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Kinetic Void is a 3D space adventure with a focus on customization and enjoyable space simulation. Our in game ship builder allows players to construct their ship piece by piece. Ships can be as simplistic as a cockpit, a single hull, a single engine and a single gun, or as complex as a player wants.
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“The community and our fans are the core of Kinetic Void. We openly solicit feedback and suggestions, and encourage discussion about what can help make the game better. When we are done we intend Kinetic Void to be an amazing blend of open world exploration and adventure with gameplay everyone can enjoy. Current available features include shipbuilding, inventory, combat, trade, , drones, galaxy creation, asteroid mining, faction simulation/AI and additional/upcoming features can be viewed here . We plan to add missions , more space content and more ways to earn currency in game, as well as additional modules/weapons to use.”
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D11 Patch is now Live!

14 April 2014

Development Patch D11
New Galaxy Required
All Weapon Modules have been removed from all ships and will need to be re-installed
  • Main Menu
    • Starter ship: In new Career Mode galaxy, the player gets a list of pre-built ships to start with instead of a random set of parts. Starter ships are determined by which ship files are present within SaveFiles/Starter. Ships in this folder are loaded on first run, but are never saved over.
  • Weapon
    • 8 new hardpoint/weapon mounts added. These are animated and require an activation time when engaging an enemy. They deactivate on their own after a certain amount of time without a target.
    • 25 new weapons have been added as subsystems for new hardpoint system. Each weapon has unique stats and behaviour. This is an ongoing effort and will be updated as development continues for gameplay/balance.
    • Anti Missile System (AMS) Subsystem - Attaches to hardpoint/weapon mount, tracks and destroys incoming missiles. Cannot be manually controlled or assigned to weapon groups.
  • Sector Display:
    • UPPER LEFT: In sector, added a Selected Object Information Panel with the following info:
      • Distance
      • Selected Object’s:
        • Name
        • Icon
        • Classification
        • Faction
        • Faction Hostility towards player
      • Image of Object
    • UPPER RIGHT CORNER: Target Lock Indicator(s) with the following info:
      • Distance
      • Faction Hostility towards player
      • Health Bar
      • Shield Bar
      • Weapon Groups Assigned
      • Tooltip text is available on hover.
    • Locking onto targets now has a delay based on Sensor Speed. “Acquiring Target Lock” displays until lock is complete, and the blue selection bracket will fade over to the red locked bracket.
    • Selected Locked Target now has an animation to indicate which target is selected.
    • Maximum lock targets is now based off the Sensor stats.
    • Warp Gate System: Use warp gates (designated in specific sectors) to travel to other star systems. Each has a specific destination within each star system. The Warp Gate Icon is always visible, regardless of your distance from it. Approach the Warp Gate, enter the gate and a menu will appear on the right, giving you the choice to warp to the Sector listed. If the gate has multiple destinations, you can use the drop down menu (click the Sector name) to select which Sector to travel to. This is currently the only way to move between Star Systems. The Sector warping on the map will only work for Sectors in your current Star System.
    • When warping to another sector or star system there is now an actual effect instead of just loading the new sector. When using a warp gate, the ship will enter being warping once the player uses the warp menu to initiate it. When warping to another sector from the map, the map will close and the ship will align to face the destination sector before entering warp. This alignment phase is identical to using the align or warp to function, and as with those cases, user input will interrupt the process and return control to the player.
    • New AI behavior: Small ships can now turn off their drag and face another direction while shooting.
  • Shipyard Changes
    • Ship names may now have spaces or underscores_ in them.
    • Changed Engine Subsystems so that the Engine Module can only hold a single Engine Subsystem, but still can hold multiple Boosters.
    • Removed old weapon models. Note: All stock ships have been updated for the new weapon systems
    • Weapon Manager has been updated. Weapons will default to Weapon Group 1 and Manual, as well as their default weapon type. Left clicking on weapon name will highlight that weapon blue and set the camera’s pivot point to the weapon, right clicking on the weapon name will open the Subsystem Manager for that module. Hovering over the weapon name will display weapon stats in a tooltip if the weapon has a Subsystem applied to it.
      • Added a toggle for animated weapons in the shipyard manager, this will toggle all weapons with an activation/deactivation animation. Weapons will reset upon closing the Weapon Manager
    • Moved the Hanger Manager Window to the right side of the screen and stacked the window. The ship will be more visible without the manger window over top giving a better view of which hangar bay you have selected.
  • Sector/Game Changes
    • Upon creating a new game, the game will start the player in a non-hostile sector, not just the first sector it finds with a station.
    • When choosing which ship to spawn, the AI will prefer ships closer in size to the player’s ship. Larger ships may still spawn, but this will hopefully provide a reasonable difficulty curve in campaign mode. Ships with an extreme module count will be penalized in the spawn chance calculation and spawn more rarely.
    • Ships that spawn upon loading into a sector will typically belong to the faction that owns the Sector. Loading in to find a group of hostile ships should only happen in hostile Sectors (but will be more likely than before if you are in a hostile sector).
    • The Station Docking prompt is now a slide out menu (like the new warp prompt.)
    • The Planetary Warning has been repositioned the lower left corner of the screen (rather than centered)
    • When selecting an object out in space the icon will now move to the lower right hand side of the selection/target bracket so that the object is visible.
  • Map Changes
    • The right click menu on the map now always appears centered, instead of over the mouse position when you clicked.
    • The map’s right click menu has been changed. When you click on a sector in the list, instead of immediately warping, a new menu element appears to the right to display information about warping to that sector. If the player can warp there, the big red button will initiate warp. If the player is already in that Sector, or the Sector is in another star System, the button will be grayed out and text below the button will explain why it is disabled. The information panel in the upper left displays what warp connections, if any, that sector has.
  • We have updated our GUI middleware to its latest version. This will hopefully resolve some minor bugs (such as render depth issues). GUI assets, especially text, should be noticeably improved in appearance.
  • Armor plating is now more effective at preventing engine damage.
  • Kinetic Ammo - Reduced the cost and increased the quantity purchased.
  • Shipyard
    • Shipyard will no longer set ship names to all lower case when you load into the scene. If you have ships that have been renamed to lower case, rename them once with the desired capitalization and it should stick now.
  • Sector
    • Bug where Laser beam sounds would cut out after a while.
    • Bug where Target Out of Range would stay on locked target after target was clearly in range.
    • Bug where Out of Ammo turrets were able to attempt to fire causing performance issues.
    • Enemies the player attacks with manual fire will now become hostile to the player. Ships will use a 3 strikes policy before attacking.
    • Issue where weapon fire spread was not calculated correctly when in manual fire.
    • Issue where the align functionality would do nothing if the target to align to was exactly behind the ship.
    • Bug where Tab and Z would not cycle to the correct target.
    • Bug that would allow the sun to shine through planets.
    • Bug where the Drone Management button would be visible when the ship did not have any drone capacity.

