Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

"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: 78,798 Replies: 569
Viewing posts 221 to 242 of 242 · Previous page · First page
(+2)

this is not a 7-6 year old laptop friendly game :(

(+1)

Most pc's, even modern, have trouble with the games performance. You could try turning down the light and shadow settings, that will help some. But considering how old your pc is, don't expect an insane difference. 

(+1)

Different systems are gonna have their performance bottlenecked by different parts, obviously, but on my machine at least (ryzen 5700x3d, radeon rx580) I found the framerate was dramatically improved by turning the draw distance up as far as it would go. Yes, up. Maxing out the draw distance literally took my framerate from thirtyish to a solid sixty. It's like whatever culling method the engine uses to sort the world's objects into "draw" and "do not draw" is so computationally expensive that it's actually way more efficient to tell it "screw it just draw everything IDGAF" and let the z-buffer sort em out.

(1 edit)

Depending on how they cull objects it could be more gpu intensive as opposed to cpu intensive or vice versa and therefore having a not so good cpu/gpu depending on how the objects are culled could result in worse performance with a lower draw distance.

(+1)

this is more a feature request then feedback
and this is ENTIRELY something that isnt possible with real 3d printing
but could we get matcaps for 3d printing?
matcaps (material captures) is a trick where you uv map a texture onto a surface based on the viewing angle
it would open up a lot of creative options for meshes (like fresnels or gem / crystal materials)

(+2)

This is more of a QOL request:

It would be great if we could place Held items directly into storage containers without putting them into our inventory first. Right now, the process of putting things into containers is a bit tedious if I don't have the inventory space to pick them up. First I have to make space in my inventory, Collect the item I want to store, stash it, and then pick up what I dropped. It would be way easier if I could just Grab or Hold it, and press a button on the container to stash it. Alternatively, if Held items showed up in the inventory menu, then I could just put open the container, and stash it that way.

(+1)

does anyone elses graphics card jump to 90-100% usage when running this game? i didn't think it'd need so much processing power considering how low-fidelity it is, especially at lower graphics settings. i notice a significant jump when i turn the computer in the base on.

(+2)

Been enjoying the game a lot, but I wonder if it might be worth to try to add some 'cause and effect'/longer term events to the game.
A lot of events currently feel like they are very 'It happens to you for a bit and then is done' style. Stuff like the super heavy fog, red sky and such is cool and atmospheric, but it can eventually feel like when an event happens, you know it is a one-off thing that will be gone after it did what it wanted to do. Kind of hard to explain, but I guess they have a sort of disjointed feel, which is natural due to how the (non-story) events work.

Random thought I had to deal with this would be to maybe have 'sub events' and such. Like an event could spawn a ~spooky~ item on the map, and as long as it is around, other things can pop up. Like some alien artifact that causes weird shit to pop up intermittently around the map, not super frequently but enough to make a player wonder what's up until they finally go investigate the weird dot on the radar. Or an entity that needs to be engaged in some way or events will keep happening (There is that deer related one which is already a pretty good example). Basically stuff that makes the events feel more connected, even if they don't necessarily all are.

Of course, this is way easier said than done and this is mostly from the perspective of someone who spent way too many hours playing this game already. Not to mention that with horror, making cause and effect too clear can also take some of the mystery out so even if such events were added, figuring out the fine line between giving the player clues on what causes what, without removing the dread of uncertainty is a difficult task. So uh... good luck with that, lol

(+1)

I think there should be a way to permanently have the unknown overcharged device. Maybe something ludicrous like putting it in the oven for a week? It's just kind of annoying to have to keep charging it.

(1 edit) (+1)

It isn’t truly infinite, but you can extend its overcharge time by continuing to microwave it after it becomes overcharged. I microwaved it for somewhere around 5–15 minutes and it lasted for almost a week, which only ended when I accidentally left it outside of a container for 20 minutes after cleaning out my inventory.

(+1)

I did wonder about this! I probably should've asked if the overcharge timer has a limit or done some testing myself tbh.

