Write what you think about the 0.8.2 build - suggestions, thoughts etc

Gather unknown signals from deep, silent space · By
It's more so the fact that the box itself is literally just cardboard, that thing is getting carried through storms over mountains at high speeds by a drone with no protection from the elements and the hashcode paper just slapped on top. The next model seems to be a secure plastic crate with foam slots for drives and a pouch for the hashcode paper.
In my opinion, I believe that both, the old and new model of the box be used in the final release. Old style found in storage and bunker, and new style purchased and maybe one free in the control room. But no extra credits for turning in the old style box as they are obsolete and have no value. Oh, and the old style boxes, even though cardboard, they could have been plasticized or waxed to keep water from destroying them. Plasticized or waxed cardboard boxes are still used worldwide in the present day fishing industry. But definitely have the hash report inside the old style box.
Super late- I know, but honestly, I disagree almost entirely. The old shoe box with the paper note taped to the top felt really weird, aesthetically. This one at the very least looks like a weather-proof case for tech, and slipping the note inside of it makes a lot more sense than just slapping it on top and hoping it doesn't fly off when the drone flies at Mach speed.
I'll admit, for the people saying they haven't gone past 0.8.2 because of how the box / monitors look, the reasoning feels extremely shallow. They're entitled to their preferences, sure — and I felt the same way, very briefly, almost exclusively because I was attached to the old models. But, the new ones are undeniable much better. I think it's important not to let nostalgia get in the way of the game developing its own identity and improving—it isn't meant to look like an early alpha build forever, and the new design choices aren't bad.
In the latest build, I actually did buy the old shoebox and used it just to store my extra drives that couldn't fit in my drive racks. It feels appropriately makeshift that way, and I think that fits it better than as a delivery medium.
Please add an arachnophobia mode for wolfgang the centipede. This might affect a small portion of players, me included, but personally it really bothers me, like I can tolerate it a bit but it really makes me uncofortable. Maybe you can make like lethal company where the arachnophobia mode just replaces the spider with a cube with "spider" written on top of it or something" thank you.
It's not about "the centipede is too scary", it's about "seeing the centipede causes an involuntary physical reaction beyond fear and could have an adverse effect on my physical and mental health." Phobias are not something you can just "get over" or "power through", they're mental illnesses that can be debilitating. The game does not have a focus on centipedes or similar creatures, and the game doesn't tell you it exists, so someone playing would have no idea it's there until they encountered it, triggering a harmful response. This is not about making the game less scary for babies, there's already Ambient mode for that. It's about accessibility.
I don't personally have any phobias, and I still think phobia modes would be a very good accessibility feature. I have a friend whose phobic of centipedes, and he really can't help it, but he loves everything else about the game including the horror / atmospheric aspects. I don't think letting people like that turn off or change how the creepy giant big looks will ruin the game's atmosphere, if you ask me, especially if it's incredibly optional.
I mean, scientifically speaking, you can actually just "get over" phobias and it's a thing people regularly do. Even so, the question is "should someone have to conquer a primal fear response in order to play the game?" and "no" would be a pretty reasonable opinion.
Being that the game is in development, the caves aren't even remotely important to progress, and basically the only way to know about them is to look it up on the wiki, it's probably best to put it on the "nice to have" list and get around to it later on.
There's literally also the warning at the beginning too, that should be more than enough to cover it. In which is, if you can't handle playing the game because of a singular aspect, then you probably shouldn't play the game at all. I've had arachnophobia before, but with proper care and therapy, you can overcome it, so there's really no need for such a “mode” for Voices of the Void for Christ’s sake?
What about thalassophobia? Claustrophobia? Maybe even necrophobia? This is already infantilizing what's supposed to be a serious issue and well, like the definition, an irrational fear of said subject. So again, if you can't handle a centipede mother (felt like I needed to point that out) then like, I don't know, don't visit the caves then, or, worst of all, don't play the game. Then potentially, after all that's said and done, you should get some help to sort out that issue.
Edit: There's also the fact that if you were to introduce something like this, you'd have to also count the roaches as part of it, since centipedes aren't arachnids, they're arthropods. So it'd more or so be something akin to an “Entomophobia “Mode”, but even then, if we want to get really technical, shrimps could also fall into that category as well. (Calling back to the famous “shrimps is bugs” phrase)
Edit #2: Also ostraconophobia, but let's not get too technical here
I'm not sure how this is seemingly lost on you and everyone else arguing in the negative. Lethal Company has been rightly cited as one such example and there's a pretty famous, if dated, other horror game with a well-known arachnophobia mod: System Shock 2. And as stated in one 17-year old discussion thread for that:
This mod isn't for pussies who don't like spiders. They should just get over it. This mod is for people who have an abnormal fear of spiders and therefore cannot play the game."
I am in the former camp, but I can recognize the value in supporting the latter.
Exactly, I wouldn't care if the mode was in the game, but people saying it's to "make it more accessible" as if it isn't just them pleading to be enabled is crazy to me. I got my own issues and if I can't handle something in games and/or online, I get off the computer and take care of myself? Crazy concept to some people apparently.
