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"Voices Of The Void" Pre-Alpha

Gather unknown signals from deep, silent space · By mrdrnose

Voices of the Void 0.8.2 feedback Sticky

A topic by mrdrnose created Jan 20, 2025 Views: 78,165 Replies: 567
Viewing posts 161 to 240 of 240 · Previous page · First page
(1 edit) (+1)

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.

Idk if you ever figured it out but kerfur flesh room is an event, you're meant to "look" around for him, check out the windows from inside the base and you should be able to complete the event.

(+1)

i have, and in one save my kurfer has been stuck in the flesh room for nearly a month in game, the other kurfurs come back.

(+3)

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:

  • Renaming "Paper Sheets" (as in, specifically sheets of paper pulled from a notebook) to "Notes," "Notebook Paper," or "Note Sheet" would be helpful to avoid confusion when carrying large amounts of paper scrap.
  • Changing "Pot plant (bush)" and "Pot flower" to "Pot-able" bushes and flowers respectively could add utility to the empty pots scattered around the base (being purchasable pots for the player to plant decorative plants within), as well as add the possibility to plant the bushes and flowers in holes dug by the player.
    • Alternatively, potentially rename these items to "Potted Bush" and "Potted Flower" as the current name is grammatically inaccurate.
  • I would love to see the couches as alternative options for sleeping spaces, maybe with the added disadvantage that sleeping on them gives you nightmares more frequently.
  • On the topic of purchasable decorative items, I will always advocate for the mini-fridge being given an actual door and interior! Especially now that the larger fridge is no longer movable.
  • As a final "suggestion", I would like to bump these other suggestions from within the thread as I think they would improve the game's playability :)

             

Thank you for reading, I apologize if any of these suggestions are elsewhere in the thread - I gave it a quick readthrough but may have missed some things. I am excited to see what comes next for VotV, keep working hard!!!

The transformers not going down in ambient mode would be nice to have, we already have servers that don't go down.

(+9)

i think you should be able to ragdoll and roll around to reduce the time youre on fire for. stop drop and roll

(+2)

that actually makes sense this should be a feature 

(1 edit) (+2)

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!

(-1)

I have not encountered this problem, so I assume that you (and many others who have complained about this) are not washing the stains completely. If you shine a flashlight and look closely, you can see dirt that is otherwise invisible and it looks like the windows are clean.

(+4)

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.

(+1)(-1)

Maybe try starting a new game. lol I don't think that's supposed to happen. Maybe a glitch or something.

I found that "special" kerfur has a problem getting up 2 servers Tango, Whiskey. Keeps launching themselves off the stairs due to excessive speed. So far only these 2 seem to have a problem but it may wary.

(2 edits) (+1)

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.

(+2)

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.

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

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.

I must’ve missed something, but I did not notice something like I mentioned before, only doors maybe. Could you please tell me a bit more about new visual style?

(1 edit) (+1)

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.

LET US SKIP CLEANING THE BASE!

(3 edits)

You can remove the grime and trash piles with the reset menu, which is most of the hard work done in cleaning.

How do you use the glue bottle (I might be very dumb asking that)? Because I need it to make the craft of the object mentionned in the notepad we can found on the river fence near Tango. Also, does the metalpipe mentionned in the same notepad is obtainable in Story mode? 

(1 edit) (+1)

The craft is a normal recipe like any other, so you simply just put the glue bottle on the workbench with everything else. When it says a metal pipe, it refers to [Metal scrap]

Thanks, I manage to make the craft.

Crafting the skins for Kerfur Omega seems to be bugged at the moment? I tried with the erie plush and monique stuff but it only shows me to craft a "Kerfur-O Head +". When i hit that Kerfus just falls into its single pieces and i can rebuild it no problem. It sometimes also shows me "Kerfur-O Arm+"

(1 edit) (+1)

Turn on 'The Funny Setting'. It is now required for creating special Kerfur-O skins. 
Alternatively, some special skins have had their recipes changed a bit, so attempting an old one might not work anymore.

Holy damn yes thats it! Thank you very much, i didnt even consider that option for some reason :D

maybe im stupid but i have no clue how to save signals to the pc with the new terminal model. am i missing something?

(1 edit)

The button for saving signals on the PC is located here. If you simply move the cursor over the panels, all the buttons are easy to find.


thx <3

make matress movable or smth like that

Buy a Sleeping Bag, it has the same role as the bed, but portable. You used to be able to move the bed around, but that was removed by making it a static object.

