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"Voices Of The Void" Pre-Alpha

Gather unknown signals from deep, silent space · By mrdrnose

Voices of the Void 0.8.2 feedback Sticky

A topic by mrdrnose created Jan 20, 2025 Views: 35,922 Replies: 374
Viewing posts 61 to 159 of 159 · Previous page · First page
(+5)

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. 

(+2)

and the new computer fist the style and atmosphere of the game PERFECTLY having so much top of the line tech but still having an old computer it really add to the vibe

(+2)

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.

(+2)

Do not forget that the game is still at the development stage, and optimization is not in the first place now. 

(+1)

True. But I would like it to be playable, and the irregular (yet when occurring persistent) nature of it suggests a different issue than just development stage optimization.


Also I love the game to death and would love to be able to continue playing it.

I recommend just not using the base lights and instead use alternate light sources if you aren't already, they are unusually horrible for performance compared to all the other options.

(+1)

A lot of stuff added, but almost nothing important. It's becoming too much for any regular playthrough. I mean, yeah it's cool that i can make butter now, but why? I just hope that VOTV won't become another Yandere Simulator.

Новый рабочий стол выбивается из стиля базы и выглядит так будто твоя аппаратура сбежала из стимпанка 

The base will get another retexture/remodel in a future update to match it.

(+1)

Kerfur Omega is still kinda being stupid. She always gets stuck when fixing servers, but sometimes also when getting reports.

turn snow mode on and off it should fix it the devs are working on it, if you find any specific spots he gets stuck at you should post it in the bug reports

(+2)(-1)

Im getting like 50 to 45 fps and when i look in a certain direction i get 30 fps, is this game poorly optimized (no hard feelings) or do I have a potato pc

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)

(+1)

Okay thank you so much for letting me know. :)

(1 edit) (+2)(-1)

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.

(+1)

I've been saying the same thing, glad I'm not the only one.

(-1)

The "Revenge" achievement should only be given to the player if they are within a certain radius of the Fossilhound that died, to prevent you from getting it randomly if one got killed by another entity.

(+5)

Add a tuxedo outfit for Kerfur Omega. We need that kind of fashion for our silly robots.

(+3)

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.

(2 edits) (+2)

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.

(+2)

You can interact with everything while in rag-doll mode but i guess not the doors than but you can open the doors by holding an object that you can hit stuff with so if you hold a wrench or crowbar you can punch the door a bit and it will open and you can get through it will take some time though

(+3)

I think the changes made to the Crank Flashlight in the recent test build is great, but I still think there should be an accessibility setting that lets you hold down either the crank flashlight, or just any item in general that needs to repeatedly be pressed

(+1)

I would think the game could benefit from a button in game to send a bug report directly, with a screenshot could help with bugs. I play somewhat normally and would love to just play it a bunch to see if I can find bugs so to me this would help if its even possible

(+1)

Actual support for diagonal custom walls would be cool.

You can get them with a bug, but they are buggy and hard to use so they aren't really worth it. If it is possible to do, then having actual support for diagonal walls would open a ton of possibilities for customization with walls.

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

это не мод, это особое событие, которое происходит на Рождество.

рецепт избавления от Крампуса находится в книге на кухне на полке вверху справа

этот текст был создан с помощью Google Translate, поэтому не все может быть переведено правильно, я исправлю любые ошибки, которые я мог допустить

(-1)

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

(+1)

Wdym the TV doesn't work anymore? You need to plug it in. Also make sure custom content is enabled.

(+1)

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.

(+1)

hello, just to let you know that your game need gamepad, it also need different keyboard layout such as azerty layout like mine. oh and… if the game have voices, please, add subtitles because i’m deaf.

(+3)

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.

(+1)

So far there is very little, if any, dialogue in the game. Closed Captions would be a nice touch though!

(1 edit)

There is a subtitle system that was last used in the old tutorial with it being voiced, so it could probably get some minor changes to work with Closed Captions. Could even be used if someone or something does speak at some point.

the only dialogue in the game is “oh fiddlesticks, what now?”

(+1)

And that is just missing sound error noise brought from HL2.

(3 edits) (+3)
  • An option to disable/enable auto-holding items that are "plugged in". For example, the data drives are auto-held when taken out of the playback slot.  Of course this is just a small peeve, but I loved just whipping it out of the slot and slamming it into the other via the physics/dragging it rambunctiously.
  • I'm also not a big fan of the new drive boxes or MREs, but I understand the direction you are going with.
  • [edit addition] The opening of drive boxes has an extra step, which personally seems to add "unwelcome" tedium; the old way of just grabbing the top seemed a bit better (I also believe that my first point should apply here, so that the cover isn't auto held).

By the way, I love the new aesthetic of the terminals; it shows its age and fits the game so well!