Were this some sort of behavioral or environmental trigger that affects a person's daily life I'd be in agreement here but we are discussing a videogame creature the size of a baker's dozen daisy-chained go-karts, inside of a videogame that does not otherwise have a focus on invertebrates.
Lethal Company had a spider filter, Satisfactory had a spider filter, and System Shock 2 had a spider filter (mod) for pretty much the exact same reason; both spooky and non-spooky games with isolated and fairly common severe phobic response triggers. EDF does not have an ant filter that I'm aware of for equally obvious reasons. I'm not going to say it's something the VotV dev should be obligated to fulfill, but it's not an unreasonable option to bring awareness to and leave on the table, and it doesn't need to be shouted down by people advocating for extensive psychotherapy for the express purpose of being able to play a goddamn videogame.
phobias often take a LONG time to overcome, if they even can be. therapy, medication, etc is VERY expensive (especially here in the us) and aren't a guaranteed fix. some people literally CANT go that route. people can have different levels of response too, for instance i have a phobia for heights, which is actually common enough that people just call it a fear of heights. mine is mild; i can fly a ultralight for a short time without freezing up and crashing mid flight but it sure as hell isn't easy and stresses me the hell out. other people have it much, much worse, having one severe enough to make you completely break down mentally and even cause legitimate damage to your body isn't common but they do exist. some people react so severely their lives are literally in danger. what you're essentially saying is about the same as telling someone with a peanut allergy they're being picky and to just use a epipen whenever they eat a pbj and stop whining about not being able to breathe or blisters all over their skin etc.
for those who didn't get the absurdity of that comparison: epipens are actually just injectable adrenaline, sounds fun but i'm like 95% certain you won't think that after trying one. they wear off fast too so the person needs to get to a hospital asap and get actual treatment. in case someone wants to compare their lactose intolerance or mild allergy to a severe food allergy: food allergies can be very serious too, for many severe cases if they don't suffocate first their immune system will wreck all their innards and they'll die from multiple organ failure.
that all being said i think this is better left to a modding community and relegated to mods; game developers cannot and should not be expected to cover every phobia out there, and if you have a particularly severe phobia you'll definitely have some awareness of it and be able to find community mods for the game before downloading. if enough players demand a filter for a particular phobia then the developer may add it into the game officially i.e as lethal company did however that should be left up to the developers.modding communities usually produce better results too ive noticed.
demanding a developer to try and cater to your particular problems is just unrealistic, they're trying to make a game. ask someone else or learn how to make them yourself. you don't have to see the models/sprites to replace them in game files, assuming you can access them somehow that is. its not easy for closed-source games but it is possible.
I really understand you. For some reason, it is in the newest version that cockroaches cause me more inconvenience than in previous versions. In my opinion, they didn't get bigger before. I had to ask my friends and relatives. And when the Centipede appeared on its own (I didn't summon it) I had to shut down the game. But cockroaches are my main problem ((((((. They appeared then because of they put pieces of flesh in my locker, and I also didn't know that they also appeared because of potatoes. This has never done this before.
Because for people with phobias, it isn't "scary", it's debilitating and stops them from being able to actually play the game. My friend LOVES horror, but literally can't stand centipedes to the point of feeling physically ill. I don't think an option to swap the centipede with a snake or something like that will totally RUIN the game's atmosphere.
an option to reset JUST the events and a setting to reset only the majorly changed parts would be nice (like the computer, generators, things like that that undergo a change where continuing an old save keeps the old version, or clips the 2 into each other, that way you can reset those, but not lose your items. and decoration placement, aside from things attached to old things that get replaced of course which would fall.) if like to reset one of my old saves but theres SO MUCH stuff i love that i dont wanna lose them and it would take ages to transfer via mailbox, but i also dont want to miss out on the new things. as it is ive just been transferring things in new major updates and starting a new game. it works but it takes ages.
That said, i love the game so much it still doesnt really detract much having to do that, haha.
I agree with this, or maybe some kind of item that you can craft cheaply similar to a nail where if you attach it to a prop then the reset will ignore it or a radius around it...?
it's probably difficult to specifically filter out what was placed intentionally by the player vs what was not intentionally modified... but it would definitely be nice to be able to reset events without also resetting items. maybe this would allow for duplication of event items, so probably you would have to be careful...
Also idk 6ut this jump with computer model just feels.. Odd? Idk, i'm looking at it and i can't tell what it tries to lean into, and all of the screens shoved under metal casing to highlight them harder, very orange num6ers, various screens also 6eing segmented 6y the metal casing. The jump from simple screens and white interface to this is just immense and even though no one will care in a week i just dont think it looks good given the setting of the game with su6sonic (or faster) drones delivering packages while ro6ot cats go around helping you fix servers and collect reports
When you actually look at what systems are used in fields of technology, there are many reasons why old systems are used as opposed to new ones.
Robust: Older vetted systems are quite robust, even if you have to reboot or recalibrate them frequently. For example, Mainframe systems. There are still Mainframe systems that were manufactured and applications created for them during the 70's still in use to handle phone call traffic. Most run 24x7 for years on end without one single issue, and some that seem to need monthly maintenance. Still, just to replace one system may cost 1000x the cost of a single very expensive repair.
