Kinetic Void is a 3D space adventure with a focus on customization and enjoyable space simulation. The shipyard allows players to construct their ship piece by piece. Ships can be as simplistic as a cockpit, a hull, a engine and a gun, or as complex as a player wants.
User reviews: Mixed (551 reviews)
Release Date: Nov 21, 2014

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Recent updates View all (84)

November 26

v1.02 Patch

v1.02

Added
  • Added bonus relationship change into the bounty rewards message.
  • Added Faction Log info for when an enemy ship is destroyed which faction(s) relations are increased.

Changed
  • Increase the amount of positive reputation acquired with the sector’s faction when destroying a bounty ship.
  • Changed how the workshop thumbnail backgrounds are taken. This should correct the issue that some people were having with the strange backgrounds once the ship was uploaded.

Fixed
  • Fixed an issue where if you created a new Galaxy with random parts and then exited to the main menu and reloaded that Galaxy all parts would be wiped from your station.
  • Fixed Mining Drones not getting within their firing range when told to mine.
  • Fixed an issue with the wreckage points not always dropping parts of the destroyed ship.
  • Fixed a bug where Faction Relations would not update timely causing it to appear as no reputation was being gained. Relation changes via combat will now appear instantly.
  • Fixed a bug with the Map that would allow it to change sectors without the Micro Warp Drive being enabled.

2 comments Read more

November 21

V1.01 Patch

v1.01
Added
  • New procedural missions.

Changed
  • Updated the ships texture atlas
  • All subsystems now have proper names
  • Module Count warning’s have been raised.
  • Lava planets atmosphere has been brought inline with the visuals of other planets

Fixed
  • Fixed a radar issue where when a faction would become hostile their already spawned ships radar icons would not change over to red.
  • Fixed an issue with the target lead indicator, when switching out of manual fire mode the target lead would stay visible.
  • Fixed an issue with the hardpoint count not recalculating till after you opened the subsystem manager.
  • Fixed issues with mission waypoints not triggering properly.
  • Fixed issues with mission faction handling.
  • Background stars are now visible again.

1 comments Read more

Steam Workshop

About This Game

About Kinetic Void

Kinetic Void is a 3D space adventure with a focus on customization and exploration. The shipyard allows players to construct their ship piece by piece. Ships can be as simplistic as a cockpit, a hull, a engine and a gun, or as complex as a player wants. Each module has available subsystems which can be applied to strengthen specific attributes of the ship, and when damaged, those subsystems may be destroyed. While in space flight, interactions between objects are governed by the physics engine. Running into an asteroid at high speed will damage your ship, potentially with catastrophic effects. Using the Kinetic Field Generator (KFG) in game will allow your ship to create an artificial gravity around the ship, both protecting the ship as well as allowing your ship to fly freely through space. This field will also enable the Micro Warp Drive, catapulting your ship far into space in a matter of seconds. Kinetic Void is a procedurally generated adventure, there is no main story line. The decisions and direction is left up to the player. Ally with factions, go to war, build your ship and amass wealth, the choices are yours.

A New Galaxy Every Time.

Procedural galaxy creation allows as many new experiences as you'd like. When a new game is started, the galaxy map, contents of each sector, and the factions involved will be generated from scratch. You may continue to play this galaxy, or if you'd like to try something different, create a brand new galaxy. Don't worry, your old galaxy will be saved in its current state if you ever wish to return. Choose how many sectors you'd like in your galaxy, as well as how many factions (NPCs) and whether your ships will be Creative or Career mode.

Know Your Neighbors.

In Kinetic Void the galaxy is a living, breathing thing. Not all factions get along, not all of them hate each other. As factions interact, agreements and treaties will be made and broken. Trade, combat and piracy will affect how the factions see each other based on their own internal standings.

Fully Detailed and customizable Space Ships.

