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"Voices Of The Void" Alpha

Gather unknown signals from deep, silent space · By mrdrnose

Voices of the Void 0.9.0 feedback Sticky

A topic by mrdrnose created 10 days ago Views: 6,199 Replies: 71
Viewing posts 21 to 36 of 36 · Previous page · First page
(+1)(-4)

Updating this as I go through.

Feedback

The new controls are definitely better than the og ones, just may irritate some og players cuz old dog new tricks ts. The ATV actually has weight now, good. The new base Is cool. Dunno If I'm just blind or if physical upgrade components weren't explained anywhere? Didn't take too much figuring out to get them to work though.

"Troubleshooting"

If your tv has videos that don't play, try downscaling them to 1080p. Worked for me.

(+4)

Still no option for old keybinds? The new keybinds maybe ideal for disabled people, but for us with fast fingers the game is not responsive now, "hold X button for Y seconds" feels terrible, we need a checkbox for old responsive controls with no hold buttons.

(1 edit) (-2)

add a button that has a 1 in 2.147 billion chance of killing you! 



LETS GO GAMBLING!!!!!




and also add ma ng o!

(1 edit) (+1)

Why office chairs cost only 1 point when selling them? Is it bug or..

(+2)(-1)

Huge fan of the new base and models, I think the artstyle of the game is really incredible and it's only been improving with each update. I also am preferring the new controls now that I've gotten used to them (no more fiddling around with the ALT key, thank god) and the new changes to the workstation. The gameplay loop feels a lot more 'full' now if that makes sense, what with the changes to the coordinate panel and transformer minigames. 

One thing I don't enjoy about the new gameplay loop however, are the coordinate radars — they are way, WAY overtuned. I've spent over 1500 points on my 18 day save so far just buying fuses, which isn't too bad since I have played the game a lot previously, but I imagine for newer players that will be an insane point sink. I think they should decay at less than 50% the rate they do now, or maybe they should even default to not decay at all, because as it stands now they feel super tacked-on and without much thought put into them. 

Overall, I think this has been a great update. The game really does feel like it's on its way to a full release now and I can't wait to see what's next. Personally, I hope the next update will add more story-related events since I think 0.9 has brought the core gameplay to a point where I can say it's incredible, and focus should now shift back to making the game longer.

(+2)

If I have to replace any more fuses in a coordinate radar less than a day after I did it the last time - I am going to get really angry. This is not a fun gameplay loop.

(1 edit)

Yea i had to give up after wasting everything on fuses slowly. Enjoyed it until i was edging every coordinate radar tower on top of 3 or 4 tasks I had on a separate window. I forgot to eat so many times while juggling so many decisions

(4 edits)

Bug: EriePlushV4_1 is turned into "redcage/pill" when activated. 

And if i may, from security perspective is nonsense that fence is almost everywhere (around base), but not where water is. In security way, body of water is no obstacle. Should be really all around.  Just immersion tip. 

i just picked the game up so i figure i should give feedback now from the perspective of a new person, i played till day 4 on 8.2 then nabbed the new version right before it came out.

i suppose the most usefull feedback is the coordinate towers are just bad all around. im on day 14 now and ive gotten used to everything else, but all the time untill i could disable the coordinate towers was frustration. i wasnt engaging with the game in any productive way, i was just frustrated endlessly since they never stop going down and the only way to mitigate it temporarily feels bad to engage with.

the rest of the game is mostly busywork, but it can grow on you if its given the space to.  i actually liked cleaning the base, gathering all the trash and scrubbing the walls.  i probably should have started farming earlier, i didnt realize how good potatos and pumpkins were and theres no kitchen knife, so 50 points is a pretty big ask at the start.  but the reason i was doing that as a primary thing was that i gave up on bothering with signals entirely since the coordinate towers were too frustrating to deal with. once i was able to disable the coordinate towers, the game finally opened up, i started finding signals and getting on top of transformers and servers, i actually started enjoying the game, investigating spooky things sometimes and more often running scared from them rather than just feeling like everything was an imposition on the endless grind of trying to get everything running long enough to get a single signal from detection to the drone. 

