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"Voices Of The Void" Alpha

Gather unknown signals from deep, silent space · By mrdrnose

0.9.0 Feedback: Scope Creep? / "Why must all the hoops be on fire?"

A topic by WinkusBinkus created Nov 02, 2025 Views: 1,745 Replies: 11
Viewing posts 1 to 7
(2 edits) (+18)(-1)

Aight, first of all: Lemme start this off by saying, if I didn't care as much about this game as I do, I wouldn't write this feedback post. VotV is one of my comfort games, to watch online, to play, to stream. So it really bums me out to say that I dislike what v 0.9.0 has changed in the core gameplay.

Don't get me wrong, I do not mind playing mini games to fix generators. I do not mind the change in core gameplay aspects like the hash codes, or adding the tapes. I DO mind giving the ATV, your MAIN method of moving around and exploring the world a battery you have to exchange on the THIRD day and replacing it costs 150 points. Yes, the Update adds more ways to get extra money like the tapes and hash codes, but to get the hash codes I need a working ATV. To fix servers I need an ATV. To fix generators I need an ATV. ESPECIALLY if I need to do 4-5 signals in the first few days. How am I supposed to get all of this done? AND clean the base? And find fun things/explore?

Honestly, the ATV needing a battery now that gets depleted by anything you do is what genuinely spoils this update for me. The ATV already needs fuel. Why add a secondary issue? Yes, I know, solar battery may fix this. But that one costs 1,500 points, which is... a lot. As I said, the ATV is the MAIN way to move across the map to do your job. I rly hope the dev/dev team reconsiders the handling of the ATV or adds an option that removes the battery depletion on ATVs, similar to how food spoilage can be turned off etc (basically every change I do NOT mind is an option I can turn off or on, but everything I dislike can't be changed).

I also really think that adding little steps like screwing open the backs of the consoles to install modules now and having to make sure the electricity is off - while it's a fun idea - adds a lot of tedious little extra steps that while realistic, are NOT fun (at least not to me). Maybe there's a market for those who would love a realism mode. I personally don't. Figuring out all these extra steps is relatively irritating and killed Dr. Kel at least once lol

And while I do love the new base and would love to be able to take my time cleaning it and exploring everything else in this update, I just don't think I can bring myself to play this, if this overly realistic/tedious direction is where VotV is headed. 

I really hoped for a fun update with lots of new events and such. But instead I got a scope creep focusing on things that didn't need changing in the first place.

Please let this one cook and maybe add some of the core ingredients of this update. So far, sadly very disappointed.

UPDATE:

Just wanted to add that I made a copy of my main save in which I ended up grinding money, then bought the solar panels and sent them to my actual save. Makes things a lot less annoying. Still hope that the dev will reconsider the ATV battery drain. 

(+13)

The ATV battery does seem to drain pretty fast. I get it's a mechanic but realistically a vehicle has a part called an alternator which keeps the battery charged while the vehicle is running. It seems like a bit of a weak maintenance addition to the ATV. I'm fine with the tires, but we don't need Dr. Kel becoming a mechanic and actions becoming tedious like My Summer Car. I know that's an extreme example, but that game is a prime example of tedious game design.

(+6)

Yeah, I was confused on why the battery wasn't charging when I was driving. I was literally saying "Is there not an alternator in this ATV or what?"

(+4)

Exactly, My Summer Car is what I thought of as well. But that's a game I specifically play to be amused by its tediousness. 

(+1)

i agree, it makes sense if the battery is draining with the headlights on and the ATV off, but not wile driving it.

(+8)(-1)

Honestly just a chore to play now

(+6)

I agree on the ATV issue, it's too labor and cost intensive for what you get from it. I  drained my battery by day three trying to meet the demands and the cost to fix on top of the upgrades I needed, plus parts like fuses was just too much. I effectively haven't had an ATV since those first few days and I'm now on  day 18. (Though part of that reason is my ATV plus half my garage somehow  forced itself through the south facing garage wall and by time the  ATV came out the other side it was totaled and one of the wheels went flying off).

Either the battery needs to recharge while driving or they need a  station in the garage for hooking the battery to for a recharge (pre installed, not a cost to the player) Maybe  at a rate of like 30%  charge in 8-10 hours? That way you could leave it on all day for a good amount of charge or just charge it while you sleep for a bare minimum amount. Running the turbo hard and leaving the lights on while parked will still push you into the red even with daily charges. Seems like a fair trade.

Another thing I think is asking too much of the player is the radar towers for pings. As it is they go down too fast and cost too much for something that renders you unable to acquire money and have to trek out to fix. The two fixes I see best for this would be:

A) increase cost of fuses to maybe 350 each but allow players to repair them at the crafting bench for say 2 fuses + 1 scrap metal= 2 repaired fuses. That way you  still need to keep them up but repairs are a reasonable cost to you while extra protection is going to get pricey.

B) Allow players to move the pins manually even if the tower is down. having the coordinates screen be 100% useless if a single tower goes down is too  harsh.  Maybe a down radar means that pin cannot be called for or used to call other pins. You still have a challenge on your hands if a tower goes down, but it's manageable and won't  lock you from doing your tasks. Having two towers down will be a huge pain if your pings are far away but again it's doable in a pinch.

(1 edit) (+2)

I agree with most everything in this except for an increase in fuse price. I get what you're saying, I do, but anything other than a reduction of price is not the move—repairing and crafting them? Absolutely. 1000000%. But an increase in price to make that "viable"? No, absolutely not. Kept at the same price, WHILE being able to create/repair them is a fine compromise. 

(1 edit) (+4)(-1)

i'm on day 8... i've been fine so far. haven't needed to change the battery once. have you guys been exclusively using the ATV at night and leaving the lights on when you get off? i'm playing on hard mode and i haven't had much time to explore in the first week but that's because i haven't been making much time to explore. the coffee machine in the upstairs hallway costs 10 points and is an absolute boon. it lets me handle the higher signal demand! i've been using the ATV every day to visit 4 dishes for my floppy duties, as well as keeping up with transformers. i've also had spare money for things like a new sleeping bag, the ATV radio, and cleaning the whole middle floor of my base of all the trash! i definitely think it would make sense if there was a way we could charge the car battery without having to replace it though. maybe we could craft or buy a mount that will let us plug it into an outlet?

edit: i definitely think that just like velma mode, having an "advanced" mode with more complex mechanics like ATV battery, new coordinates system, and these other mechanics that people seem to find too troublesome could benefit the game so people can curate their experience more to how they like to experience the game, and what kind of itch it scratches for them.

(+2)

There is definitely a lot of potential for this in the new “Game rules” system that saves have, as it currently allows you to toggle various things that some people might not like, such as the decay of things like transformers and the radio tower. They could definitely add more options to it for toggling more mechanics, like ATV battery drain.

(+2)(-5)

The battery shouldn't be going down that fast unless you're using turbo & headlights a lot. For hers, its only at ~80% after a week in-game. Plus if you sell the empty battery, it only costs 75 points for a new one, and the solar ATV module makes it a non-issue. Having the ability to upgrade the ATV and make it have new skills like air control is really fun because of how important it is for traversal. 

Hers loves the new changes because being able to interact with the world in new ways is the fun of VotV. The added complexity was sorely missing from pre-0.9 and was the one thing the game was lacking in comparison to Signal Simulator.

(+1)

half the game is establishing routines, but the ATV battery really just needs to be balanced to demand less credits and constant attention, with a charger in the base you can buy.