Research project funding: Research funding is very hard to obtain on long running projects due to lack of public interest. Some research obtains a lot of funding at first, such as for a deep space radio detection array, but after running the same project for lets assume 50 years and not having any substantial evidence, or high number of disappearances, you are just one catastrophe away from having the entire project dropped. Real life example of no evidence and lack of funding is the Arecibo Observatory and the SETI Project.
Information Secrecy: Have you ever wondered, why you need these hash codes? Why they only want very specific ones, and how they might pertain to the signals you send them? Hash codes can be used to decrypt data. You collect data from space that no matter how you process it, it still sounds and looks like a mess. You could also receive radio signals that the frequency of which fall outside of the range of the playback equipment, so you never see or hear it, but it is still contained on the drive.
Don't update the equipment. Keep it antiquated. It adds to the realism of the experience.
I agree. It's the reason I'm staying on 0.8.1 for now. Screens are less coherent, less readable with 60% of unused space bombarding you with brightly colored metal. It's really not comprehensible. For example why does the ping cooldown now have separate reduntant screen (timer is still there) with fast moving ascii signs flooding the screen. Really distracting and poor for my eyes. Why does signals now have bars instead of percentages? It will make setting them longer and more tedious. Screens are smaller so signals look worse. Resolution on radar is a complete pixelated mess. In short, not a huge fan of new computer stations.
Oh and hitboxes on buttons are wonky.
although there's no way to make the screens less cluttered, you can change the color scheme in gameplay settings, ofc it doesn't improve visibility that much, but making it white seems to help a bit for differentiating if you have some trouble/it gets strenuous to look at orange on black. maybe this has been a feature for a while, but i have no clue lmao
I understand that multiplayer has almost no chance of happening. But if it WERE to happen, I think a way more players could be handled like this:
Player 1 would be Kel obviously, Player 2 would be Ena due to the I don't feel well video. Someone would have to replace Ena in the emails during multiplayer, maybe Ken or Max would be the main person doing emails?
If this game were to be 3 or 4 player however, player 3 and 4 could be Kerfur-o's that you have to build for a player to possess so they can join your game. This would be to prevent the game from being too easy at the beginning.
Late to the discussion, sorry — but I entirely agree.
There's already a very, very basic mod out there that allows for multiplayer, though it's more a proof of concept than anything actually fun. I say this as a massive fan of the game, and someone who thinks playing it solo is THE best way to experience the game, but multiplayer would be pretty fun and a good way to add replayability.
I think I'd love to see the second player either take the role of Ena or, hell, given it wouldn't strictly be the canon mode, even an Ariral character or just a player-controlled Omega Kerfus would be really fun to see.
I know it'd be really hard to implement, both because of networking and also because of how a lot of the events are scripted, so I'm not holding my breath for it—besides, Dr Nose has final say on whether or not he even wants multiplayer as part of the base game—but I don't think it'd ruin the experience.
the fridge should be movable for now until there is an equivalent replacement, there is no freezer and there is no way to see if the mini fridge is actually working which makes the player think its the same as a box with a different texture. also being able to move the main fridge was really fun. i would move it to a place i like and put stickers on it, it made the base in my play-through feel more lived in. i would be fine keeping the fridge as it is, but ONLY if you could buy the large fridge, or until the mini fridge is more developed and theres a movable freezer.
Okay so...
After seeing this, I checked my Votv install folder and I saw what went wrong. Even though the itch.io app had the update button that I hit, and such. It wasn't launching the new release build that it had just downloaded/updated. It was trapped in the classic 7z file in the directory. :')
Extracted, loaded up. Not only are the plugs gone, but the new drive boxes are there too.
Thanks @Bearsjunior 💙💛
Buff the crank flashlight.
The main complaint I have is how awful it is to try and charge the thing.
I suggest making it possible to charge while having the flashlight equipped instead of unequipping it and having to hold it, risking accidentally throwing it away. Also buff the amount that it charges from 0.3 percent battery per click to 0.6 percent per click. I genuinely don't mind the lower battery life if charging the flashlight itself is made easier.
Also, I think making it possible to hold down right click to charge the flashlight would be very good for accessibility purposes.
(Translated by Google) You can add to the game so that it rains and leaves puddles. And make an event with it, so that it rains blood or poison, etc.
There are no wild animals on the street, I think they need to be added and you can make an event with them, for example, mutated animals, etc.
(In my personal opinion, I am not imposing anything)
that would be a fun mechanic but the game is not that greatly optimized so the game will lag massively for lower end users, but its not a bad suggestion i really like that idea
Это была бы забавная механика, но игра не так уж и оптимизирована, поэтому для слабых пользователей она будет сильно тормозить. Но это неплохое предложение, мне очень нравится эта идея.