coordinate towers aside, i think ive had a good experience with the rest of the new stuff, though the atv battery is kinda annoying and its baffling that you could get an atv without an alternator somehow, that feels like it needs another pass since if you dont have the money to get another battery or the battery charger your kinda screwed. 

also the rake could do with having its price lowered and maybe a kitchen knife in the base somewhere, the big difference between it and the shovel is not making the game into a huge mess and its not obvious to a new player that you *need* to be farming. the food tiredness mechanic is really aggressive and you get tired of the mres super fast, but once you got some potatos you can make a go of it. 

things like that are the big barrier to a new player, theres a ton of things you need to find out to make the game enjoyable and give you room to discover new things, but there isnt really a good ingame way to do that thanks to how much pressure is on you from day one.  at least a shovel and a kitchen knife should be around the base

(+3)

Please, please PLEASE give us a way to permanently remove/disable the living mannequins from infinite and ambient. They were spooky at first, now they're just annoying.

Here since 0.6 -  I must say that most new changes were quite welcome, at first I was against cleaning my whole base but then I found it quite cozy after doing everything. Coordinate towers are the only mechanic that is either way too unforgiving: After the first week they suddenly break way too often. I know about the fuses and the crafting note, but first having to craft your copper wire and THEN starting to craft the rest of the scraps will be a huge time sinker for most players, because crafting isn't something that most people go in deep (unless we talk about Ker-O)

I just found concrete and what it's use for. It's not a sex update, but for my eye it's surely is.

(1 edit) (+1)

I'd like to be able to remove the main black chair. I'm not always sitting down when I'm processing signals, and the chair's hitbox prevents me from interacting properly with the main computer. I’d like it to be possible to attach it to the floor somehow (with screws or nails, idk), so you give people the option to leave it fixed for those who like it as it is now, and those who don’t can simply remove it.

Really happy with the new base. Awesome job on the content and the new mechanics - shame about the old hook mechanic being removed, though. But I can't figure out how to get into the bunker now. No matter how I try to hook the card, it just doesn't register. Playing on a09j (Also, I don't like the new trash mechanic. The way it stacks into piles now is just incredibly annoying. I'll look at a pile and think there's electronic scrap in it, but it's just 5 pieces of non-burnable wood)

Keycard is bugged af for some reason, hook won't detect it even if you already grabbed it and left it elsewhere. Only solution I could think of is going into Sandbox, picking up the keycard by deleting the door and then changing the name of the save so it becomes a Story mode save and transferring it with mailbox

Some feedback on 0.9.0j:

  1. the black chair at the computer moving constantly seems to block mouse clicks when using the monitor - exiting and entering does not help until I bump the chair or reposition
  2. new input scheme - very nice, I can finally pick up objects of tables reliably <3, but there are some inconsistencies, like picking up drives of drive racks (pressing E puts it in hand, instead of holding R, which will pick up the whole rack)
  3. new ATV is super cool, but there seems to be some visual/physical drift - after a while in a garage, with a handbrake on, the ATV was in the same spot I left it, but after entering and releasing the handbrake it instantly moved to the left “spawning” inside the workbench and causing physics mayhem
  4. very stable so far, had one freeze on day 3 during some weather event/paranoia (no idea what it was, maybe lightning, had to kill process)
  5. GPU frames unplug from the generator on game load now, unlike in 0.8.
  6. physical upgrade modules - I like it, but consider having them attach to specific component station (i.e. for automatic processing you would have to turn off the processing component, unbolt the back, insert the module there, turn on) instead of them being inserted wherever (and having to turn off every component before installing)

Have fun and take care!

spooky request uhhm make the wooden guys do a spooky sprint at you and beat your ass please ;3 maybe png jumpscare on impact

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