There was an event that would happen that makes it so when you go to sleep you can wake up outside where your bed was seemingly moved while sleeping after this happened to me the mattress was able to be moved around. It's only happened once though.

does new update require save reset?

(+1)

a rifle of sniper or something

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.

(3 edits) (+1)(-1)

You can't get them in story and likely never will be able to (via normal means). Actual guns are one of the few actively unplanned features for the main game, but there will be various alternatives when it comes to weaponry.

(-1)

I know this isn't the main focus of the game for now but the optimization in the room with the computer is absolutely horrid. I can get 80-90 fps while being outside, 60 while looking at the base but when entering that damned room fps drops below 40. It just makes the game not as enjoyable.

(1 edit)

Tell this to those who play with 10 fps on the base with constant lags and 20 fps outside

(-1)

your pc probably uses an integrated gpu if ur fps are that bad and it isnt built for playing games.

but still it also goes to say that the game needs a little more optimization, this would favor everyone and make the game more enjoyable. so I dont get what your problem is.

besides this is just feedback, im not claiming that the game is ass just because its laggy in some places. I adore this game so much, been enjoying it since 0.7 and still am. I just wish my machine wouldnt struggle as much, it just makes it feel stiff and make me not want to stay in the base.

(+3)(-1)

40 fps is not so bad. Start complaining when your fps drops below 30 fps.

And no, I'm not playing on the integrated gpu. I have reassigned this in the settings and the nvidia game behaves like this too.

i have an 3050 and my FPS is usually 10 to 24, except in earlier versions i can easily get way more then 60 FPS

(+1)

add a setting that allows Sandbox to have story events, its getting really annoying to port a maxxed out story mode to sandbox just to mess with the arirals, and another thing, make it so you can also trigger story events from the cheat menu, i think in a simple list with a search bar would be nice

(+1)(-1)

Triggering story events in sandbox already exists as a Patreon supporter feature, it's what the empty 'Events' tab in the cheat menu is for.

Why i dont have a arriral gun and brownie trail on 0.8.2b and c, i play 3 times until this events nothing happens in this versions, but i try plays 0.8.1 and it happens, game feels like really different on old version, they draw a few graffity and send a vaccine 

Saw the art for a notebook in the discord. Would love a few variations that can be bought (chosen at random) for the fun of it. Also would like to see more uncooked food in the store. Ramen or Mac n Cheese type stuff. 

why is the server room violently combusting when i don't even have any explosives in there

(+3)

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.

THAT CAN HAPPEND imma blow up so many servers

(1 edit) (+5)

It would be nice if you could turn off "event music" in the settings, because it makes it clear when the event itself starts, and because of this, the element of surprise disappears. (sorry for the clumsy English, the translator is bad)

(+3)

Agreed. Also bring back being unable to pause during events, it was a major atmosphere builder for me.

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.

since the murder kerfur is a threat that hates / attacks everything due to being possessed, is it possible to make arirals shoot the thing down or atleast spawn some when its near their treehouse or is there like a reason why they don't appear

(+4)

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.

(+1)

Fantastic game! I've seen a few bugs(mostly collisiion) in 50 days but nothing that makes game impossible to play. Waiting for new updates. Thank you for your hard work! 

Supply crates shouldn't drop wooden debris when they are hacksawed. It does mean you get more wood scrap out of them total, but it is irritating.

they break automaticly you don't have to break them yourself

I mean the base supply crates, not the delivery crates.

oh those. why would they not drop wood scrap its a wooden crate so it should drop wood scrap

When you hacksaw them, they will drop wood scrap, but they also drop wood debris as if you broke them with a weapon.

yes?? I don ‘t see a problem with that?

I just don't really think it makes that much sense, you get a bunch of neat wood scrap from carefully disassembling the crate with a hacksaw, but you also get a bunch of random broken pieces of wood as if you carelessly broke it open with a weapon.

(+1)

idk if its the version of the build i have (0.8.2) but the movement of satellites and the radar pings doesnt make any noise, well the pings dont make any noise but the satllites are quite from the inside of the base but outside you can faintly hear them move

(+1)

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

(1 edit) (+2)

Hacksaw basically instantly gets rid of them, or you can just spend a few minutes smacking them with a weapon until they break.

I CANT BELIEVE I OVERLOOKED THIS. THANK YOU FOR HELPING MY RETARDED ASS

(6 edits) (+2)

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.

Mostly the... (hidden spoilers.) Events around arirals, like building the treehouse. I just have loads of money now. And wanted to donate a ton of shrimp to them.