On one hand, it would be cool, but I feel like it could ruin the atmosphere of complete solitude. I’d really love to see more mysteries and various events, but of course, it’s not that simple(
P.S.: As for aliens similar to SCP-096, to be honest, I don’t feel fear anymore, just disappointment. :(
С одной стороны это было бы круто, но мне кажется это могло бы подпортить атмосферу полного одиночества. Я бы действительно хотел бы видеть больше тайн и всяких разных эвентов, но это все конечно не так просто(
P.S: От пришленцев похожих на SCP-096 я уже если честно испытываю не страх а разочарование. :(
Same problem. At first I thought that I was doing something wrong, but it seems that this is not only my problem. It's quite hard to remember the names because of this. It would be great if you could switch the scroll on the console to the one on the computer. Not only use j and k keys.
google translation
I think old desk panel was better for my taste. It was simplier in design without a lot of details. Plus I personally loved the moment when I could perfect the polarity and frequency to 100% and now it's only color measuring. It's a bit frustrating and lot of details make you a bit dizzy. It's still interesting to look at all of them though.
Stolen from replies under my post (which is essentially just the same as what you said, new computer 6leh)
"The base you are in is decades old and so the tech will reflect that, the stuff you get sent is modern technology as the game takes place around the current year."
"The signals still have percentages, they are on the screen with the signal information.
The console isn't getting any model changes, but it will be made more monochrome and less colorful (beige > white/gray, no colored stripes)."
Please please bring back being unable to pause during an event, every time i went to pause and i heard that little sound saying im unable to pause made it that much more terrifying, now you can pause but its just glitchy, a lot less intimidating in my opinion. I loved how unique that feature was and i miss it so much.
I do like being unable to pause over opening the menu without pausing, but it it is mainly for what you CAN do when you have access to the pause menu, you can change settings and read the help menu which can help you figure out what to do.
I feel like it should be some middle ground where you normally can't pause, but there would be some way to open the menu if necessary. Maybe pressing Esc normally plays the deny sound without opening it, but if you hold Esc for a bit it opens the menu. Something like that.
I am... so confused by this perspective, and am opposed. We still can't pause during events, you can just open the menu so you can read hints and change settings. I want us to be able to pause fully and I don't care about the immersion, it's an accessibility issue to not be able to pause. If you want the increased fear, don't pause the game.
I like the current build. However, I do have a suggestion.
The greatest fear is the fear of the unknown. Most horror games therefore are way less scary on playing them the second time. I believe this game has a great opportunity with the arials and their reputation system to create some unknown on subsequent playthroughs by introducing multiple invisible alien factions. They may have a selection of base areas (like the treehouse, a second one might have something different) and different preferences in their reputation systems. Most importantly, the relation between them could be randomised such that the player doesn't know weather the aliens in question are buddys or have beef between each other - thus making it more difficult to correctly guess how the reputation systems interact with each other.
If more alien reputation systems are added, why not just use the other existing alien factions? They won't probably won't have a "base" but we already have some known relationships between them.
The Rozitals are allied with the Arirals, and they even try to protect the few arirals we meet that are just having a vacation on earth here from a threat.
The Grays are hostile to everyone, so could you even try to get on their good side? (IF they even have one.)
The next faction to show up isn't here yet, so we will have to see what they are like. They do have some kind of relation with the grays, don't know if good or bad.
..Could you even try to reason with an autonomous alien construct that shoots you on sight?
True, that is a good idea, however the relations between these factions seems like it's predefined, so if one wants to combine them (like getting ariral reputation increases rozital reputation but lowers grey reputation and vice versa), it would remain predictable. Though such interconnected reputation between the factions would still be a cool balancing act as long as there's a tradeoff.
Absolutely love this game. Didn't even notice when reached 100 hours. I wonder if it is possible that game will have a full VR support? I know about the mod, but wouldn't it be cool to fully immerse in the process of VotV? Like have hands, push all the buttons by yourself and poop a brickwall bc of sudden knock somwhere inside your base?
Also wanted to share some thoughts about the game itself. For me it is the best simulator of small things and activities. It is the best bc here you do these small unnecessary activities manually in the name of the game's general goal. And somehow it is almost never boring. And that unique detail immerses me more and more. That game feels so complex and deep. Also it makes something ring inside my head. Like man, we really just on a rock in the void. Also wanna mention that I really like the title of the game. "Voices of the Void" - that name makes the goosebumps appear. Maybe it sounds a bit silly, but nevertheless.
All in all, wanna thank you for that great game. It is definetely one of my favourite's. Will buy it at Steam for any price when the time comes. Wish you the best!
This might be a frequently given type of feedback, however in my opinion a quite necessary one. I really enjoy the game for its atmosphere and unique ideas, as well as the amount of detail in practically every interaction. But in terms of user experience, I find some interactions terribly cumbersome.
Some of the basic gameplay user interface elements (for example the inventory and the hotbar) are way to overcomplicated for the simple purpose they are supposed to have.
Also requiring a extensive tutorial with multiple walls of text is a very poor first impression to a game. It would be way more elegant to slowly introduce players to all concepts.
I get that the current way of solving these issues might be a placeholder, to quickly build more relevant features. But I would kindly suggest having a gameplay designer or user experience designer on your team in the near future to improve on some of the said cases.
