is great, and keep up the good work, i can't wait to see what's comming in the next updates, i wish i could support you with money, but for now, all i can do is at least help you by pointing out few things to improuve the game.
i haven’t found an easy way to do it, picking up items then going back and forth to the box to put them there is frustrating
Not really much that can be done for the item collection itself, but if I am going to be picking up lots of stuff, I usually bring the container I plan to place them in with me, saves a lot of trips back and forth.
A seemingly heavily WIP vacuum tool was recently added to sandbox, so hopefully that will be made into a normally usable tool for cleaning up small items in a future update.
i think it would be great if i can use the trash bag to collect the small trash too, and like 1 bag collects 1 pile, 1 back should like collect 15 small trash or something like that. that way i can clean everything with bags then sell them.
I think version 0.9 will actually have a change that will help with this. Trash piles will now be made up of small trash items piled together, so you will probably be able to pile together several small trash items yourself to bag them.
i think there should be a garbage collecting system, what’s the use of having trash cans around the place if you just store trash inside them just like any other container, wouldn’t it be better that once a day, something comes and goes around the trashcans and collects all the garbage ?
Even if this would be kind of convenient, I honestly don’t see why this would logically happen. It’s not like anyone comes out here to collect the trash anymore, and I don’t think very many of the other lifeforms around here care that much about your trash. Item boxes already work well enough for this, they cost only 10 points each, have 1,120 volume worth of storage, and even give you money back for sending off items.
the tutorial is good, and explains everything, but i think a hint system would also be bit helpfull, specially for new players, i was kind of lost at the start even after playing the tutorial
The red and yellow flashing and wobbling “Hints and tips” menu does have some extra info on things the tutorial doesn’t mention. It doesn’t help with everything and some info might be worded badly or even outdated, but it’s good enough. Search for your question with the search bar at the top of the menu using keywords related to any question you have.
the map is confusing, i don’t use it because i can’t really know where i’m going with it, wouldn’t it be easier to have the server’s names on the map instead of just single letters ?
Probably depends on the person, but I find it easier to navigate while thinking of the servers as their individual letter, rather than their whole name. I feel like the map could become crowded or hard to read if each server was shown on it with it’s full name.
i think there should be a health bar since injuries can accure during the game. that way i can keep track of my health and know when to trat myself
A Thermometer can be used to directly check both your health and your max health, but I find the damage vignette alone to be good enough to show how injured you are. You also lose the ability to sprint while under 25 health, which is another indicator for that.
the daily task is kind of boring to be honest with you, i’m enjoying cleaning and fixing more than the daily task, specially the hash codes, it’s a good idea, but i think each day new tasks should occure, doing the same thing over and over isn’t that fun, maybe add new tasks, give the player vacation days which they can use to do other tasks. mix up new things
Version 0.9 will majorly change the gameplay loop, which will definitely come with a new daily task system of some sort. I do not know whether or not it addresses your issues with the current one, but it should at least shake things up a bit.
Different systems are gonna have their performance bottlenecked by different parts, obviously, but on my machine at least (ryzen 5700x3d, radeon rx580) I found the framerate was dramatically improved by turning the draw distance up as far as it would go. Yes, up. Maxing out the draw distance literally took my framerate from thirtyish to a solid sixty. It's like whatever culling method the engine uses to sort the world's objects into "draw" and "do not draw" is so computationally expensive that it's actually way more efficient to tell it "screw it just draw everything IDGAF" and let the z-buffer sort em out.
this is more a feature request then feedback
and this is ENTIRELY something that isnt possible with real 3d printing
but could we get matcaps for 3d printing?
matcaps (material captures) is a trick where you uv map a texture onto a surface based on the viewing angle
it would open up a lot of creative options for meshes (like fresnels or gem / crystal materials)

This is more of a QOL request:
It would be great if we could place Held items directly into storage containers without putting them into our inventory first. Right now, the process of putting things into containers is a bit tedious if I don't have the inventory space to pick them up. First I have to make space in my inventory, Collect the item I want to store, stash it, and then pick up what I dropped. It would be way easier if I could just Grab or Hold it, and press a button on the container to stash it. Alternatively, if Held items showed up in the inventory menu, then I could just put open the container, and stash it that way.
Been enjoying the game a lot, but I wonder if it might be worth to try to add some 'cause and effect'/longer term events to the game.
A lot of events currently feel like they are very 'It happens to you for a bit and then is done' style. Stuff like the super heavy fog, red sky and such is cool and atmospheric, but it can eventually feel like when an event happens, you know it is a one-off thing that will be gone after it did what it wanted to do. Kind of hard to explain, but I guess they have a sort of disjointed feel, which is natural due to how the (non-story) events work.