(+1)

Love the idea of this game, saw a video on youtube and after a little bit of detective work I did find it here on Itch and installed it.  Sadly, I did not make it past the first tutorial room, I don't have the patience for this kind of user interface anymore, reminds me of Deus Ex or System Shock, both games I could not get into due to similar design decisions. Anyhoo, good luck to the devs.

(+1)

I would like to see a foraging guide maybe bought in the store for 200 to 300 credits that would have pictures of the plants and where to find them

and a way to get raspberry and blueberry seeds (if you can't curently) 
 

(+2)

Unlike the other seeds, you need two berries each to craft a seed pack.

Thanks

I would like to see the alien ship from one of the dreams actually in the game.

I have been a long time player and viewer of VOTV content and just ambient horror games in general.
Here are my notes on VOTV:

Exploration is heavily disincentivized early game. Which is a shame given the environments are quite beautiful
Idea to solve this problem: Allow the signal processor to queue up signals like the signal player station, thus allowing players more opportunity to explore
Alternative idea: give points for exploration so players can still enjoy the game no matter how they play, E.G. finding items off the beaten path, or exploring and experiencing anomalies (Lantern as a prime example) thus making interacting with events more enticing rather than just "surviving" them.

The sense and feel of the lab being filled with outdated and decrepit technology compared to the more "modern" outside is quite nice. Gives the sense that you are there just to run the equipment, or act as a D-class personnel from the SCP universe to stay the hand of some eldritch entity for a little longer, or to gather what information you can before you die. Especially with the new boxes, K-O, and even the drone that delivers stuff or the one you can buy. Really gives the sense of either a tight fisted group seeking to penny pinch or give the bare minimum to keep things running

Sharing VOTV content:
This game is very fun, and offers the opportunity to be able to show off what you can do and what you have done in your time playing. This then incentivizes others to play to see how and what they do. So on and so forth. However, especially with co-op horror games becoming a very prevalent thing, I would suggest adding in a multiplayer mode as to allow for a greater reach to a broader audience. Now, I am no programmer so I won't tell you how to do your job, however, I will offer ideas and what they might provide. Basic one being simple peer-to-peer multiplayer. Simple as, no frills or anything special.  Another idea is to make a separate version/program that runs as a server, that people can connect to like a minecraft server manager. Think modded minecraft servers. No idea how realistic or possible either one of those are, but as someone who has played this a lot and has wanted to share this game with other people to play with, this is something I would say is relatively important. Especially with REPO coming in recently and showing that the market for co-op horror is still very much alive.

Final notes:
This game is amazing, a masterclass in ambient horror- a game where you are witness to the universe and the mysteries rather than the target of supernatural wrath- minus when the angry spirits notice you. You are but one of many that has entered this place, and likely won't be the last if the corpses of your predecessors are anything to go by. You can run, hide, or even fight, but you are not a soldier, you are a scientist, a scholar, human. Wits and intellect will be your method of survival, and when all else fails, running is always an option. 

(+1)

I suggest installing metal blinds on the windows in the main room so that they can be opened and closed as needed. All the other windows have bars, but the large windows in the workroom are not protected. I believe this can create a sense of security in the main room.

Additionally, you can install an emergency button on all the doors, allowing you to lock them with a single click instead of running around the floors.

(+1)

Is there any way to actually include an error when "Fatal Error!" pops up? I could be wrong but it looks like a failed try-catch reply which means there must be an error message to give more specifics. It would make debugging as a user/bug reporting so much easier than just saying "After running the game for 3 hours it suddenly hit a fatal error and kept repeating that even as I tried to open it. Either restarting the PC and/or reinstalling the game fixes it."

That last comment is an issue I keep having but my biggest ask is to provide some kind of error log so I can either fix what's wrong if it's on my end or report it properly to you.