I attached a few pictures to showcase some very quick and dirty overpaints that clean up a few usability issues I encountered. I tried to keep it as close to the original style as possible, as I found it quite charming and unique. To be very clear: This is in no way a final idea, just a quick sketch to elaborate on why I believe the user interface deserves a few changes.

Original Hotbar

Overpainted Hotbar
Changes:

Original Inventory while Using an Item Container
Unfinished Overpaint (Would Take to Long) of Inventory while Using an Item Container
Changes:
I hope my feedback is of value. If not that's also fine, because I enjoyed working on this for a few happy minutes of my freetime.
- anti
Giving this my 2 cents. I personally believe the hotbar is a hot mess right now, and I have 2 ideas to fix it.
1. You can "favorite" items where you can assign an item to have priority on a hotbar slot.
2. The hotbar no longer automatically gets filled by items in your inventory. You have to manually set what items go into your hotbar and which slot.
Personally speaking I both love and hate that hotbar gets auto-filled. Sometimes, it's very useful to switch to things you've just used, but sometimes, especially when you collect trash - important items get shifted away.
I think that having both - an auto-fill, and an option to "favorite" items would be the best.
I definitely agree with this, this was my first version to play this game in and it felt like I actively had to force myself to learn the controls instead of them being really intuitive, it created a large hump where i only continued to play and learn the controls properly because i heard that this game was good, but it could very easily turn people off from the game
I might be the only person who thinks this, but I miss when the ATV was more dangerous.
You had to be careful when driving it. If you got too reckless and hit something at high speeds, it could seriously injure or even kill you. But now, you can drive into a tree at 40 km/h with no damage protection equipment and take only 5-20 damage from it.
It feels like all I am risking now while driving the ATV is just it taking damage, even more so once you get a helmet which makes it even less dangerous.
I love the processor and computers new look. The way the radar works now so much better; I appreciate the bigger font for the numbers, I was having trouble reading them in the previous version. I also noticed the PFP email spam bug is fixed, big plus. I'm psyched for the full release I'm going to buy this game for a big chunk of my steam friends.
Could an option be added to allow the camera to move when opening the fridge door again? I always enjoyed when games had you move the mouse to open/interact with things and the camera not moving somehow makes that feel less satisfying. I imagine most players like the camera being locked when opening the door but it feels jarring to me and might be a nice option for those who like it.
I have an idea for voices of the void. Every 5 days or so you get an email from a scientist saying that they have a unusal object that want dr. Kel to analyze along with other members of the team and they can take you into a new area so that the enviorment feels fresh everytime. That way the environment can feel fresh everytime theres a new object and these objects can clashed ufos, abstact towers, or something scientificly illogical and every time Dr. Kel checks it out there will be puzzles and secrets and bits of the games story that you can find.
Going to a new area sounds too much, but having other tasks other than hash codes and signals - such as analyzing stuff, which could appear out of nowhere, or fall out the sky, or be mailed - seems like a fun idea! Especially if analyzing them would either require specific items, actions, or some kind of new puzzle game.
I would love a signal easter egg for the game Outer Wilds - a game about uncovering secrets of your solar system - where the audio would play an audio of one, or all the characters that play music to help you navigate (example: the whistling of Esker on Attlerock). Other than that I must say, this game gets better with each update and I am very excited to see more in the future! You have singlehandedly changed my views on horror games, thank you. <3
it's....not good but not TOO bad, new machines look cool but end up being hard to look at
Kerfus-O doesn't have pathing anymore, reseting HAS to put trash everywhere and i'd rather stay on 0.8.1 if it means i get everything i ever did in-game, add a toggle that keeps everything and still change the machines and it'll be good
right now, i'd rather play the old build to just "not lose everything for the sake of new looks and broken pathing"
i will agree that the new radar function is nice but it's the only good point i had the patience to consider, keep the radar but i'd have the older calibrator and searcher modules
i also enjoy the new pausing when you are in danger, feels nice to be able to manage settings despite everything
Please increase nails' "power" and make them work like actual nails, and not chewed gum
There is a lot of potential to create custom stuff, such as upgrading ATV - but nails fall off so easily and ATV driving is so messy, you have to crawl like a turtle not to break everything off it (meanwhile hooks are unbreakable and never detach)
And the last part of the image - Kerfur having a beacon on him would save so many nerves since that idiot loves to stuck in any terrain he possibly can

Also, physics in the game are ridiculously annoying! No, not the falling down as a ragdoll thing. But the heavy things such as cabinets or tables which are impossible to get back in place with your bare hands without using some other tool (like crate or rock).
The amount of events that flip your base upside down is also slightly annoying. Half regarding the previously mentioned heavy items which are impossible to get back in place, and the other is unique player decoration (nailing everything down may work, but it seems silly, and nails barely hold anything, and they are also huge and ugly).
Yes please! And default "calibration degradation" for antennas too, pretty please! It was so underwhelming when I found out that in Ambience mode (or Ambient mode?) servers (in base or at antennas) never break and that antennas never go below calibration 100% ...