Random thought I had to deal with this would be to maybe have 'sub events' and such. Like an event could spawn a ~spooky~ item on the map, and as long as it is around, other things can pop up. Like some alien artifact that causes weird shit to pop up intermittently around the map, not super frequently but enough to make a player wonder what's up until they finally go investigate the weird dot on the radar. Or an entity that needs to be engaged in some way or events will keep happening (There is that deer related one which is already a pretty good example). Basically stuff that makes the events feel more connected, even if they don't necessarily all are.
Of course, this is way easier said than done and this is mostly from the perspective of someone who spent way too many hours playing this game already. Not to mention that with horror, making cause and effect too clear can also take some of the mystery out so even if such events were added, figuring out the fine line between giving the player clues on what causes what, without removing the dread of uncertainty is a difficult task. So uh... good luck with that, lol
It isn’t truly infinite, but you can extend its overcharge time by continuing to microwave it after it becomes overcharged. I microwaved it for somewhere around 5–15 minutes and it lasted for almost a week, which only ended when I accidentally left it outside of a container for 20 minutes after cleaning out my inventory.
Love the idea of this game, saw a video on youtube and after a little bit of detective work I did find it here on Itch and installed it. Sadly, I did not make it past the first tutorial room, I don't have the patience for this kind of user interface anymore, reminds me of Deus Ex or System Shock, both games I could not get into due to similar design decisions. Anyhoo, good luck to the devs.
I have been a long time player and viewer of VOTV content and just ambient horror games in general.
Here are my notes on VOTV:
Exploration is heavily disincentivized early game. Which is a shame given the environments are quite beautiful
Idea to solve this problem: Allow the signal processor to queue up signals like the signal player station, thus allowing players more opportunity to explore
Alternative idea: give points for exploration so players can still enjoy the game no matter how they play, E.G. finding items off the beaten path, or exploring and experiencing anomalies (Lantern as a prime example) thus making interacting with events more enticing rather than just "surviving" them.
The sense and feel of the lab being filled with outdated and decrepit technology compared to the more "modern" outside is quite nice. Gives the sense that you are there just to run the equipment, or act as a D-class personnel from the SCP universe to stay the hand of some eldritch entity for a little longer, or to gather what information you can before you die. Especially with the new boxes, K-O, and even the drone that delivers stuff or the one you can buy. Really gives the sense of either a tight fisted group seeking to penny pinch or give the bare minimum to keep things running
Sharing VOTV content:
This game is very fun, and offers the opportunity to be able to show off what you can do and what you have done in your time playing. This then incentivizes others to play to see how and what they do. So on and so forth. However, especially with co-op horror games becoming a very prevalent thing, I would suggest adding in a multiplayer mode as to allow for a greater reach to a broader audience. Now, I am no programmer so I won't tell you how to do your job, however, I will offer ideas and what they might provide. Basic one being simple peer-to-peer multiplayer. Simple as, no frills or anything special. Another idea is to make a separate version/program that runs as a server, that people can connect to like a minecraft server manager. Think modded minecraft servers. No idea how realistic or possible either one of those are, but as someone who has played this a lot and has wanted to share this game with other people to play with, this is something I would say is relatively important. Especially with REPO coming in recently and showing that the market for co-op horror is still very much alive.
Final notes:
This game is amazing, a masterclass in ambient horror- a game where you are witness to the universe and the mysteries rather than the target of supernatural wrath- minus when the angry spirits notice you. You are but one of many that has entered this place, and likely won't be the last if the corpses of your predecessors are anything to go by. You can run, hide, or even fight, but you are not a soldier, you are a scientist, a scholar, human. Wits and intellect will be your method of survival, and when all else fails, running is always an option.
I suggest installing metal blinds on the windows in the main room so that they can be opened and closed as needed. All the other windows have bars, but the large windows in the workroom are not protected. I believe this can create a sense of security in the main room.
Additionally, you can install an emergency button on all the doors, allowing you to lock them with a single click instead of running around the floors.
Is there any way to actually include an error when "Fatal Error!" pops up? I could be wrong but it looks like a failed try-catch reply which means there must be an error message to give more specifics. It would make debugging as a user/bug reporting so much easier than just saying "After running the game for 3 hours it suddenly hit a fatal error and kept repeating that even as I tried to open it. Either restarting the PC and/or reinstalling the game fixes it."
That last comment is an issue I keep having but my biggest ask is to provide some kind of error log so I can either fix what's wrong if it's on my end or report it properly to you.