Tailor your ship for any role. Make a sleek fighter, a bulky freighter, or a mighty carrier. Your ship’s capabilities and appearance are completely up to you. Using Kinetic Void’s ship builder you can make exactly the ship you want. Customize every part of your ship from cockpits, hulls, engines, weapons, and aesthetic modules. Each module has its own statistics that affect the total performance of your ship. Every module can be further customized by adding subsystems (right click on a module to add subsystems). You can even color your ship exactly how you want. Each module has seven color fields allowing you to make amazing ships quickly, and easily. Once your ship is created, save it to your computer, or share it to the Steam Workshop for the world to see. Subscribed ships from the workshop have a random chance of making it into any new galaxy as a faction vessel.

Freedom to Choose Your Fate.

Be the scourge of the galaxy, or its savior. A life of combat and struggle not your thing? Become an intergalactic trader and influence the galaxy one deal at a time. Not interested in being a ‘good guy’? Take on a life of piracy and plunder your way through sectors, creating havoc wherever you go, then docking at pirate stations for supplies as needed.

Intense Active Combat.

Target enemy ships and maneuver in real time to align devastating broad-sides or crippling strafing runs. Deploy drones to do your dirty work or simply confuse the enemy into targeting them instead of you while you deal with the enemy vessel. In Kinetic Void, your skills as a pilot are just as important as the components that make up your ship.

Take Direct Control Of Your Ship.

Kinetic Void offers three control modes. In cursor-mode, the player can control the ship through keyboard commands, and pan the camera with the mouse in any direction for quick tactical overview; or Mouse Flight-mode, allowing direct control of the ship through mouse movements. Control your battleship’s turrets from a sweeping orbital camera or slip between asteroids in a dogfight while piloting your heavy-fighter using mouse flight mode. Switch between modes at any time to best suit the situation.

Key Features

  • Fully detailed and customizable space ships
  • Hundreds of weapons and modules of multiple sizes
  • Huge procedurally generated galaxy, limited only by your computer's capabilities
  • Randomized factions and political standings
  • Open world sandbox, you are in control of your fate
  • Detailed economy simulation with resources, trade routes
  • Epic space combat

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS:Windows XP
    • Processor:Dual Core 2 Ghz
    • Memory:2 GB RAM
    • Graphics:Nvidia 400 or equivilant
    • DirectX®:9.0
    • Hard Drive:2.5 GB HD space
    Recommended:
    • Processor:Quad Core 2.3 Ghz
    • Memory:4 GB RAM
    • Graphics:Nvidia GTX 400 or equivilant
    • DirectX®:11
    • Hard Drive:2.5 GB HD space
    Minimum:
    • Processor:Dual Core 2 Ghz
    • Memory:2 GB RAM
    • Graphics:Nvidia 400 or equivilant
    • Hard Drive:2.5 GB HD space
    Recommended:
    • Processor:Quad Core 2 Ghz
    • Memory:4 GB RAM
    • Graphics:Nvidia GTX 400 or equivilant
    • Hard Drive:2.5 GB HD space
    Kinetic Void only officially support Ubuntu
    Minimum:
    • Processor:Dual Core 2 Ghz
    • Memory:2 GB RAM
    • Graphics:Nvidia 400 or equivilant
    • Hard Drive:2.5 GB HD space
    Kinetic Voind only officially support Ubuntu
    Recommended:
    • Processor:Quad Core 2 Ghz
    • Memory:4 GB RAM
    • Graphics:Nvidia GTX 400 or equivilant
    • Hard Drive:2.5 GB HD space
Helpful customer reviews
2 of 2 people (100%) found this review helpful
3.9 hrs on record
Posted: November 27
Kinetic Void is another one of Kickstarter's darling children... that gets kidnapped and found in a ditch 8 miles from its home. I have followed this game since its alpha, and it's been nothing but a bumpy ride. The devs initially promised a galaxy teeming with things to do, but it was rushed into release and now feels as empty as your relative-who-refuses-to-throw-anything-away's trashcan. The ship builder is great, until you realize that you lack the creative freedom that you yearn for. That's not to say there arent many parts, because there are a TON of parts, but the building system doesnt allow you to place parts within each other, making many "dream ships" ultimately impossible to make. The combat, although recently updated, feels just lazy and not as inspired as the original concept, and the trade and relations systems are just boring to slog through and dont have much reward in the end. I spent most of my time as a pirate, as it gave me more things to do with enemies constantly on my tail, and that's another thing; the enemies are unrelenting. They refuse to give up, even if they are on the brink of death and you havent taken a scratch. In the end, Kinetic Void is not worth your time at all. Not even on sale.
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1 of 1 people (100%) found this review helpful
77.2 hrs on record
Posted: November 27
Nope. This game does not get a seal of approval. They tried to sold us a great game with alot of diversity, yet all we got was a sandbox game with no real goal, hard to learn, no multiplayer, no progression... it just drift aimlessly in space.