(+1)

I agree with the ripping and slamming that had an awesome "feel" to it

(-4)

Dude, STOP putting in shit that crashes the game. It keeps resetting my big 3D prints and wasting my time.

(+3)

Dude, the game is in development, things are not stable and a lot is still being worked out. It is normal that something starts to work differently, these are not the principles of the developer, he is looking for the optimal solution for all problems

(+1)

You only encounter the things that can crash the game if you play for like 6+ hours straight uninterrupted. You could say the same about dying, it has the same result of resetting your 3D prints while also being much easier to occur.

(+3)

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.

(+1)

Even being able to nail them in place while open would be a welcome addition, that way it's possible with the hammer if only just a little tedious. 

(+1)

if you hang a glowstick in the frame it keeps it open (in addition to providing light), though i dont think this persists through saveloads (props used to keep doors open through saveloads pretty consistently but it doesnt seem to now, or at least it wasnt for me)

(2 edits)

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

(1 edit) (+2)

Make the portable metal detector part of the HUD. It's incredibly janky looking to have a dot follow your cursor all the time. I'd also like to see the EMF equipment get a HUD element if it doesn't cause too much clutter.

(+1)

The new Piramid path is neat, but the northeast corner of the map should probably be lowered a bit to make it despawning be more seamless like the southwest side.

(+2)

Give us Orange Kerfur++ Omega and my life is yours. It doesn't even need to be better than regular Kerfur Omega, I just need this silly goober to be able to be Omega.

(+2)

Custom content like posters, paintings, ect. should support gifs. I think it could be pretty cool and the community could do some interesting stuff with it.

(+1)

its probably going to be wayyy to laggy if they implement it now but it would be fun for future updates 

You could convert gifs to mp4s and put them on the tv.

(+1)

With the new blood textures, the blood effect now looks outdated compared to the other blood textures.

The new bleeding effect seems to just be a better version of it, so it should probably also replace the other instances of this blood visual.

(1 edit)

Za mě se mi líbí více ten první obrázek,i vypadá jako opravdová krev.

Ten druhý obrázek tedy (nová krev) vypadá mnohem hůř,a skoro to ani nepůsobí jako krev ale spíš jako červená skrvna

(+1)

I agree, these crescents look unnatural, as if there was a can of paint there. Blood drips and leaves round marks according to the laws of physics, it does not choose the shape in which it spreads

(4 edits)

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.

(+1)

Try rebinding things in settings to what is comfortable to you, some of these binds you described definitely aren't the normal default ones.

(1 edit)

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

(+1)

Revert the nerfs to the pickaxe. I feel like having a choice between a faster, lighter hitting crowbar vs. a slower, heavier hitting pickaxe was a  fun dynamic.

The pickaxe is weaker now, but the axe got buffed to make up for it. Not as strong as the pickaxe was (30 damage is a lot for VotV's combat), but it still makes the dynamic work.

The Omega Kerfus recipe book isn't working. It doesn't display any of the materials needed. I don't know if I should waste my time on getting materials, because maybe it doesn't work at all.

(+1)

For some time now, the big recipe book has no recipe. Instead, there is a notebook with the full recipe in the bunker.

(+1)

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)

It being right click is probably left over from when right click was the primary action button for non-combat tools.

playing 0.8.2b rn, cant assemble kerfur-o, tho i use the new part system, looked thru forum, didnt fint a solution. any chance its a bug?

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.

cant assemble kerfur parts, i know the new recipe and i found recipe book, still can't create legs nor any other part

(2 edits)

Do you have the book that explains all the parts? Or did you find the complete manual with a picture of a blue Kerfur-Omega on the cover. The latter is what you actually need to build kerfur omega

> i know the new recipe and i found recipe book

You should definitely put the big manual book on the workbench.

(1 edit) (+1)

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.

(-2)

cool game, but too bad the dev is weird and horny 

(+3)

As all good devs are.

(+2)

Add an Arachnophobia mode, but instead of getting rid of the spiders, or centipedes in this case, make them larger, give them more legs, and spawn more of them.

(+1)

the different garbage bins are a lot more buggy with their lids than they were before. i think instead of the lids interacting with the garbage can theyre attached to as physics objects they should just have a min/max rotation angle and not collide with their parent bin

Здравствуйте. Не подскажите как скачать предыдущие версии игры?

Is there any plan for discord Rich Presence compatability?

   The hole in the garage ceiling needs to be repaired, as it is useless. You can replace it with a window so that the ATV repair event doesn't break (it will break the window, but the window can be restored)

P.S. And I know my English is the best in the world. bI

(+5)

I feel like sleep deprivation causing misinputs into the console would be cool.

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.

(2 edits) (+1)

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.