And other events that aren’t hostile.

(+4)

I really dislike how the power washers in the game work. When you're better off mopping your glass or waiting for an oversized sponge than using the hyper advanced alien pressure washer you know you've screwed up mechanically. Or maybe it's just Nose trolling us.

(+4)

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.

(+2)

I really enjoyed cleaning up and what came after it was unexpected. Would be nice to have more of these little side-tasks!

there are many easter eggs you can do or activate that will keep you busy for hours

why is there a grey eye in top right of main menu did i displease someome

(+1)

Click it

oh it just disables hud but i have noticed if i dont have internet, it knows what i am

The dog in the left corner appears if there is no internet connection. An internet connection is required to display the current list of patrons. It seems to be a future measure against piracy

How could i pirate a game that is already free in here? I mean, unless the Dev makes it paid on release

The game is likely to be paid, yes

(+3)(-1)

The music in the game is so good to listen to. Wish to hear more!

(+4)(-1)

uhh..Umm, Mrdrnoce I want to ask you about adding the ability to date with Arirals. It would be really cool

(-1)

i agree with this, please add this mr  drnoce

please.

(+2)

is it just me or is this game losing its artstyle? like ive come back after a while and this new console has TOTALLY abandoned the kind of low-poly source engine vibe the game had previously...

(+2)

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.

that would actually be a really good solution, thats smart as shit man

(+2)

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.

what is wrong with my game
help

(+1)

hue setting

LSD

(+1)(-1)

Please make a switch in the settings to use older computer models

Game errors.
I downloaded recent game version and when I wanted to go into tutorial mode, I had a black screen. I waited for some time, but nothing changed

(1 edit) (+1)

The pink wisp swarm event should happen later in the night, as the wisps currently all immediately despawn because it's too early in the night for them. I have found that the event happening at 21:XX rather than 19:18 fixes it.

(+1)

Various pre-placed 'important' objects like tiles and skulls should be made static until interacted with, similarly to how the chicken burgers do it. I cannot tell you how many times I have randomly lost one of them because it got knocked away from it's spawn location to god knows where before I found it.

(1 edit)

my desk looks like the old one but everyone else has the new one

Are you on version 0.8.2 or higher, and if so, did you create this save on a version before 0.8.2?

If you are on 0.8.2, but you created this save on an older version, you will need to eat the old desk prop to get rid of it. Hover over the desk until an interact menu pops up, and then try eating it repeatedly until it vanishes.

(1 edit) (+4)

I'd love an option to disable dreams. Or for ambience/sandbox mode at least.

But I understand if they are part of the intended experience of the game.

I exclusively play ambience mode and a few of them really spooks me. Now I just watch out while sleeping with my finger on the "reset position" key. Found a person on reddit that said they have a friend with thalassophobia and the rising water event made them unable to play the game. When someone commented such a toggle would broaden the audience, and I tend to agree. And there's no risk of watering down the game if this option is locked out for story mode.

Well, i haven't played ALL that much of the story, nor infinite, as i got to day 15 for now, so some things that i would like to see in game might already exist to some extent.
Starting from my current view on the current build, i'd say it is marvelous, as now we got an actual treat, for that i have already died (i know this is actually from 8.0 i believe, but only happened to play the game now), and the new locations and base looks, the only thing i will complain about the current base is the butchery (the hanging meats place in basement), but that might be because i am too early in game, but it doesn't fit much on the theme of a base, leaves it too in the open that "this place might not be normal", i think you could have it hidden, like the previous base setup had a long ladder down to an eerie room.
In terms of bugs, again, i am too early to cite all of this, the only one i have experienced is that i dropped a tile and it vanished, or at least entered a prop which i have no access to.

For things i'd wish we could get in the game, either some sort of "time capsule" more like we have in Subnautica (but i believe it wouldn't fit much in the game), and, more reasonably, a sort of entity index, might be in game clues of certain characters, entities and all, or a straight up help/tips tab telling about the entities in game.

The Hints and tips menu gives you some tips on certain events and entities where it might not be super obvious what to do (use keywords to search for through the spoiler-marked ones), but the game otherwise just leaves you to discover everything by yourself.

If the game does give you hints/tips about certain entities, it should absolutely be through in-game notes left by previous workers. TR_1 has notes that have already done this; they hint at the appearance of a certain entity to help you identify it, then give you a hint for the crafting recipe of something that should help you deal with it.