The only thing I did notice to still "go down" is transformer power, but I didnt notice if it goes down at a slower rate (than story mode) or not.
i'm starting to think there should be more events that happen at daytime. Most of the events, especially story ones, happen in the middle of the night and it makes daytime feel like a "safe" zone where nothing scary will happen, it makes daytime quite boring because you have no fear of anything happening, especially when there's not much to occupy yourself with if you're later in the game
I also think there should still be some more entities that could be encountered at daytime like those at night, but still not as common since with daytime you can see better
The main room windows should seriously gain dirt way slower or even not get dirty again at all. Even after the rate was reduced in an update, they still get dirty way too quickly.
Give me at least a couple days after cleaning it before I start seeing stains again, not instantly after I fully clean it with a sandbox mega sponge.
I'm curious about certain WIP features, and can't understand if they do belong in the game.
With what the game currently is - no, not its beta state, but the gameplay itself, including things such events and the size of the map - are some of these features necessary? Such as, portable cooking plate - there is simply no need to carry one with you (or keeping it somewhere on the map), as getting to the base takes an incredible short time, even if you travel from the border of the map, on foot. And walls - can't grasp why this would be needed, besides possible addition of swarms of attacking enemies, whom you would build a protective layer of walls against.
Walls aren't just for practical reasons, they are primarily used by a bunch of the community for decoration, could be expanding existing things like adding onto the desk or even making an entirely new structure somewhere out in the world.
You do need to remember this is also a sandbox game where you have the freedom to decorate your base, things like this don't necessarily need an obvious practical reason to exist.
The hot plate was added before the microwave could properly cook raw food and before any of the other ways to cook food were added, so it is kind of obsolete at this point as everything else is better than it, but they also can't really just remove it now because it is a feature that some people use.
With all the weapons being worked on, to me - it seems that walls are mostly for building defensive bases.
I just hope that game would continue to retain its eerie horror spacey creatures style, and not turn into a survival game (with all of these fishing, cooking, chopping trees, farming plants, farming honey, etc features).
Because I have seen so many people having issues with it, have some failsafes for the Skerfuro event to be able to teleport Kerfur-O back if something goes wrong. If something goes wrong and the event doesn't properly end or Kerfur gets deactivated by something (like a Gray's EMP), Kerfur is now trapped far outside the map with no sign of returning any time soon.
Could be as simple as a debug command to force teleport Kerfur-O back as if the event ended, and a prop teleport trigger to teleport any objects in the flesh room somewhere back to the main map for if Kerfur gets deactivated while in there.
Homemade food items should have some kind of benefits over store bought ones, like restoring more food or stamina. The novelty of baking the food yourself kind of wears off after you realize you just spent 65 points in ingredients on 15 points worth of cookies you could have just bought directly.
Speaking of, chocolate shouldn't be immediately consumed by one dough ball to make cookie dough, being able to use it on at least two would make up for it's buying price in the resulting cookies. If it can check, maybe have it depend on the amount of bites left the chocolate has, consuming some when used in the cookie dough recipe.
Why in god's name do televisions need to be reliant on power outlets now Oh yeah, just remove the fun of building cool areas with the wallbuilder if you're not focused on the plasma TV, great change.
Also aesthetically, I do not like the orange at all. The changes to the Radar seem completely unnecessary, adds nothing. Changes to the save system which got my previous save deleted are very unnecessary- what's the point of a branching selection if you have to choose the branch to load anyway- and when you dupe it doesn't ADD to the branch? Needless code.
Buttons on system displays are too small. Aesthetically it works but it's functionally awful.
These are just the beginning of my grievances that will be entirely ignored, but the game is very fun and I've sunk a great many hours into the game once I learned how to play. I would like to see changes that don't ruin things and improve the game as a whole.
The main console texture is going to be made more neutrally colored at some point, with most of the orange removed and the beige becoming plain white. You can also customize the screen colors in the settings, under Game.
The radar changes can be useful, like compass targeting any specific location on the map with the press of a button which is great for entity hunting.
The save system changes are for the new backup system, works similarly to quicksaving but it saves as a separate file. The key should be in binds.
Here’s some changes and additions I thought of that might improve gameplay/quality of life.
I personally feel like a major part of the radar is how you only know exactly where an entity is when you are inside the base, and have to go off just an approximation when you are outside it.
You can target the location of a radar dot, but it doesn't live update, and I do know that annoying feeling when the entity dot you just went after is nowhere to be seen when you arrive.
My idea would be having the handheld radar (sandbox item) actually function like the radar and not a metal detector, so you can see entities X meters around you on the fly, but no further than that. Would help in seeing if the entity is actually still there.
Kerfur will not stay out of the river! It has gotten to the point that I cannot bother to send kerfur out to fix distant servers as he will always get stuck in the river. Even with manual control I cannot get him to get out of the river as the terrain is too steep. It is faster for me to note down all servers needing reset and just fix them myself which takes up time on finding new signals to start downloading. I have yet to upgrade download speeds but I am already getting requests for 5 drives. I barely have time to get 4 by staying near the console to find another signal after the last completes.