The only thing that speaks for this game is the ship builder, and it aint that fancy. I'd rather just stick with Kerbal Space Program and play that game instead.
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107 of 117 people (91%) found this review helpful
0.7 hrs on record
Posted: November 22
Backed this game for 50 bucks on Kickstarter. Almost 3 years later its still a horrible game. The shipbuilder was pretty nice. But thats pretty much the only enjoyable part of the game. Also runs pretty choppy on high end PC's. Cant believe they actually released this as a finished product, but I guess they just gave up and got tired of working on it. Also massively overpriced. You can get X3: Albion Prelude, a very superior game for 10 bucks. Had a lot of hope for this game, just another Kickstarter let down. (Nov. 22, 2014)
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65 of 74 people (88%) found this review helpful
2.4 hrs on record
Posted: November 23
Yet another Early Access game pushed into full release far too soon. KV is still missing many of the features we were promised way back when it first showed up in the EA program, and by the sounds of it those are now planned as DLC...which may or may not have a sticker price.

Kinetic Void looks literally nothing like it did way back when, and now runs like utter crap on my (admittedly kinda clunky) system. Sure, the oft-celebrated shipyard is still there...now with a side order of half-baked space game. Starpoint Gemini 2's lowest graphical settings give you a game LIGHTYEARS prettier than this thing does (all of my SG2 shots are on lowest settings for reference), and the ships in that don't have flickering textures...nor do the planets look like Minecraft castoffs.

The developer's also been caught even now flagging negative reviews as against Steam TOS (case in point: http://steamcommunity.com/profiles/76561198035632014/recommended/227160 ), etc, to hide them and the truth they contain...so that's just another reason to avoid this heap. Of course rabid fanboys are allowed to run amok, but hey, they gotta get their free BJs somehow, right? 'Cuz everybody knows they sure ain't gettin' their rocks off from playing the game...
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65 of 79 people (82%) found this review helpful
3.4 hrs on record
Posted: November 22
Kinetic void had shown promise when first announced. I have experimented with it's features at all stages of development, and was happy to see progress being made each time.

However, as of this writing (Nov 22/2014) I would not recommend this game in it's current state. Many of it's systems still need some time in the oven, features are missing, and there is a lack of purpose or motivation in continued play. Shipbuilding is entertaining if you have a creative side, but not enough to keep me engaged.

An excellent concept hindered by pushing this game out before it is ready. I'd hold off on buying this unless it's under a deep discount or after significant updates and patches.
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52 of 65 people (80%) found this review helpful
1.0 hrs on record
Posted: November 22
These days, I'm not surprised to see a game like this on the release list. This is not a finished game. This cannot and will not compete with any past or future space sims, and should be avoided at all costs.
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40 of 47 people (85%) found this review helpful
1.1 hrs on record
Posted: November 24
Just went and played it after many months of giving it a miss due to lack of content. First starting up the game I get a 'tutorial' box saying "We should never see this message!". I click to continue to find out the button is inactive. After seeing that, as far as I'm concerned, this is not a 1.0 worthy product, and it is certainly not a 'game'. Can I have my money back, please? You guys are almost as deluded as the guys who made Starforge.