I actually never knew about this letter, is it placed on an obvious place or under the rubbish or something? Also, i am quite aware of some entities, mainly the already existing ones from 6.3 to 7.x i believe. Yet, the game seems to have so many new things and i do have quite some trouble getting to certain areas, not knowing how to explore properly.

It is in the office, being the three brown paper sheets beneath the hammer on the desk.

(+2)(-1)

I love the game, but the controls kind of ruin things for me. Clunky and way too many things to remember. I can never remember the key combo for granular item placement, and there is nowhere apparent to see what it is besides going back to the tutorial. So a key combo list in the pause menu would be nice. And it would be nice to have more control over key mapping. For example I want to map alt-r to a single key like q, because I'm not a fan of the alt-key combos.

The Hints and tips menu has an entry on them that you don't even have to scroll down for, it's an extra 2 inputs (or 1 after the first time you do it in the session), but it's the same thing.

(1 edit) (+1)

What I'm talking about with the precision placement (shift-alt) doesn't seem to be referenced anywhere in the hints and tips that I can find. I do feel silly suggesting a key combo list when there already was one, though precision placement still  doesn't seem to be mentioned anywhere except the tutorial.

An option in the settings to toggle between the old and new eating sound would be nice.

(+2)(-2)

More cats please, make them reallllllyyyyyyyyy big.

(+2)

Game's feckin cool, the source-inspired graphics and physics are simultaneously fun and creepy, the sounds equally so, and it scratches that SCP itch that got me absorbed into that universe.

Also, game works pretty much flawlessly on Linux CachyOS through Proton (specifically "proton-cachyos-10.0-20250702-slr-x86_64_v3") in case there's any thought of "i wonder if steam deck/linux would be difficult", tl;dr not at all.

Had to do almost no tweaking aside from my own performance edits to the Engine.ini - I had to change how small object rendering and shadows work to lower GPU usage from 80% to 60-ish% at 90-120 fps, which the 80 was already fine to be clear, but I'm in a small room in the middle of a desert, so the less hot air blasting out the better lol.

I also almost exclusively play with Velma mode (fun), 50% game speed (ADHD, but also weirdly this makes it creepier since tension builds slower, personal preference cause I like psychological horror), and 'food tolerance' disabled (to match me IRL, i can eat a single thing 4 times a day daily and be fine...plus the character is Kellin and I'm Kevin so :shrug:).

Important notes:

  • would play with Alternative Interact mode, since it's a toggle-grab thing, but numeric keys don't work, only the scroll wheel does. i like precision, I dont like having to use my wheel to do quick things slowly.
  • I'd like there to be a toggle sprint and toggle crouch setting, since i dont like having to hold my pinky on a key.
    • With toggle sprint, i'd like a "hold to walk" keybind, similar to some boomer shooters where you default sprint and hold a button to not sprint. This is my preferred method of playing most games.
  • A way to properly sort the hotbar so that specific items are on specific keys without moving them would be nice. As it is right now, the game auto-sorts the last held or picked up item into slot 1 and pushes them down.
  • Tooltips for what each game setting does (including Graphics ones) would be helpful, since there are some that are unknown even when trying to look for a UE4 doc explanation, such as TAA Type (0 explanation on the difference between 'type 0' and 'type 1', and the effect isn't too obvious in-game).
  • ATV handling upgrade in the future? Currently controls like a blimp lol.
  • More console stuffs and more types of items for crafting/building/engineering and electrical things pls, i love tinkering, i love doing factorio-like stuffs, and i love minecrafty redstone stuffs, plus as a computer nerd the more i interact with in-game terminals the more attached i feel lol. Utilizing more tech to handle things would introduce both an interesting loop for the less forward and more thinky peeps like myself as well as a possible challenge to them, like upkeep.

Great game so far, and one i think will be on my favourites permanently, even in its unfinished state.

Oh also, more Kerfur animations/sounds/interactions? :3

(+2)
I would play with Alternative Interact mode, since it's a toggle-grab thing, but numeric keys don't work, only the scroll wheel does. i like precision, I dont like having to use my wheel to do quick things slowly.

I think this was done so that you can use the hotbar while hovering over objects, cause I have pretty frequently seen that complaint. I also would not really recommend using Alternative Interact until the next update, as some aspects of it seem to be broken currently.

ATV handling upgrade in the future? Currently controls like a blimp lol.

I'm pretty sure 0.9 will have an ATV rework, which should hopefully make it a bit easier to control.

(+1)

I think beehives should be a bit louder and maybe have some sort of visual indicator, like bees swarming around the area beneath them or them dripping honey. Maybe it's just me, but I honestly find it very difficult to find their exact location with just the ambient buzzing noise the hive makes, so making them even a bit easier to locate would help a ton.

