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GothGamerGrill

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A member registered Oct 20, 2025

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To preface, I am not an authority figure or end all be all type. This is simply my review of the changes and gradual improvements I have witnessed.

As someone who sits both as a player and a game developer/story teller, I am in a unique position to understand why things are done at a more fundamental level than most. As the player, to my horror and detriment, but as a fellow storyteller, with admiration and praise.

This review will be explicit spoiler free, but will make references to items or events that are common knowledge for those of us more experienced. This review will also not mention any bugs or glitches as that is not the point of this review. Reader discretion is advised.

To begin, The Good

The base feels much more alive in the sense of layout, purpose, and design. It feels like a base for multiple people that has slowly become dilapidated and is now running on minimal manpower. Once a jewel of discovery, now relegated to a minimum wage solo operation. Even if one were to blank out the walls and such with concrete grey like in previous versions, the design and layout has shifted from SCP-esque D-class experiment to a more believable setting. While to those that run the place, we might be the sacrificial lamb or toy to placate them, to us we're just sent out to manage a base that has way too much for us to do and not nearly enough time or manpower to do it completely.

The sense that this was once a place that was cutting edge discovery and wonder, now left to rot due to budget, on first glance is very believable. Trashed location, cracked walls, and the lack of anyone or anything to show signs of life sets the mood perfectly. We aren't just alone, we are alone to a very primal and very real degree. We are the tree in the forest, with no-one to hear when we collapse. Digging deeper only adds mystery, and to speak on things that border on spoilery territory, as we learn more about our location, we learn this place wasn't abandoned without reason. Humans were once here, but now, only you remain. For how long? Well, that's the story, isn't it? This update only adds to that sensation, the mystery, and the story. Doubling down on that creeping dread of knowing this facility was meant for multiple people, and now it's being ran one person at a time is a step in the right direction.

The way the forest feels alive, the sounds, the random bumps in the night, it reminds you that this is not your realm. You are the alien here, the proverbial intruder. You are the outsider, and it feels like it. Manmade structures in states of dilapidation, being overtaken by natural forces, you are merely one of many that have been here and will be here for the foreseeable future. Then, once you are no longer a part of it all, another will come and take your place as you took your predecessor's. Cosmic, existential, life questioning horror at its finest.

Moving to mechanical changes, the move from 0.8 single ping system into this triangulation system for signals is really cool, and very engaging. The modularity of the ATV, and even the way physical upgrades are now incorporated into the granular progression is wonderfully done (Mostly, more on that later.) Physically having to power down and install physical upgrades into machinery is beyond satisfying, and makes those major modules feel  impactful.

All in all, this is a very good major update.


Now, The Bad

One of the biggest issues currently prevalent in this most recent update is the detector towers, their lack of explanation in the tutorial, how often they break, and the difficulty within which they make the primary gameplay loop unappealing.

Starting the player with 4 fuses in each tower as the current mechanics sit is an okay direction, however this must be addressed sooner than later. The fact the towers go down at a higher frequency than even baseline servers without any upgrades or modules is very problematic, not to mention their total chokehold on the main loop of discovering signals and experiencing the story. Even as a long time player, this mechanic makes signal scanning too much of a hassle and I've found myself rushing into other point-farming methods due to this. Unlike when a satellite server goes down in which it can be ignored until the daylight- especially for mid-game story reasons, these demand immediate attention or risk messing up the next day's balance of signals, codes, and tapes. 

Now, I understand this interruption is more or less the exact reason this mechanic is forced as such an all-powerful force almost equal to the transformers going down, as to force the moments of discomfort and danger, and enhance that fear and apprehension. However, the frequency of breakdown and cost of prevention is too high as it sits. Fuse crafting is a high investment for a low payout when compared to say the cost of a cooler for a GPU frame. The copper wire especially if you're going on crafting cost alone. Then the point cost for either the copper wire or even the fuse itself is way too high for what it offers compared to the investment cost of other methods of point generation. Much like the server repair CDs from 0.8.2, they risk becoming a forgotten and underutilized mechanic.

On the topic of servers- the physical module upgrades are a pain to carry, deliver, and install on each satellite server while also remembering which ones are fully upgraded, which ones have pre-existing upgrades, and how many upgrades you have vs how many you need. The reason this works with the transformer's new upgrades is due to the low number of transformers and each one having the same number of slots. This variability makes it difficult if not painful to manage.


Second to last, The Proposed Changes/Adjustments

-Detector towers need an adjustment. There are three methods I can see that would assist in this mechanic's annoyance being decreased, while also forcing the player to remain in a state of forced fear and uncomfortability. I know I'm not the end-all be-all, these are just the ideas that fit with my personal design philosophy of making problems solvable- even if expensive/difficult.

1. Lower the frequency of tower breaks, as to make fuses more of a failure prevention system, and therefore enhance their value while lessening the annoyance factor
2. Making fuses function like transformer stability upgrades/having  them share upgrades, thus making the breakdown periods preventable and workable- an issue with an actually permanent solution.
3. Keeping the frequency the same, but reducing the fuse costs. Make the same crafting recipe make 2-4 fuses each, make them cost 20-30 points each, copper wire cost 3 scrap and not 5 to craft, and copper wire costing 40-50 points. Make it so if we have to go from tower to tower with a backpack full of fuses, it's not multiple day's worth of work  to get the resources to do so.