UPDATE: The pricks have even disabled comments on their update announcements because of all the (understandable) hate they're recieving. This is censorship. Give me my ♥♥♥♥ing money back you scamming ♥♥♥♥♥.
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A developer has responded on Nov 24 @ 6:40am
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46 of 57 people (81%) found this review helpful
190.5 hrs on record
Posted: November 11
Early Access Review
First thing's first. I enjoy Kinetic Void a lot. I've had this game for over a year now, and in that time I've seen it progress remarkably far, with most of the work going into the Shipyard (by far this game's most impressive feature) and the general usability. The game is in a very playable state, but make sure you read at least some of the tutorials and give it some time to get used to the way the editor works - it's a great tool if you give it time.

The shipyard, where you build your vessels, is almost at completion (I think they mentioned more parts were to be added), but mechanically it's there and it's very robust. There's a working galactic economy, and factions will vie for control of star systems.

Yes, the game's got lots of features to come - some more ambitious ones rely on good sales - but then what other game allows you to choose almost any given space ship from any game/movie/series that someone has built and fly it around in a sandbox galaxy. You can also change the game files so that, say, one faction uses all Star Destroyers, while another has ships from the Halo universe, Mass Effect or whatever you like.

And this is without mentioning the hundreds of stellar, original, designs created by players and uploaded to the workshop (early workshop integration was an excellent decision by the devs). Most 'Space' games will give you the choice of a handful of ships to pilot and own, whereas KV's 'build your own' approach means that aside from as many as YOU can build, you can tap into the creative output of hundreds of other players, many of whom have written backstory/lore for their ships in their workshop descriptions. These can be used to populate your universe.

The Devs are very open about how the game is progressing and I think that they are helped by a strong community. You get responses to any feedback or bug reports you leave very quickly and the direction in which the game is headed is very clearly layed out.

I spend about 90% of my time on this game in the shipyard, so I should make it clear that unless you plan to immerse yourself in the ship creation aspect, you probably won't get the most out of Kinetic Void, but if, like me, you get sucked up into the whole creative process of building a ship from scratch, you can't go wrong. A big thumbs up from me! :)
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45 of 56 people (80%) found this review helpful
2.2 hrs on record
Posted: November 22
Dreadful. It is really hard to say anything else to be honest. It is also equally hard to find the motivation to spend time writing a proper review for something that certainly is not a proper finished game. It is not a matter of it simply being in an unpolished beta or alpha state, it is the matter of it being, well, not a game yet. There is barely any gameplay to be had, core ui functionality is completely absent, and the gameplay on offer barely qualifies as more than a tech test.
This would be fine, if said tech test was something new, something revolutionary, such as the Swarm tech test or if it had dynamic visual damage on the ships. If there was anything beyond the most barebones physics and graphics engine tech that has already been outdone 10 years ago or more, by games such as X2: The Threat (yes, i said X2, not X3).
That is how antiquated this game already is, it is released in 2014 with features, gameplay and tech that has been outdone by games released 10 years ago.

Then, on what basis could i possibly recommend this game? On the basis of it being an indie kickstarter project? No, it isnt good enough. If one starts to recommend and promote any indie project just for the sole reason of "supporting the little guy", we only betray ourselves as gamers and customers with basic consumer rights.
There is nothing on offer in Kinetic Void that is better, or even equal, to games already on the market, indie or AAA.
Many of the competitors even have a lower pricepoint, or have been in the bargain bin for years!

This is not just about making games. Its about basic supply and demand.
If other games have existed for 10 years that do everything this game wants to do, better, then there simply is no demand for this game. If there is no demand for this game, what was the point?
The development time would have been better spent pursuing something else, because as of right now i cant possibly claim that Kinetic Void has anything of value to bring to the gaming scene what so ever.
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50 of 66 people (76%) found this review helpful
0.8 hrs on record
Posted: November 22
Sorry guys... The general idea about this game was great. But putting it on "released" is a joke.

It's still far from being a playable game on Nov 22 2014..
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30 of 36 people (83%) found this review helpful
2.4 hrs on record
Posted: November 23
This is a truly horrible game.

I bought into this early access version a couple of years ago because I believed the developers were committed to delivering a high quality space-sim experience. I found the ship building workshop a cool introduction to the game too. All was looking promising and I cooled my interest while the developers worked away.