Thank you - ૮꒰ ˶• ༝ •˶꒱ა ♡

(+1)

The control scheme seems to be quite the object of contention, so I have my own suggestion, to simplify things:

MOVEMENT

WASDMove
MouseLook
SpaceJump
ShiftSprint
CtrlCrouch


INTERACTIONS

Mouse Wheel (while looking at something)Scroll through the possible uses for the item under the crosshair (if it can be grabbed or taken*, those are options 1 & 2)
E (while looking at something)Confirm the action chosen above
Mouse Wheel (while holding something)Hold the object closer or further
E (while holding something)Drop
R (while holding something)Take the object into the currenty selected hotbar slot
Left Mouse Button (while holding something)Throw
Right Mouse Button (while holding something)Rotate the object with your mouse

*You can only grab something if you're empty-handed. By "grab" I mean holding the object in front of you. By "take", I mean taking it into your inventory.

INVENTORY

Numbers 1 through 9Select a slot in the hotbar (immediately equips the item in it. If the slot is empty, it makes you empty-handed.)
Mouse WheelSelect the next or previous slot in the hotbar (same rules as above apply)
Left Mouse ButtonUse currently equipped item
RTake the currently equipped item out of your inventory and hold it out in front of you

MISCELANEOUS

FToggle flashlight

Notes: precision placement and the ability to throw your currently equipped item are redundant, since you can do both from holding the item out in front of you. Having to equip/unequip the item in your currently selected hotbar slot is unnecessary.

Any controls that vary their function from being tapped or held down can create accessibility issues.

(+1)

holding down F for flashlight makes the light smaller and go further this should also be mentiond as i have never seeen anyone bring attention to it

The flashlight mode was added in the last update i think, it used to be alt + f i believe.

yeah 

it was ever explainded in any demo

I think it says it in the flashlight description but true.

(2 edits) (+3)

The previous builds of the game were already a hurdle for new players, hurdles that could be leapt with dedication, but the systems introduced in 0.9 are an even bigger hurdle that, as a long time player, I feel negatively impact my enjoyment, even after giving them a fair amount of time to learn.  This is all a roundabout way of saying I liked how the signal searching, drive boxes, satellite calibration and ATV worked before this update.

I understand the point of simulator games is to provide an experience that gives the player a hassle, but there is too much going on in this latest update.

(+3)

The unskippable tutorial sucks. I would rather skip it and have all the text in an easy to read PDF as I play the actual. The tutorial is good, it works but it completely turned me off from playing the first time i tried it and the second time had enough time waiting around for me to write this out. The new scanning part is cool. The transformer is cool but the nobs suck. That is mostly a skill issue on my part. The tutorial completely took the winds out of my sails both times I tried it. The tutorial is nice and I am sure it is really good but from the second I got to the desk I was overwhelmed. Besides when I brute forced the transformer I did not retain a single thing. It all looks cool and I am sure that I would love it but I still have no idea what the floppy disks are for. The new controls suck but that is also a skill issue on my part. 

Gods, I have to give you money sometime. Despite my gripes, this game is not only free but wonderful and keeps getting updates.  

TLDR, please make the tutorial skip-able. Please put the text from the tutorial in a PDF or some kind of in-game book.

Also i hard crashed when I ragged dolled into the place with the burger and key card. I clipped into the wall when I stood up. I saw past the walls and got a fatal error. Also when right this i got a in the corner pop up saying i couldn’t save in mid air. 

You most likely fell out of bounds when you ragdolled in the corner and you will always crash when falling out of bounds in tutorial, it's sort of like an anti cheat for all the secrets in the tutorial that hopefully haven't been removed in the new version, seeing as i couldn't find a way to open secret areas and stuff. 

(+2)(-1)

This is the best game that I can't play. I can't get over the confussing interface and that's a shame, I want to play it but it is simply too convoluted atm. Tutorial is nicely presented, and I managed to get throu it after a first aborted try, but once you are actually playing the game, remembering the little nuances of how to perfom the simplest of actions overwhelms you.

(+1)

Not sure if this has been reported somewhere or if there's a better place to do so, but precision placement doesn't seem to work. I can rotate the "hologram" but hitting R (while holding shift and alt) doesn't actually place the object like the tutorial seems to imply.