(+1)

yeah strongly agree with KevUndead up there that the inventory hotbar being some kind of sliding FIFO buffer of the last items you interacted with makes it pretty awful to use, and the fact that the default icons for a bunch of the most-used tools are just "3 pixel wide dark grey smudge on a black background" aint helping matters.

anyways, here's another little UI gripe: the positioning of the prop action menu way off to the prop's right on the screen creates problems with some of the bulkier props. Especially the workbench. Like here, take a look at this screenshot:


A workbench, a pile of crumpled paper bits, a couple gasoline bottles. My cursor is hovering over the workbench; when I hit the "E" key, what's going to get crafted? A Molotov or a chunk of paper scrap? It's impossible to tell right now because standing close to the bench has bumped the crafting menu completely off the right side of the screen. It would probably work better if the positioning of that menu could be restricted to, like, inside the actually renderable screen space.

This update is amazing. Please never stop developing this game. Great job.

(5 edits) (-2)

I'm really trying to enjoy this but there's just something about the complexity of the controls that is driving me to frustration.

Grab/Hold/Collect, I just don't like it and I don't get why Hold and Collect aren't just the same thing and why Grab doesn't just work by holding the Use button.

Having to press jump twice to mantle instead of just being able to hold jump is also frustrating me.

This is all probably just a me issue because I assume the control granularity is part of the whole experience, unfortunately that's just not my cup of tea.


Edit: Alternative interact mode is better, still a bit too much granularity but I can play it for now.

Edit Edit: Why, when I press R, do I try to put an item in my hotbar instead of dropping it?

Edit Edit Edit:  WHY IS IT ALT-R?  Also I rebound it to middle mouse to see if it was a bug or something and when I go to switch it back it won't change back to R!  I'm gonna come back to this game in a few updates I think.  I love LOVE the vibe but the controls are not for me.

(+2)

To be fair, the tutorial does explain the R vs Alt-R thing, but for people used to normal WASD-controls in games I agree it's a bit clunky.

I like the complexity, personally, but some things should be tweaked slightly to accomodate players like yourself who struggle with it, and to improve the experience for those who don't, as well. Even I don't use the default; I rebound 'ALT' mode from Left Alt to K (one of my mouse's 24 side buttons), among other things.

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  1. I would like to do something about the windows getting dirty every second. Is it possible to make them stay clean for a longer time, or add an item/cleaner so they stay clean forever or at least for a very long time?
  2. I would like upgrades for the transformers so they last longer, or maybe make them solar-powered to remove the need to reset them, or at least slow the process down.

  3.  Add a handheld radar. It might not sound that necessary, but it would be useful if I could hold it in my hand to see where the enemy or whatever it is

(+1)

There actually is a handheld radar. It kinda sucks and can only be gotten with cheats or in sandbox mode i think. I think the digital map should have the radar pings on it honestly.

(+3)

I wish for a chaotic gamemode with increased chance of random sht happening. These don't necessarily have to be full-fledged events, at least simple buffs or debuffs from time to time, funny signals, visual effects or spawning objects. In order not to ruin the spirit of the game, it could be available only after completing the campaign. It's just that I'm going through the campaign for the fifth time. Also i would like to see much more multi-stage crafting from components scattered throughout the map. Thank u.

(+2)(-1)

I would like a small quality of life change which would add a digital map "seat" to the front of the ATV to the store. Or the ability to hold items while riding the ATV. 
I have a colander for memory and my sense of direction is awful so I have to rely on the sv_target command a lot. It would be much more immersive if I could look at the digital map while riding around to figure out where I'm going. Right now, the only way to do that is to get off the ATV and look at the map but the digital map doesn't show the direction you're facing, I don't think, making the whole thing not worth the hassle.

I know you can nail the digital map to the ATV and everything and I've done that in the past but it's a buggy, band-aid solution which resulted in me losing the digital map in the past.

I would also like to see the opposite of the "Solar" gamemode. The gamemode would feature an eternal night. Kind of like the Halloween event but the time would actually go on as normal.
I was thinking making the daylight hours into the "regular" night while the night hours would trigger the spooky super darkness event which would persist through the entire night. 
I really like the super darkness event but it's pretty rare and overall inconsequential so giving it more "depth", so to speak, would be pretty nice.