Well two years on (three for the kickstarter backers) and Badland Studio have churned out an ugly, half-baked, poorly optimised, insubstantial product with almost nothing to recommend it.

To those who have yet to put money in the pockets of Badland Studio, seriously don't bother.
To those who have already paid for/backed the game, you have my condolences. If Steam routinely processed refunds, I would be asking for my money back right about now.
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27 of 33 people (82%) found this review helpful
5.6 hrs on record
Posted: November 23
You want an exemple of early access done well ? Don't go here.

I bought this game very early in its early access stage (alpha I think, don't know I only played 5 hours in two years). At first I thought that the game was boring because it was an alpha, I was ready to let the time pass and try later when the game would be more polished and interesting.

I gave it a try every few month, with every time the hope that it would be a nice game, every time I was not happy.

The game pretend to be a mix of Eve, KSP and so on. Procedurally generated universe YEAH, ship costumization YEAH, an adventure of your own YEAH

None of that is good. First : ship building is not good. Far from it : the pieces are ugly, the interface is a nightmare, and it's overly complicated for a thing that offer very fews possibilites.

Procedurally generated universe and adventures : the faction exists, the planets too, the mission too. But nowhere the game tells you how to accept a mission, how to dock on a space station, what the next thing you could do. I've got nothing about being free on a vast world (not even that vast the world) but what would be nice is some advices about how to get started. In fact the game throw you in it's universe, with a obnoxious and boring text tutorial and expect you to do stuff. Never it tells you what stuff you can do, never it explain youi how to accept missions. All you can do is touch every button with the hope you would find a useful thing (last playtrough I opened fire on a station because I wanted to dock, every patrol in the system warped to me an blew me to pieces)

The game takethe worst of every of its inspiration and sublimate them. Well if you want a good space exploration game wait for Elite or Star Citizen, you can't make your own ship but at least it's interesting.
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42 of 61 people (69%) found this review helpful
14.8 hrs on record
Posted: October 28
Early Access Review
Fantastic concept, Hardly worth $20 dollars in it's current state.

The game has a unique ship building system which is usable, and sort of innovative. Otherwise, it's nothing special.

There appear to be quite a veriety of things to do, and events that unfold througout the.. 'galaxy,' like wars, and what appears to be something similar to a stock market of sorts. Otherwise, that's it.

I tried to see what this war thing was all about, only to find nothing different (in the few hours that I had spared after slowly traveling to it), heck even the spawnrate for hostile ships seemed the same.

You can mine asteroids, salvage destroyed enemy ships, and fight enemy ships, follwed up by crashing into very badly textured planets, which you can't really do anything at, as of yet (I would think it might work as some sort of psuedo space station-asteroid that you could both mine and trade at, or whatever).

The developers developed the system to be overly complex, only to supply extremely minimal explenations. Experimenting is almost a must, just to get a complete handle of how to do stuff. At some points, I even found myself pressing every single key on my keyboard, just to see which button did what, as there were no other ways to finding out, until maybe recently.

The space flight itself is incredibly boring, and you may as well be running around in your room, holding a car in your hand, squeeling "Vroom!" like a child- although only moving your ship at a snails pace. In otherwords, the ships handle with an unnecessarily complex system (which about half is redundant/useless), and fly like toys.

The combat is not much better, depending on how you do it.

Most of the time, you will be just sitting there, either blasting your lasers/rockets/whatever at the enemy, whittling down their shields, and then their hull. Then they go boom. Then you move on.

Sometimes, the ships even crash into your own,

The best way to earn money is to just grind the asteroids away, and sell the ores you get at the stations. (which are now incredibly freaking hard to find, since they made only one every 2 lightyears spawn compared to the usual 10 or so in small groups you used to be able to find).

The only problem with selling is that you need to first take your ship's inventory, move everything into the station's inventory, and then go to the shop, click on your inventory, then click on the checkbox for your cargo, then the ore/water you collected, then finally.. sell them for ameasily price of what might as well be 2 cents.