(+1)

With the _bin folder keeping deleted saves, the "Delete save" text should probably be changed to make it obvious that saves aren't truly deleted anymore and can still be restored.

(+1)

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

Are you sure you are on the most recent update? Cause the latest update addressed these issues.

it says pre-alpha 0.8.2

The latest update is 0.8.2b

It only says 0.8.2 in-game.

(+1)

Bleeding should stop on reload, to prevent death loops. Saving while dead will normally put you at 0.001 health, but saving while bleeding will perpetually cause you to instantly die to blood loss when you load back in.

(+1)

they could maybe add spawn protection for like 10 sec or 5

That is actually a good idea, can prevent the other death loops like saving near radiation.

(+1)

Fire actually emitting light would be cool, at least optionally. It looks odd seeing fire glowing in a dark area, but not lighting the environment.

(+1)

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

really awsome idea but seeing how this game is optimized i just don’t think this is really possible, but when the 1.0.0 version is almost out i think the dev will optimize his game alot (i don’t know for sure but i really hope so)

(+1)

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)

(+1)

If you are turning off shadows, you can also turn off sunlight at the bottom of the Effects tab. It gets rid of the cast light emitted from the sun itself, while keeping the passive lighting during the day.

(+1)

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

(+1)

Some "Find location" achievements seem kind of bugged, and you can just get them randomly whenever. You should usually know when you have gotten one legit, because the thing that caused it will be nearby and visible.

(1 edit) (+1)

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.

(3 edits) (+1)

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.

(+2)

The alarm clock is already there, you just need to buy it. And it is also set up and wakes up at a certain time

Oh wait really? I should've checked then, but thanks for pointing it out.

(2 edits) (+3)

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.

(1 edit) (+1)

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.

I also started playing this game this version and had EXACTLY all of these thoughts so it's not just you

(+1)

I play on 3080Ti and i9-9900K, on full settings 20-60 fps, please optimize for high settings P.S I reduced the settings to less than half, it did not help, still lags and low fps

(+3)

The game is... generally not the most optimized. For now I recommend you turn off volumetric lighting and set shadows to 0 and the sun rays to 0. All of that and set the resolution to 80~ or something.

(+1)

only thing i have to say is when im in the building, when im in or go near the room of the control panel there was a noticeable drop in frame rates, from 60 to around 40. hope this can be remedied in the future.



besides that waiting for ariral marriage

(1 edit) (+1)

It's the same story with fps. As soon as I turned off all the shadows, everything was fine.

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.

(+3)

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.

Climbing shouldn't be able to put you into the backrooms (as easily as it does), cause this is definitely an apparent issue if you climb around on stuff indoors. Could probably just cancel the climb animation if you are in a situation where it would have normally sent you in.

(+1)

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

(+2)

Not sure if this is the right place, but I do have a funny little suggestion. By a random chance when Kel goes to sleep when having Omega Furfur nearby or is holding a certain object, you'll hear a lighter flicker on and followed with someone taking a long puff of a cigarette.

I wish the regular "Clocks" item (the digital clock on the desk/near the bed) was combined/merged with the alarm clock item, so you could use it to set alarms and wake yourself up.

(+2)

Or at least have an alarm clock be in the base by default, maybe taking place of the bedside clock. It feels kind of like a novelty item, given that there are other directly provided ways to know the time to wake up that are easier than setting an alarm clock for a specific time.

(-5)

Of course, I would like to see a multiplayer mode or Coop with friends added. Otherwise, the game will lose its hype and there is less activity since many people were expecting multiplayer and not events and changes in models.

(1 edit) (+2)

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."

(+1)

boo hoo

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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! ♡

(+1)

F11 sets it into windowed mode for me, so try that.

(-8)

I must insist in multiplayer or mod support to let us add it somehow

the game is too comfy to be enjoyed alone i really wish i could have 1 or 2 frens to tag along, there could be a way to increase difficulty during multiplayer, maybe proximity voice chat like Lethal Company

(+4)(-1)

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. 

(+1)(-2)

gib link

(-1)

https://photricity.com/flw/ni/net/

(-6)

How do you like the suggestion to add multiplayer to the game? I would really like to play the game with someone else, past the Manikins and Maxwell, if you have plans in the future in this regard, please reply

(2 edits) (+2)

"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

(+2)

The TV remote should be bindable to the radio. It makes more sense functionally than everything else you can still bind it to, so I was actually surprised that it didn't work.

I feel like a setting to change between the new computer boot sound and the old one would be nice, I'm not sure if this has been suggested before but I still think it would be cool.

(+6)

can we start banning the Multiplayer Gang?

(-1)

PLEASE just let us play sandbox mode without having to play for 30 days. I don't want to spend like 40 hours just to unlock it.