I also don't like the dream events. Most of them exist to waste the player's time. The attack of the shadow mannequins and the horizontal water chase thing can be pretty easily circumvented and they "reward" the player with a full sleep meter, but... if I wanted the sleep meter I'd just drink coffee, an action which would take me considerably less time than the repetitive dream sequences.
I don't get the rising water one at all. I think I've seen in some videos that you need to climb to the top of the pillars using little off shoots or whatever but I can never find those.

I don't know if it's a thing, as I now realize I never bothered to check, but I would like an option to "cancel" the nightmare event by pressing the ragdoll button, ending the nightmare prematurely and losing sleep like you normally would when you "fail" a nightmare event.

I would like to see more reactions from our employers. For example: if I send 15 bags or raw, human meat and enough bones to assemble at least 4 human skeletons back to HQ I'd like something more than just "package received, bro".
Doesn't have to be super dramatic. Something like "Package received. [Amount of points] have been added to your account. ... Please don't send us those things again, Dr.Kel..." would be perfectly acceptable.

Speaking of HQ: I would like a fake-out chain of events. The player would either get a direct line of communication with one of the cool doctors, the ones which send you sushi, or a series of notes arriving randomly with your orders/the midnight drone. In the communication/notes we would get words of reassurance/hints/whatever for a few days after which the entire thing would just stop as if it nothing happened.
The event can conclude with either nothing, a reveal that it was the aliens fucking with you all along or a cryptic message from one of the not cool doctors which would say something like "your situation is beyond our control, Dr.Kel" or straight up "[the cool doctor] has been terminated" which would reinforce he whole "you're alone against the world" thing the game has got going on.

I would like additional options for events. Specifically, I would like a menu slider for how often the "unique" signals appear. Right now, it feels like they are very rare, They are most probably rare on purpose but you know.

I HATE the tractor beam event. The fucking aliens had nothing better to do so they low grav'd all of my stuff off the ground and scattered it all over the place. I don't fucking want to sort through all that shit AGAIN! Space ain't gonna scan itself, god damn it!

Also, Kerfur Omega is WAY too expensive now. Every single part now requires "inferior" Kerfur parts, so that's a MINIMUM of a 2500 point investment, not to mention all the other stuff you have to get. Why bother? By the time you get one story mode will already conclude for most casual players.
I get that that's the price for convenience, as Kerfur-O can literally do your job for you, but it's not worth it.

I've been playing this game non-stop for the last couple days and now my left hand is kinda messed up. Not sure if it's related to the game but the, uh... unique controls definitely aren't helping.

Last but not least, PLEASE add an upgrade for the satellite rotation speed. It is PAINFULLY slow early game. "Hide" it behind the "funny setting", if you must.

That's all for complaining. Now it's time for the good stuff!

I like the new models. They're much different from what the game was going for in the early versions but I don't think they're out of place.

I REALLY like the fact that inferior Kerfur can now be FULLY controlled from the computer, despite the fact that the option has now been locked behind a 400 point paywall. Absolutely worth it.

I'm not sure if I should thank my new hardware for this but the game runs a lot better now. In the previous versions the lights in the base would cut the FPS in half, leaving the player with around 26 FPS while inside the base. Even when I used glowsticks so I could see where I'm going at night, sparingly too, I still got like 40 FPS, at best. Now the game runs at a stable 60.

I like what you're doing with The Hole. It's very neat and I'm excited to see what you'll do with it next.
Same goes for the "asshole" at the bottom of the lake. Quite intriguing.

I didn't get a chance to check it out for myself yet but the promise of farming is interesting. It makes sense, considering the ever-elusive story of the game.

Wolfgang is awesome! Furfur's okay, too.

I REALLY like the Argemwell music! You can turn that into a very rare signal with the funny setting on. That'd be pretty cool.

The wall building thing is pretty neat. Anything which allows the player to customize the base to make it truly their is always welcome!
Can't wait for the wooden wall panels and flooring you are definitely going to add at some point lol.

(+1)(-1)

I know you can nail the digital map to the ATV and everything and I’ve done that in the past but it’s a buggy, band-aid solution which resulted in me losing the digital map in the past.

​When you use nails to attach something to the ATV, I recommend also connecting it to the ATV with a hook, that will at least prevent you from fully losing the item if it falls off.

Additionally, if you are fine with using mods, there is a mod that adds a purchasable map holder for your ATV.
If you don’t know how to use mods, there is a guide for it here.

I don’t get the rising water one at all. I think I’ve seen in some videos that you need to climb to the top of the pillars using little off shoots or whatever but I can never find those.