This might be easier if it were in a better GUI, and the redundant stuff being removed. (EG shops being able to buy your stuff directly from ship inventory).

The exploration aspect is ok, but bassically once you'd seen a single system, you'd seen them all.

the different faction ships are not really much different from the other faction's, even though the factions are random gen, which I understand- making randomly generated ships as well would probably be a bit too much for these devs.

Regardless, there's no point in exploring, beyond trade (which combined with the slow-paced travel system = you tearing hair out).

Rating?

4/10, only because it still shows promise, despite how it looks so far.
So far; not worth the money, would get if it were on sale though.
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29 of 41 people (71%) found this review helpful
3.6 hrs on record
Posted: November 22
While all the planned features may have been technically released, this game is not playable. I really wanted this game to be fun to play, but it is just too far from ready.
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17 of 20 people (85%) found this review helpful
21.5 hrs on record
Posted: November 23
I greenlighted this game and downloaded it immediately after being realeased as early alpha on steam.

I had fun at the beginig building ships, but after that ?

It was already hard to find anything to do in outerspace and control were hard to understand. I tried locking target, nothing, firing, nothing, clearing target, nothing...

But I continued to play. In the end, I stopped when the credit system was introduced since I couldn't build capital ship anymore.

I come back 1 year later for the "finished" product and... Nothing changed at all.
Yes, there are "missions", the first I had was going through checkpoints and fighting smuglers that had the exact same ship I just builded. And since the fighting system is the same, I couldn't figure how to defend myself. My canon was aligned, it fired in the void and 2 seconds later I was dead. So worth the 30 minutesI spent going through 2 checkpoint.

The "map". Is that really a finished map ? Seriously ? Evevn I couldn't read the alpha version maps, they were batter than that.

Impossibility to navigate or see what is in the sectors or system (Yeah, still can't tell the difference, for me a star= system, a sector = systems. And all object are blank basic 3d model they are not textured.

I think I remeber it was possible to put waypoint in early access to know where we wanted to go. Not anymore, I just wandered never knowing what to do.

There are a lot graphic glitches are hugly effects. First planet I encoutered, The atmospher disappeared sometime and there was a white line separating the two emispheres.

Another thing, it is said that the game is in it public realease because all fetures goal were reached, so where is the cockpit view ?

And where is the difference with the gme from 1 year ago ?
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14 of 16 people (88%) found this review helpful
18.0 hrs on record
Posted: November 23
while i want the game to be fun and entertaining...its just not. and that makes me sad. this game, while in its self is a good idea. in reality its just a broken pile of good ideas poorly put together in the hopes of a fukkin fantastic game, someting that i thought was goona happen. sadly it did not. and while i want that to happen i dont know if it will. if it gets better i'll change my revew, if i remember the game by then. im sad to see that all the grand hopes of the devs fall so hard but i do hope they get the game in gear and fix this.

goldroman22
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13 of 16 people (81%) found this review helpful
27.9 hrs on record
Posted: November 24
Having bought this in early access a while back, I saw a great potential in Kinetic Void that I hoped would someday be realised. Sadly, with it reaching its milestone v1.0 just a few days ago, I cannot in good faith recommend this game, for reasons I'll outline below.

First and foremost, this game still feels very, very unfinished. Going purely on the surface aesthetics, the visuals (which I remain a fan of) may be reasonable, but the interface remains a chore to interact with and there's something distinctly offputting about the cumbersome text windows used to introduce you to the game's mechanics. Overall, it's adequate. But that's all.

In terms of gameplay, Kinetic Void has changed in a few subtle but relatively significant steps since the early access builds of a month or two ago. The economy system seems to be in full drive, and the updates you receive regarding loss of cargo et cetera definitely maintain the connection between you and the big wide galaxy. In terms of the ship-to-ship combat, however, I find that even in its supposedly finished state the controls are unintuitive, with a host of keyboard bindings to memorise which, while I could get to grips with, might not be everyone's cup of tea. There's also nothing particularly inspiring about the combat- you lock on to a ship, then let your guns auto-fire on them until either you or they explode. You can try and manually fire your guns with the handy target-leading reticule now implemented, but it's still painfully monotonous and generally a wasted effort. That, and with the drastic reduction in flight speed that was implemented a while back, the game still plays very slowly and dogfights, which used to be relatively intense, are now relatively lacklustre.