Thank you - ૮꒰ ˶• ༝ •˶꒱ა ♡
The control scheme seems to be quite the object of contention, so I have my own suggestion, to simplify things:
MOVEMENT
| WASD | Move |
| Mouse | Look |
| Space | Jump |
| Shift | Sprint |
| Ctrl | Crouch |
INTERACTIONS
| Mouse Wheel (while looking at something) | Scroll through the possible uses for the item under the crosshair (if it can be grabbed or taken*, those are options 1 & 2) |
| E (while looking at something) | Confirm the action chosen above |
| Mouse Wheel (while holding something) | Hold the object closer or further |
| E (while holding something) | Drop |
| R (while holding something) | Take the object into the currenty selected hotbar slot |
| Left Mouse Button (while holding something) | Throw |
| Right Mouse Button (while holding something) | Rotate the object with your mouse |
*You can only grab something if you're empty-handed. By "grab" I mean holding the object in front of you. By "take", I mean taking it into your inventory.
INVENTORY
| Numbers 1 through 9 | Select a slot in the hotbar (immediately equips the item in it. If the slot is empty, it makes you empty-handed.) |
| Mouse Wheel | Select the next or previous slot in the hotbar (same rules as above apply) |
| Left Mouse Button | Use currently equipped item |
| R | Take the currently equipped item out of your inventory and hold it out in front of you |
MISCELANEOUS
| F | Toggle flashlight |
Notes: precision placement and the ability to throw your currently equipped item are redundant, since you can do both from holding the item out in front of you. Having to equip/unequip the item in your currently selected hotbar slot is unnecessary.
Any controls that vary their function from being tapped or held down can create accessibility issues.
The previous builds of the game were already a hurdle for new players, hurdles that could be leapt with dedication, but the systems introduced in 0.9 are an even bigger hurdle that, as a long time player, I feel negatively impact my enjoyment, even after giving them a fair amount of time to learn. This is all a roundabout way of saying I liked how the signal searching, drive boxes, satellite calibration and ATV worked before this update.
I understand the point of simulator games is to provide an experience that gives the player a hassle, but there is too much going on in this latest update.
The unskippable tutorial sucks. I would rather skip it and have all the text in an easy to read PDF as I play the actual. The tutorial is good, it works but it completely turned me off from playing the first time i tried it and the second time had enough time waiting around for me to write this out. The new scanning part is cool. The transformer is cool but the nobs suck. That is mostly a skill issue on my part. The tutorial completely took the winds out of my sails both times I tried it. The tutorial is nice and I am sure it is really good but from the second I got to the desk I was overwhelmed. Besides when I brute forced the transformer I did not retain a single thing. It all looks cool and I am sure that I would love it but I still have no idea what the floppy disks are for. The new controls suck but that is also a skill issue on my part.
Gods, I have to give you money sometime. Despite my gripes, this game is not only free but wonderful and keeps getting updates.
TLDR, please make the tutorial skip-able. Please put the text from the tutorial in a PDF or some kind of in-game book.
Also i hard crashed when I ragged dolled into the place with the burger and key card. I clipped into the wall when I stood up. I saw past the walls and got a fatal error. Also when right this i got a in the corner pop up saying i couldn’t save in mid air.
You most likely fell out of bounds when you ragdolled in the corner and you will always crash when falling out of bounds in tutorial, it's sort of like an anti cheat for all the secrets in the tutorial that hopefully haven't been removed in the new version, seeing as i couldn't find a way to open secret areas and stuff.
This is the best game that I can't play. I can't get over the confussing interface and that's a shame, I want to play it but it is simply too convoluted atm. Tutorial is nicely presented, and I managed to get throu it after a first aborted try, but once you are actually playing the game, remembering the little nuances of how to perfom the simplest of actions overwhelms you.
I have some suggestions. I started the game and got completely overwhelmed by the workload, then proceeded to play almost two months in infinite mode to git gud, so sorry if some of the things I suggest are already somewhat present in the story mode.
`fishing for specific signals could be a big part of the game. Maybe the player could get special requests from one of the scientists to get, for example, signals from gas giants, and doing so would increase your relationships with the specific scientist, which would make them send you bonus mail with their personal lore and advice about more esoteric game mechanics, like the rituals, that regular players would otherwise only learn about from reading the wiki?
There could also be specific requests, like getting a signal that is sure to show up at a certain coordinate on the star map that day.
And to that end, there should be a little more to detection in general, like, maybe signals could have different tells, which could give away what type of object the signal is from?
`some rare signals could be super difficult to download, but in an engaging way: they could change their polarities, fooling auto-polarity detection mod, and they could shift their frequencies, requiring you to sit there and actively fish them. They could be the late game challenges.