Debug message:

Warning: the object arirSlapper_C_2147277752 has detected a negative event!
Report to the bug forums your sequence of actions!
Event variable has been set to 0

I have no idea what this is, it appeared after the destruction of the tank on day 43, under the Arirals  house.

(+2)

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.

(+4)

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.

Hello, I just downloaded the game, but I cannot start it up at all. It keeps giving me a "Fatal Error" message whenever I try to run the application. Did I mess anything up while installing it? I'm on windows 11 and I'm not too sure what to do from here

Make sure you use 7zip and extract the full file structure.

Gray Boars should have their health reduced. 500 health is way too much for an enemy as common as the boars, even if they aren’t permanent.

Wdym? They are permanent?

They don’t despawn on their own, but they eventually stop respawning when killed after a certain story event.

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Oh right I forgot that I didn't get to that story event because I only got that far in 0.8.0. That's why I thought they kept respawning even after the event. My bad.

(+1)

Please let me sell ariral stuff ?) Buggers been juggling my trash containers scot-free for too long. Their crate is perfectly sized for a drone pick up

Please make potato slices stick to baking tray? 

(+2)

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). 

(3 edits) (+6)

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.

(+5)

If you're expecting screamers, this is not that game.

nice. enjoy the peace while it lasts

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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.

Swapping wall materials was completely a bug, and it easily allowed duplication of valuable materials. That is why it was removed.

Surely there's a way to fix the item duplication without making a completely optional for-fun tool a nightmare grind just for aesthetics.

I hope it will be addressed at some point in the future.

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.

it would be nice to reset to day 1 without it touching any objects

(+1)

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

(+2)

It would be nice if the paper sheet templates asked for confirmation before overwriting the page's contents, failed a daily task once because I accidentally clicked the report template button instead of the tear off button and didn't have enough time left to redo the report.

(+6)

You don't have to run around the dishes and request hash codes again. Just go to the server room at the base and look at all the codes on the console

Oh, right. The console text is global.

(+1)

The lights in the transformer buildings should turn off when the respective transformer goes down, similarly to how TR_3's lights are off.

(3 edits) (+2)

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 game fun as hell but my laptop is struggling to run this game at times, but still fun game :D

It'd be cool if the map got a little bigger. Like open up the fence that is preventing people from going into the huge forest and add in some unique entities in that area or some cool stuff to find. I always find myself walking around out there when i've got nothing better to do. Lol 

(+1)

It would be nice if dead batteries had a different name and didn't stack with regular batteries so you wouldn't have to take a battery out of the inventory to check if it was dead.

(1 edit) (+1)

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?

- le ruga is off el floor


i think thats it :3

(1 edit) (+1)

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.

(1 edit) (-1)

>"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)

(1 edit)

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.

(1 edit)

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

(1 edit)

0.8.2c seems to have countered some of these death loops. Blood loss stops after reloading, and you now can't save while dead. Though, you can still get stuck in a death loop by saving before you die to something.

Unrelated to the post, but you mentioned glue alongside nails. How did you use it? or do you mean just that one sandbox version of it that I cant figure out.

(-1)

have it in your inventory and while grabbing (not holding) something next to a wall, press middle mouse button. its really janky and it has to be still for a second or two before you can actually glue it

(1 edit) (+1)

That isn't glue, that is just an individual feature that does not require it. It's just meant to help with nailing objects down/together that are off the ground by holding the object in place without player input, so it isn't meant to stay between reloads.

(-1)

huh.

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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.

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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.

(+1)

I think the sandbox is closed for the player's safety, so that he doesn't spoil anything interesting that can be found in the story mode.

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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 played to around day 18, this post contains spoilers for content up to that point.

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:

  • anti-grav event, which kills the mannequins
  • I find the bullets in the garage, that were previously extremely well hidden
  • I find the old gun in one of the satellites
  • I find the camp being built, touch the locked chest or steal a lamp?
  • I hear the invisible slapper chasing me, and notice it.
  • I shoot the gun at it, which explodes, slapper chases me down until I die. (I don't know why it kept hitting me, probably because I shot it?)

From my perspective:

  •  a major event happens
  •  I am given a gun and ammo
  •  I have a first encounter with something new
  •  It kills me.

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.

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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.

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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.

The gun is intentionally meant to be misleading. It makes you think you have gotten a gun and ammo for it, but the gun just breaks and explodes if you try to fire it. The ammo box's item description even mockingly tells you to try and find a gun.

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A way to directly rename signals without needing to copy them would be nice. Could be an extension to the main desk, a computer function, or even a separate machine like the drive wiper.

I wish there was other way to adjust polarity and frequency than just mouse wheel. I have a jumping scroll wheel issue and it's hard to do signals with it.

так ваша же проблема, купите мышь нормальную.

по факту)))))

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.

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!

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