Regarding other aspects of the game: the music remains the same as it's been since I first bought it, and is for the most part adequate. It's occasionally repetetive, and the game possesses no facility for contextual change, so combat will sound basically identical to drifting aimlessly through space. Of storyline there is essentially no sign, but then this was never supposed to be a story-driven game, so there's no discredit meant by that. What could have been a well thought out and richly populated universe, however, has been sacrificed for the sake of customisation.

This is indeed my problem with this game. Yes, you read that right. My main problem with Kinetic Void is the degree of customisation. Normally, I love games that include vast and excessively complex levels of customisation. What Kinetic Void offers, however, is a deceptively shallow amount of purely aesthetic customisation. Sure, you can build whatever shape ship you want and put whatever guns you want on it. But essentially, what do all those guns do? They're essentially reskins of the same gun, with different 'on-paper' stats. There's no distinct feel to it. As a game intended to be played more than once, Kinetic Void has little to involve the player and prompt different playthroughs. That lack of distinction is where I feel the game really falls down, and it's a problem I've seen with several games offering the same degree of customisation as Kinetic Void. The developers have clearly made a conscious effort to give the player a unique experience with plenty of options, and I respect that. But that breadth comes at the expense of depth. The universe of Kinetic Void is as harsh and barren as space itself, populated with empty, identical ships that maintain a visual pretense of being different. It's a very specific issue I have with the game, and I realise that many people might not feel the same way about it, but as someone whose expectations were built up significantly by the early-access hype, I cannot help but feel disappointed with how Kinetic Void has progressed.

On a positive note, the developers intend to continue adding features, meaning that there may be a little light at the end of the tunnel for us early-access buyers. For the most part, however, I feel that with significant overhaul now a recently dead prospect, Kinetic Void is and will always be simply an 'adequate' iteration of a dream that could have been great.
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13 of 16 people (81%) found this review helpful
26.3 hrs on record
Posted: November 24
I bought this a long time ago on early access, I think almost a year ago? since then it's really come a long way, and while there are indeed still some things that need balancing or that can/will be expanded upon it is already a very enjoyable game.
Reading the other reviews I wonder if I'm even writing this for the right game *checks* ahem. yes. same game. strange.

The shipbuilder is fantastic, there are very few games which allow you to build the ship you want to this degree, and while it's true there isn't much in the way of story or goals, it is very much a space exploration/flying game. combat is somewhat simplistic, made a bit more complex by the weapon arcs and that you design the ship yourself. so if you want something that's very much head-on? design it that way! prefer to blast foes apart with broadsides? go for it! etc. etc.

It runs good on my pc, but I am at the high end, and have no knowledge on how it'd run on lower capacity rigs.

EDIT:
some further information to anyone looking at the release of kinetic void and thinking of DF9's... issues. yesterday I reported 3-4 issues on their threads, and within 6 hours two of them were resolved for the next patch, and now, 25 hours after reporting it, all the issues have been resolved for the next patch. So at the very least for now, this is not a double-fine 'Lets release the game and stop working on it' case. How it'll develop I cannot say, But the developers are clearly actively and responsively working on fixing the few issues it still has.
in short, they have in no way released and abandoned this title.
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14 of 18 people (78%) found this review helpful
6.2 hrs on record
Posted: November 23
As of this write up I've played about 6 hours of Kinetic Void, according to Steam.

The main draw to this is obviously going to be ship building and customisation.
There seems to be a fair number of parts to mix and match between and the editor, once you get used to it, is fairly intuitive. There are some bugs with the mirroring tool that desperately need to be worked out – at times the game will not recognise that the mirrored part is positioned in a perfectly valid location, despite registering the original component as being fine to put down. You can pretty much attach whatever you want to whatever you want. Go nuts – it’s not going to stop you. The basic shapes are generally quite blocky, but there’s enough manipulation to go around that you can, with a little innovation, make some interesting ships and they won’t look like a spruced up Minecraft creation.