Noticed that there are no lags on any other small levels:
For me it's 44% screen size, every other graphic setting is disabled - still occasional freezes in campaign world
100% screen size, all kinds of graphic settings - no freezes on tutorial/debug/etc levels
Of course smaller levels have much less objects, but it's GPU that spikes up in main world, not CPU. My bare guess is that game renders many things that potentially could be unrendered (things you can't see, things that are far away, etc)
Most things do seem to have proper culling, you can see objects or entire chunks of the map unrendered for a split second if you whip your camera around or open a door.
Distant object rendering is decent too, low view distances hides pretty much everything far away if it isn't directly a part of the map or something giant that you should obviously see.
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.
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)
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.
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.
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.
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
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
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.
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.
By the way, I love the new aesthetic of the terminals; it shows its age and fits the game so well!
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.
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
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.
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
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)
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.
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.
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.
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.
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
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
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)
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
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.
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.
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.
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.
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.
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.
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
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."
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! ♡
"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
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.
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.
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).
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.
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.
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.
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
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 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?
i think thats it :3
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.
>"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)
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.
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
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.
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.
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 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:
From my perspective:
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.
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.
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.
I agree really hard with this, I just started playing the game and even after the tutorial I feel like I have no clue wtf I need to do to avoid dying. I only got to day two before the sun turned into a black square and an invisible skeleton killed me by ragdolling me into a corner. This game seems really really cool and I want to get into it but it's really hard to commit when I keep dying to shit that feels totally random.
There isn't really that much you need to know about avoiding death in this game. You mainly really only need some basic survival instincts, like eating food so you don't starve to death, not jumping off cliffs, establishing what things are dangerous so you know to avoid them, etc. There is zero punishment for death other than being sent back to your last save, so you can spend as much time as you want learning what is or isn't dangerous and subsequently how to deal with it.
Though, I will not lie that some deaths can absolutely be BS. Physics sometimes randomly bugs out and kills you, and some pretty bad luck can cast upon you insane dangers when you aren't prepared for them in the slightest.
You got a combination of 2 things:
On the 24th of any month IRL, a guaranteed event will happen where the sun will become censored and begin killing you. There isn't any way to deal with it directly other than just waiting the day out, so you simply just chose a bad day to start playing.
From your description of it, it sounds like you then encountered the Insomniac: a hallucinatory manifestation of your lack of sleep. It appears when you are below 20 stamina, and can be banished simply by going above that threshold by any means. It is normally pretty harmless when it catches you past the initial scare, but it sounds like physics bugged out and killed you when it caught you.
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.
Edit: I overcame the low point and I am on Day 26 now :D
I love that there are solutions for the events, that mess up your base a lot. And I have Kerfur-O now :)
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!
honestly the game is really fun but i ran into a bug where one of my kerfur-omega units got kidnapped by this weird fleshy chamber and i can't get them back, a second unit got kidnapped but came back half an hour later, how do i get my first kerfur unit back? they've been stuck for over a week ingame.
edit: also the romba needs better path mapping, it keeps trying to go through walls, and it would be interesting to have the signal from the movie contact added to the signals as a special event.
I've been playing through the newest update of VotV and have been enjoying it greatly so far! The new models have maintained the atmosphere wonderfully and I am excited to see where the story takes it. As for suggestions:


Not sure if it's been said in this thread yet, but it would be nice if the front windows in the base didn't get dirty nearly as fast as they do now. It was perfect in 0.7, nowadays it's window washing simulator just to see out of it at all and dirt specks are already forming before I'm done washing them. I've been putting off getting into this version due to that as I really like the view out of the windows at night. Other than that I absolutely love this game and have spent many hundreds of hours in it!
EDIT: Tested 0.8.2c and this is no longer an issue!
Indeed I was washing them completely. I sat there on a spot until it's completely clear (I use flashlight on it as well, it's hard to see otherwise), then I move on. Before I was done with another small section on the same window there were already dirt specs on the spot I just completely cleaned. I tested this multiple times in a row to make sure I wasn't just trippin.
Just retested it in the newly released 0.8.2c and I did not have the same issue anymore, no dirt specks after waiting a full in-game day. Huzzah!
I started this game and day one after a few hours every single server and satellite detonated and after 2 hours of walking and doing freaking math tests i gave up with 17 servers still to go. I'm like sick to my stomach from doing fucking addition and subtraction. I feel like this game was made by a math teacher who hates kids.
Great game! I really liked it. But the lights are killing me. My laptop to be exact. The fact that my GPU is at 99 all the time at the base if the lights are on and fps falls from 120~ to 40~50 and the temps being at 90⁰C is not good. I dont wanna sit in the dark all the time.
Oh yeah and my laptop has 4050. And something like War Thunder with its hyper realistic graphics at max settings has same usage as this game. And more fps.
Hello, I really love VotV, but I'm disappointed with recent updates.
Firstly, I'd like to mention new models and textures of the desk panel and the drone panel. In my mind, the new textures are strongly overloaded and do not fit in game's visual style. The same thing can be said about new textures of the drive boxes. Also, old box textures were kinda iconic among the community. Really sad to see it deleted from the game.
If you are trying to change the whole visual style of the game, please, don't do that! It is one of the things that we love Voices of the Void for. I think, many fans will agree. Please, bring old beloved textures back!