`listening to some signals could cause special events to happen, like with that white box that crashes your entire grid if you try to save it's signal- you should be afraid that what ever is there in the void knows that you heard them. There could also be special objects in space, like massive cosmic animals whose signals are invisible on the screen, but don't dissapear, so you can find them by carefully hunting them blind and poking around.
`and add more interstellar space jams! I still keep the Hobburg data drive on my desk.
`for a game about working with intricate machinery, there could surely be more to fixing stuff than pressing a button? Everything should be able of breaking in more ways, and some maintenance should require higher interaction, like with the oven, and the first step of fixing should be inspecting the thing to figure out what exactly is the problem. There could be some "manual of repairs" put in the base, which would detail such interactions, like in the game "Tin Can". Have you heard of it? I think that game is very topical here.
`I wish there were more interactions with the spirits than just burning the mannequins and destroying the deer carcass, like with that disgusting bucket-kvass and the nightmare demon. And with the wisps too. There could be rituals to befriend them, perhaps to the extend of making them mostly ignore the player, allowing them to observe and learn something from them.
`Mannequins are very annoying in general- they just teleport behind you and fall over. They could at least be malicious by default- making the player trip on any contact with them, so the player could be minding their own business, then suddenly get tackled by one.
`Fall damage is way too high- no monster or alien is deadlier than a three meter drop. Reloading is the devil of gaming, so suddenly having to reload because you missed a drop just sucks.
`There is no reason why in this game "dying" couldn't just make you wake up several hours later with badly crippled max health. Reloading is the killer of immersion.
`Ragdolling is always fun, but why not allow the player to clumsily crawl during it? That would allow some really cloustrophobic caving, and would allow the player to survive a broken leg.
`The hints say that mailbox only transfer items around the same type of games, but it doesn't and that is for the best, I hope you won't change that.
`If you sleep in the lower bunk and get woken by a nightmare, or just choose to ragdoll there, you glitch out and die. That's not right.
`What about brushing teeth? You hold a tooth brush, use tooth paste, get 5 stamina every 8 hours.
`Why no rare, stalker-like anomalies? It would be fun to investigate anomalous areas with weird gravity or some other changed game physics' rules.
`There could be extra form to request vacation days. Maybe the player could get an off-day "token" every week, but then could wait and stack a few of them to later request a four day vacation, or something? Also, loans are stupid. How about 1000 credits, return 1100 in two weeks?
It'd be great if ambient mode specifically did not include ANY kind of meta-paranoia events, especially when it comes to Krampus. I am playing the ambient mode specifically so that I can just focus on getting signals and money, and having this dude popping up is quite frustrating for not being able to sleep. I theoretically might not mind him (or at least not hate him) in the base game, as it could be a good way to throw players off for a while and force them to adjust by getting the ingredients for the Brew, but him being a forced entity in ambient mode as he is just kinda irritates me. I also imagine that people playing ambient might also not want to be scared, as that's why I originally started playing ambient mode, so having no meta-paranoia events would be wise from how I see it.
I'd suggest at least adding either a "Krampus mode" to the ambient settings so that players can turn him on/off as they like, and preferably keep him off by default if this idea is applied to the ambient mode. I think he kinda needs work anyway - there's really no warning nor clear indication that you can even make something to get him to fuck off, so that might be a good addition as well - but again, this is something that I could theoretically see being a good idea in the story mode.
Edit: I just discovered that he can get on the roof, so I'll be waiting to play more until there's some kind of change with him. I don't have the money to get everything for the Brew, and even if I did, I don't want to run around the base like it's Scooby-Doo.
this is the first time i've played the game and i've been almost completely spoiler free. i've really been enjoying it so far but i think how sleep is handled during events could use improvements. obviously not being able to sleep during them is a good thing but the fact that you get stuck in a loop of ragdolling when you're at zero stamina really sucks and i've actually died from ragdoll physics damage in that scenario. the fact that the insomniac still attacks the player is an issue too. the first time i encountered the insomniac was during an event so i couldn't sleep and i thought the event WAS the insomniac. because the game wont let you sleep i just got attacked by the insomniac over and over and over and got ragdolled over and over and over until the event ended. i still don't know what the event was supposed to actually be.
maybe freeze the stamina meter until the event ends or if the player gets attacked by the insomniac and is unable to sleep because of an event it could reset their stamina to 30? idk
also i think that resetting a transformer that went out should reset it to 100, not 15. the average player is not going to actually read the number and realize they need to hit it twice and it will make it unnecessarily hard for them (i didn't realize it did that until i read the wiki lol)
anyways, great game keep up the good work. i'm sorry if i'm missing information about the development i'm trying to stay spoiler free until i finish my first playthrough :)