Combat, despite being a central focus of this game, isn’t particularly mind-blowing. It’s mid-way between EVE and X3. You won’t get straight up X3 style twitch-based dog-fighting, but you won’t be forced to watch your ship auto-pilot in circles which you hit hotkeys 1-9 to fire your missiles. It's a bit clunky but it works and there's some room for skill involved, alongside some tactical considerations to think about.

There's an economy. Who knows how it works, but it does. And you start to realise how essential non-combatants are in a universe. Games like X3, Vegastrike, etc - you see so many random little shuttles and traders and civilian craft trundling around the universe from station to station. For the most part they aren't actually doing anything, but it's nice to have them there – they add a bit of flesh to the skeleton. In Kinetic void, you don't have that. There are only military grade ships. This is tied into, and probably because of, the way the game determines what class a ship is - procedurally based on various factors. But it also means that everything is flatly centred on combat. Feasibly you could populate the universe with your own cargo tugs and passenger shuttles and so on and so forth: but everything seems to be classed as a combat vessel, and so you don't want to run up against a fleet of unarmed cargo tugs that the AI has pulled out of the background because it thinks they're fighters.

You can mine in this game and you can trade, but you are the only person mining in the entire universe, and you are the only actual trader in the universe. That makes it feel very lifeless, despite the fact that there are usually a fair number of ships flying around. The economy runs in the background, and events occur and things change it, but none of it happens in front of you. It doesn't appear to be as fleshed out as it should be. As far as I can tell there are two stations in the entire game: the ship station and the mining station. The mining station appears to be for visual effect only. You can't dock at it and it doesn't do anything. So you mine an steroid for about 5 different resources, trade them for credits at the all-in-one station, and upgrade your ship. There really doesn't appear to be an on-the-surface economy and that’s really disappointing because it’s only logical to conclude that you can’t actually affect the economy through the economy. If you can, you are the only one capable of doing it, when you should be just one more ship in the universe. Where are the other mining vessels drilling into asteroids? Where are the other scavengers going after scrapped vessels? Where are the merchants trying to make a profit from the uncertain wartime market? What are these resources going towards? Why do they exist? What do they build? Who knows.

The universe needs more persistence. Enemies will show up in your sector, usually accompanied by mission markers, and you can run or fight. They'd be more of a threat if they could affect things if they could harass trade lanes, kill merchants, and affect the economy underlying the various wars that sprout up. Or if they just stayed in system after you've docked. Because they instantly de-spawn the minute you dock so the system gets reset to 0, which means that anything that looked like it could be interesting, could potentially produce emergent scenarios, etc.... well that's gone. This really needs to be fixed, because it undermines everything that a space sim should be about.

You don’t feel like you’re immersed in the game – just skimming the surface of the under-lying calculations. Wars happen, sectors are taken, but there’s no apparent war. Someone desperately called me to this frontline battle. I expected to be way in over my head, but I thought it would be worth the view, so I jumped into the conflict. Nothing. Concerned that I had got the wrong system, I checked the map. Yep - active war zone designation. I was in a war zone without a shot being fired. The faction holding the zone lost, and were eradicated, but nobody saw them fighting an enemy.

Planetary flight is fun to have. Not much more to say.

Kinetic Void just doesn't feel like it has the depth that you expect from a space sim. It doesn't seem to know whether it wants to be a universe simulation or a combat simulation, and ends up in this strange space between. I honestly wouldn't say it's at 1.0 status. It feels like space sim lite. The ship building is good fun, the fact that your own ships start to populate the universe around you is brilliant. But the universe itself just doesn't feel very alive and that undermines the whole experience.

The game will run on a potato: with everything turned down to very low it runs on a mid-2010 Macbook pro with 320M chipset at a decent clip and doesn't stutter much.
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14 of 19 people (74%) found this review helpful
1.5 hrs on record
Posted: November 24
Still an early access, pushed out too soon. Avoid at all costs.
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