Thank you.
Your fan and lover SeraBelka.
They might not fit in the game's old visual style, sure, but this is the new visual style that the game has been primarily using for over a year (started some time around 0.6.0 and 0.7.0).
I can understand liking the old style more, as I do like it's charm as well, but I can understand why they have gone for a more modern HL2-like style. They won't undo over a years worth of progress on the game because a subset of the fanbase doesn't like changes that have been generally well received by the rest of the fanbase.
There isn't really that much you need to know about the new visual style. Compared to the old one, it's mainly just higher resolution textures and more detail on textures and models.
As an example, here is the old MRE model (left) compared to the new one (right). Generally, the old style is more simplistic, while the new one focuses a bit more on detail.
There is an old rifle that you can get in the story mode i think it's located at the Lima server but the rifle just explodes when you shoot it but there are some other guns in the game files like an assault rifle with a grenade launcher and also a makarov. You MIGHT be able to get these in story mode but i have no idea how aside from mods or cheats.
If the servers are damaged enough they can explode, and do various other things, and unfortunately if one in the alpha server room explodes it will usually cause them all to explode. You might've had a physics object or something wedged under a server and it finally collided in just the right way to trigger an explosion.
I'm pretty sure you still can't. The pause menu appears, but the game isn't actually paused and you aren't able to save or quit to menu. I honestly prefer this behavior over the old way because it lets people quickly access settings in case they need to adjust volume sliders or other settings.
Also, metaparanoia is easily one of the best atmosphere building features in this game. It makes it feel like the game itself is breaking under the anomalous crap in Dunkeltaler. The busted pause mechanic just adds to the feeling that whatever is messing with Kel can see you and screw with you too.
I do like this one for it's uses as well, but it personally just doesn't hit quite as hard as the old one. I'm not really sure how to describe it, but the old one makes me feel more trapped, like I have truly nowhere to hide. The new one makes me feel a bit safer, cause even if the game still doesn't actually let me pause or let me quit, that somewhat comforting pause menu still opens and I can access my settings and the help menu to change things in my favor.
A suggestion, if I may - while Kerfur-O is extremely OP already, can we get it to be a bit smarter? To elaborate: as the system currently works, when you send out your Kerfur-O to gather hashcodes, they'll go for each of satellites strictly in alphabetical order, sometimes taking more time than necessary due to inefficient routing.
My suggestion is basically to allow us to optimize the route, so instead of going in alphabetical order, Kerfur-O would actually follow the order of satellites as they are outlined on report page. Those who just autofill it and give it away to their Kerfur-O will hardly notice any difference, those who prefer things to be done efficiently will likely be able to save around a minute waiting for their cat companion to complete the task. Unless there are technical complications preventing the implementation of such a feature.
LET US SELL THESE FUCKING BUNK BEDS WITH THE SELL GUN
THEY TAKE UP THE ENTIRE FUCKING RESIDENTIAL AREA AND CANNOT BE SOLD NOR CAN THEY BE REMOVED FROM THE BASE EASILY. EVERY UPDATE/NEW SAVE I HAVE TO SPEND 45+ MINUTES REMOVING THESE PIECES OF SHIT FROM THE BASE AND DUMPING THEM INTO THE RIVER AND IT IS THE BIGGEST PAIN IN THE ASS OF THE ENTIRE GAME.
THEY CANNOT BE USED FOR ANYTHING AND THEY ONLY EXIST TO BE AN OBSTACLE. PLEASE LET ME GET RID OF THIS SHIT MORE EASILY
I just noticed that we’re able to put the “faucet” into the emergency shower, inside the base. It would be super cool, if you could attach a garden hose to the pressure washer. For the ultimate window washing solution.
I mostly play Infinite mode, because I like the chill, but sorta scary experience. However, I think a few events from the story mode could be ported over.
And other events that aren’t hostile.
I legitimately think the portable pressure washer is currently the worst store purchase in the entire game: it costs 500 points, cleans like 1.5 dirt stains before needing to be refilled at a static water source, and you can even get an upgraded version of it halfway through the game for free. Pressure washers desperately need to be buffed in some way.
It would be lovely to see something more from the swiss culture! For example a note in german, I mean, considering the place it would most definitely be in swiss german ("Ich han kei Familie oder Fründe, also niemer"), and since most players won't be able to read it without translating it anyway. But I guess it's about just a part of the narrative than environmental accuracy or überzüügende Recherche.
While i agree that the art style has changed you have to remember that A LOT of the old assets were just placeholders most likely. I do like some of the older styled assets though but also some of them would be very out of place when placed next to some of the newer assets that basically NEED to look better otherwise they would look strange or even unrecognizable. Maybe when the game releases we can get a "texture pack"-ish setting to bring back the "classic" assets.
I like the way the hover-pigs have been balanced, Theres only a few wandering but encountering them has been a real danger. Also I love love love the meteor shower event, is it possible to make it like a very very rare weather effect? IDK if this is a game feature or i'm trippin but I squarely hit my head on the atv and i swear I lost a few hours of time. When I stopped ragdolling it was night.