There are actually two rising water dreams, with one needing you to find a door on one of the pillars, while the other has you climb to the top of a pillar.
You can easily identify them from the surrounding environment, the door dream consists of tons of pillars across a large area, while the climb dream is in an enclosed room with 4 pillars near the corners and 1 in the center.

I don’t know if it’s a thing, as I now realize I never bothered to check, but I would like an option to “cancel” the nightmare event by pressing the ragdoll button, ending the nightmare prematurely and losing sleep like you normally would when you “fail” a nightmare event.

You can do this by Debug Teleporting while in a dream.
If you have a numpad, enable Num Lock and press “Num .”
If you don’t have a numpad, go into binds in the settings and look for “Debug TP” somewhere at the bottom, then rebind it to a different key.

Every single part now requires “inferior” Kerfur parts, so that’s a MINIMUM of a 2500 point investment

A single Kerfur is disassembled into 3 parts each, so you only need to buy 2 of them for a Kerfur-Omega.

As far as I know, 0.9 will likely make creating a Kerfur-O a bit easier in some way, even if it isn’t a direct change to how you actually make it.

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this quickly became one of my comfort games in ambience mode

given the game gave me so many tools to make the world mine, for me to work or goof off however I wanted

calculate optimal potato to dirt bag ratios to fill boxes better

go down the back of the signal tower using a half hook rather than climbing the ladder

breaking my knees over jumping too high over hills and gosh darn it taking pictures of my base after I worked so hard to make it feel and look like a cozy lit home with all sorts of lights that I bought from all my work

it felt like a game that I've been looking for, for a long time... a game despite its issues not being obnoxiously broken nor infuriating at its core or janky (the only jank I've seen is minimal in my eyes compared to so many full release games I've played honestly)

just... comfort...

that was until day 50 when an entity showed up

I understand this is supposed to be a horror game and that the developer(s) may have put a lot of effort into them

but I just wish to ask for at least the option to get rid of entities entirely and focus on the ambiance of it... in the ambiance mode?

lean a little more to the ambiance horror if you still want that? like an isolating feeling of a liminal space?

so my recommendation is for there to not be a 50 day cap of ambience before it just... ends

Edit: I've started a new save! I'm playing it on easy ++ with 50% day speed

it feels horrifying not because of the entity that will show up in day 50, but that if I waste even a second doing nothing in the game I will feel like my limited number of days will be utterly wasted

so... that's a unique probably unintentional form of horror I didn't think I'd have in ambience mode

kind of funny given what it was meant to be

also to the comment under me:

thanks for replying! I guess it makes sense if the priorities were on the other modes... maybe that 50 day of calm limit wasn't intentional

perhaps a limitation on the game? given you can start from day 1-50 when making a new save and the ambience mode stopped working as it was supposed to on said 50th day

I have no idea

anyways- will continue farming those potatoes

I don’t think the other modes are being maintained as much because of how high priority the Story and Sandbox modes are over them, so several things that definitely shouldn’t be in Ambience mode seem to have slipped through the cracks.

(+1)(-1)

i've been playing this game for days, and honestly i enjoy it so much, this game is brilliant. but here's my feedback to few things that needs to be fixed, and some ideas. let me start with things i think that needs to be changed or fixed

- collecting trash and cleaning up the place was one of the things that i enjoyed, except for the small trash part, i haven't found an easy way to do it, picking up items then going back and forth to the box to put them there is frustrating, i think it would be great if i can use the trash bag to collect the small trash too, and like 1 bag collects 1 pile, 1 back should like collect 15 small trash or something like that. that way i can clean everything with bags then sell them.

- i think there should be a garbage collecting system, what's the use of having trash cans around the place if you just store trash inside them just like any other container, wouldn't it be better that once a day, something comes and goes around the trashcans and collects all the garbage ?

- the tutorial is good, and explains everything, but i think a hint system would also be bit helpfull, specially for new players, i was kind of lost at the start even after playing the tutorial

- the map is confusing, i don't use it because i can't really know where i'm going with it, wouldn't it be easier to have the server's names on the map instead of just single letters ?

- i think there should be a health bar since injuries can accure during the game. that way i can keep track of my health and know when to trat myself

- there's a problem with falling, when trying to get up quickly by pressing control and space, you something fall out of the map. and in my case, i was so low on food and sleep, and was few steps from the base when i fell out of the map, and it teleported me back to the gate

- i'm experiencing some fatal errors which i'm not sure what causes them, first time happened is when i closed a cabin door, whenever i die from a fall there's a 70% chance a fatal error will happen, and sometimes when driving too fast and a hit a rock it happens, so probably something that's related to collision.