If you're playing on the 9.0 build then try holding r i think the hold and press options are flipped and can be swapped in the settings.

(+1)

0.9.0 новая система взаимодействия с предметами очень не удобная, спустя 6 часов так и не смог привыкнуть. может стоит добавить возможность переключения между старой и новой?

полностю согласен

It would be great if there were some convenience features for using the console

for example pressing up and down for recently used commands, or being able to target satellite dishes by typing the first letter, eg sv.target B

I think you should make it so we can't earn achievements in Sandbox mode.


I have some suggestions. I started the game and got completely overwhelmed by the workload, then proceeded to play almost two months in infinite mode to git gud, so sorry if some of the things I suggest are already somewhat present in the story mode.

`fishing for specific signals could be a big part of the game. Maybe the player could get special requests from one of the scientists to get, for example, signals from gas giants, and doing so would increase your relationships with the specific scientist, which would make them send you bonus mail with their personal lore and advice about more esoteric game mechanics, like the rituals, that regular players would otherwise only learn about from reading the wiki?

There could also be specific requests, like getting a signal that is sure to show up at a certain coordinate on the star map that day. 

And to that end, there should be a little more to detection in general, like, maybe signals could have different tells, which could give away what type of object the signal is from?

`some rare signals could be super difficult to download, but in an engaging way: they could change their polarities, fooling auto-polarity detection mod, and they could shift their frequencies, requiring you to sit there and actively fish them. They could be the late game challenges.

`listening to some signals could cause special events to happen, like with that white box that crashes your entire grid if you try to save it's signal- you should be afraid that what ever is there in the void knows that you heard them. There could also be special objects in space, like massive cosmic animals whose signals are invisible on the screen, but don't dissapear, so you can find them by carefully hunting them blind and poking around.

`and add more interstellar space jams! I still keep the Hobburg data drive on my desk.

`for a game about working with intricate machinery, there could surely be more to fixing stuff than pressing a button? Everything should be able of breaking in more ways, and some maintenance should require higher interaction, like with the oven, and the first step of fixing should be inspecting the thing to figure out what exactly is the problem. There could be some "manual of repairs" put in the base, which would detail such interactions, like in the game "Tin Can". Have you heard of it? I think that game is very topical here.

`I wish there were more interactions with the spirits than just burning the mannequins and destroying the deer carcass, like with that disgusting bucket-kvass and the nightmare demon. And with the wisps too. There could be rituals to befriend them, perhaps to the extend of making them mostly ignore the player, allowing them to observe and learn something from them. 

`Mannequins are very annoying in general- they just teleport behind you and fall over. They could at least be malicious by default- making the player trip on any contact with them, so the player could be minding their own business, then suddenly get tackled by one.

`Fall damage is way too high- no monster or alien is deadlier than a three meter drop. Reloading is the devil of gaming, so suddenly having to reload because you missed a drop just sucks.

`There is no reason why in this game "dying" couldn't just make you wake up several hours later with badly crippled max health.  Reloading is the killer of immersion.

`Ragdolling is always fun, but why not allow the player to clumsily crawl during it? That would allow some really cloustrophobic caving, and would allow the player to survive a broken leg.

`The hints say that mailbox only transfer items around the same type of games, but it doesn't and that is for the best, I hope you won't change that. 

`If you sleep in the lower bunk and get woken by a nightmare, or just choose to ragdoll there, you glitch out and die. That's not right.

`What about brushing teeth? You hold a tooth brush, use tooth paste, get 5 stamina every 8 hours.

`Why no rare, stalker-like anomalies? It would be fun to investigate anomalous areas with weird gravity or some other changed game physics' rules. 

`There could be extra form to request vacation days. Maybe the player could get an off-day "token" every week, but then could wait and stack a few of them to later request a four day vacation, or something? Also, loans are stupid. How about 1000 credits, return 1100 in two weeks?

Viewing posts 221 to 242 of 242 · Previous page · First page