-Next issue, is satellite server upgrades. This is less of a pressing issue and more of a personal gripe with a mechanic that could be so cool but feels like it falls flat.

1. Make it easy to tell from a console command or even the signal console itself which server has what upgrades. This QoL change would save so much headache for my completionist brain. Even if it's just a color change on each server's bulb to say if it's good or not.
2. I'd love to make the server upgrades more than simple stability. Once we purchase a certain mobile assistant, server repairs become meaningless when you can tell it to go and fix them for you. Make it speed up downloads, or add to the detector tower's overall stability, or enhance the signal detector's quality. Maybe a mix of it all.


Finally, the conclusion. 

This update has the makings for a great build that could even be a proper release of the game after some adjustments. The general improvements and adjustments are fantastic with some mild to moderate gripes about a few mechanics. 
All in all, this update is a solid 89/100.

The android HD version seems to lock up unlike the SD.


SD works fine on Android, runs fine, but the HD completely locks up the device as it tries to load into the proper game. Loads most of the way, then locks up the entire device. Literally have to "hard" reset (hold power for 20 seconds)

Having played an embarrassing amount of VOTV the past few days,I have many, many thoughts on the new content and will be sharing it here (everything touched on is accessible in the tutorial or first 10 minutes so no real spoilers)

The good:

Busy work. Giving us, the player, more nonsensical work to do that fits perfectly into a setting like this, is perfect. Makes it feel closer to what an actual "job" would be in this setting as it were. Generator repair being more than slamming your face against a button a few times, the magnetic tape recording setup and having to send the reels, even the new hashcode system which gets the sleep deprived / dyslexic seal of approval.

The vibes. Going from the 0.8 to the 0.9 building architecture, you feel less like a D-class or expendable researcher from the SCP universe, and more like an actual astronomer- albeit in a dated building- in this setting. Of course not much changes realistically, but you feel less like a sacrificial lamb and more like an employee. Same with the new lighting setup, it feels more like you live in some middle of nowhere facility where light is scarce and the natural order is omnipresent. live by day, rest and shelter by night. 

Hashcodes. So, this is something I personally suffer with- I am severely dyslexic and so the hashcodes have always been something I ignore until later, but by then it's a non-issue with points. So, using the new system feels both realistic in universe and solves the mild accessibility issue tenfold. Plus, more busywork moving the information from floppys to the zip. 

The drone. Moving from a clamp setup to a cloth bag feels realistic and helps the feeling of inconsistency in the tech level of the facility and the people you work for. Now, if you told me this was all set in the 1980/1990s, I would honestly believe you. However if you also said this was modern day, it would still be plausible. 

The mess. This facility is thrashed. Reclaiming the base is a multi day if not a multi week endeavor. Going from a few minutes to a few hours of real time, it's so satisfying to reclaim the facility. Plus, crafting materials are plentiful from the trash making any late game crafting much, much easier. Seriously, thank you.

ATV. Thank you for making this feel so, so much better. Upgrades, modular repairs, and so on. Battery aside, I do also miss the skyrim horse level of vertical mobility, I can also understand why it had to change.


The bad:

Bugs. Bugs galore. Clipping, random mach-5 launches, meta paranoia for literally no reason/events bugging out, Bao demanding literally an impossible ask of 5-7 signals a day, the experimental settings not even fully working, WHY CANT I FIX  THE SINK. Plus the optimization is much poorer. My rig is a beast, and even I'm having performance issues. Now, I am no fool, I know this is meant to be the first steps into a major release. This is why I am bringing these up as to provide guidance where to work and what to dig into.

Day-locking content. Most people that play this game now know about the funny setting and what it brings, and not having access to it in my first playthrough / within the first 7 days feels bad. Not to mention day/night speed cycles, other settings, and generally making the game feel more interesting to play being barred behind forcing you to play vanilla for many days. Legit, it took me a few days of on again/off again playing to muster through this problem to actually start enjoying the game. Then the bug mentioned from earlier, the day/night speed not even working unless you mess with files, this in particular put a sour taste in my mouth.


All in all, solid 7.5/10 update. Visuals good, changes good, good direction, and a massive step forward into being a great full release game I want to buy when it comes out. Bugs and locking content behind days played hurts the longtime players that want to see the new stuff and still feel like its silly VOTV. Once those are fixed, this is hands-down a major improvement.

A few problems that personally I believe need to be changed:
1. settings locked behind X amount of days. Why? It makes certain settings feel useless.
2. Bug fixes galore, day speed not working, a certain structure's absence, ZIP drives becoming errors when exiting and reloading a save, and so on.
3. Some QOL changes, like making the ATV function a little better (Battery, sturdiness of wheels).

Aside from these small issues, the update is grand. The bugs are bad enough I'm personally waiting for a bugfix release before getting more in depth

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.