- the daily task is kind of boring to be honest with you, i'm enjoying cleaning and fixing more than the daily task, specially the hash codes, it's a good idea, but i think each day new tasks should occure, doing the same thing over and over isn't that fun, maybe add new tasks, give the player vacation days which they can use to do other tasks. mix up new things

lastly, this project is great, and keep up the good work, i can't wait to see what's comming in the next updates, i wish i could support you with money, but for now, all i can do is at least help you by pointing out few things to improuve the game.

(+1)(-1)

i haven’t found an easy way to do it, picking up items then going back and forth to the box to put them there is frustrating

Not really much that can be done for the item collection itself, but if I am going to be picking up lots of stuff, I usually bring the container I plan to place them in with me, saves a lot of trips back and forth.

A seemingly heavily WIP vacuum tool was recently added to sandbox, so hopefully that will be made into a normally usable tool for cleaning up small items in a future update.

i think it would be great if i can use the trash bag to collect the small trash too, and like 1 bag collects 1 pile, 1 back should like collect 15 small trash or something like that. that way i can clean everything with bags then sell them.

I think version 0.9 will actually have a change that will help with this. Trash piles will now be made up of small trash items piled together, so you will probably be able to pile together several small trash items yourself to bag them.

i think there should be a garbage collecting system, what’s the use of having trash cans around the place if you just store trash inside them just like any other container, wouldn’t it be better that once a day, something comes and goes around the trashcans and collects all the garbage ?

Even if this would be kind of convenient, I honestly don’t see why this would logically happen. It’s not like anyone comes out here to collect the trash anymore, and I don’t think very many of the other lifeforms around here care that much about your trash. Item boxes already work well enough for this, they cost only 10 points each, have 1,120 volume worth of storage, and even give you money back for sending off items.

the tutorial is good, and explains everything, but i think a hint system would also be bit helpfull, specially for new players, i was kind of lost at the start even after playing the tutorial

The red and yellow flashing and wobbling “Hints and tips” menu does have some extra info on things the tutorial doesn’t mention. It doesn’t help with everything and some info might be worded badly or even outdated, but it’s good enough. Search for your question with the search bar at the top of the menu using keywords related to any question you have.

the map is confusing, i don’t use it because i can’t really know where i’m going with it, wouldn’t it be easier to have the server’s names on the map instead of just single letters ?

Probably depends on the person, but I find it easier to navigate while thinking of the servers as their individual letter, rather than their whole name. I feel like the map could become crowded or hard to read if each server was shown on it with it’s full name.

i think there should be a health bar since injuries can accure during the game. that way i can keep track of my health and know when to trat myself

A Thermometer can be used to directly check both your health and your max health, but I find the damage vignette alone to be good enough to show how injured you are. You also lose the ability to sprint while under 25 health, which is another indicator for that.

the daily task is kind of boring to be honest with you, i’m enjoying cleaning and fixing more than the daily task, specially the hash codes, it’s a good idea, but i think each day new tasks should occure, doing the same thing over and over isn’t that fun, maybe add new tasks, give the player vacation days which they can use to do other tasks. mix up new things

Version 0.9 will majorly change the gameplay loop, which will definitely come with a new daily task system of some sort. I do not know whether or not it addresses your issues with the current one, but it should at least shake things up a bit.

(+2)

-suggestion

more signals would be better other than hearing the same signal over and over and over again maybe add something like a pulsar star or moons of other planets or a galaxy and others

(+1)(-1)

and also more ariral interaction pls i love em

(+2)

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

(+1)

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

(+1)

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

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

(+1)

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

(+2)

This is more of a QOL request:

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

(+1)

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

(+2)

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

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

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

(+1)

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

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

(+1)

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

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

(+1)

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

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

(+2)

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

Thanks

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

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

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

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

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

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

(+1)

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

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

(+1)

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

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

Thank you - ૮꒰ ˶• ༝ •˶꒱ა ♡

(+1)

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

MOVEMENT

WASDMove
MouseLook
SpaceJump
ShiftSprint
CtrlCrouch


INTERACTIONS

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

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

INVENTORY

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

MISCELANEOUS

FToggle flashlight

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

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

(+1)

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

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

yeah 

it was ever explainded in any demo

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

(2 edits) (+3)

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

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

(+3)

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

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

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

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

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

(+2)(-1)

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

(+1)

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

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

(+1)

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

полностю согласен

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

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

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