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D11 Development Patch Released for Testing

7 April 2014

The latest and greatest Kinetic Void Development Patch is available for your gaming pleasure! If you'd like to download the Development Patch D11, you may read the Instructions for Getting the Development Patch. Notes from this development patch may be found here.
If you come across anything odd, please either post it in the forum above or the Beta Patch Notes subforum. ːkvː

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Om spillet

Kinetic Void is a 3D space adventure with a focus on customization and enjoyable space simulation. Our in game ship builder allows players to construct their ship piece by piece. Ships can be as simplistic as a cockpit, a single hull, a single engine and a single 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. If your ship is large enough however, it may be the asteroid that is decimated. 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.

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 (unlimited components) or Career (much more challenging with limited components).

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 and crew as needed. (Trade, Politics and Inventory in development)

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 devastating blows to 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. The Mouse Flight-mode will also be controllable with joysticks making the flight jockeys out there feel right at home in the stars (Joystick support in development).

Key Features

  • Fully detailed and customizable space ships
  • Hundreds of weapons and modules of multiple sizes
  • Fully customizable and adaptable controls for mouse, keyboard and joystick
  • 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 and more (In Development)
  • Epic space combat
  • Toggleable Newtonian Flight
  • Emergent gameplay

Systemkrav (PC)

    • OS:Windows XP
    • Processor:Dual Core 2 Ghz
    • Memory:2 GB RAM
    • Graphics:Nvidia 400 or equivilant
    • DirectX®:9.0
    • Hard Drive:500 MB HD space
    • Processor:Quad Core 2.3 Ghz
    • Memory:4 GB RAM
    • Graphics:Nvidia GTX 400 or equivilant
    • DirectX®:11
    • Hard Drive:500 MB HD space

Systemkrav (MAC)

    • Processor:Dual Core 2 Ghz
    • Memory:2 GB RAM
    • Graphics:Nvidia 400 or equivilant
    • Hard Drive:500 MB HD space
    • Processor:Quad Core 2 Ghz
    • Memory:4 GB RAM
    • Graphics:Nvidia GTX 400 or equivilant
    • Hard Drive:500 MB HD space

Systemkrav (Linux)

    • Processor:Dual Core 2 Ghz
    • Memory:2 GB RAM
    • Graphics:Nvidia 400 or equivilant
    • Hard Drive:500 MB HD space
    • Processor:Quad Core 2 Ghz
    • Memory:4 GB RAM
    • Graphics:Nvidia GTX 400 or equivilant
    • Hard Drive:500 MB HD space
Hjelpsomme kundeanmeldelser
236 av 265 personer (89%) syntes denne anmeldelsen var hjelpsom
35 produkter på kontoen
3 anmeldelser
228.9 timer registrert
Having 200+ hours under my belt I can say that this game is amazing when it comes to designing ships, However, the game has a long way to go until it is finally complete. I would still buy the game as it currently, because well, each time an update happens it encourages you to play more, and there are many updates to come.

Publisert: 27 November 2013
Var denne anmeldelsen til hjelp? Ja Nei
En utvikler har svart 13 Des 2013 @ 10:08am
(vis svar)
92 av 113 personer (81%) syntes denne anmeldelsen var hjelpsom
85 produkter på kontoen
1 anmeldelse
5.9 timer registrert
Kinetic Void is a Space Sim game that currently, in it's Early Access stages, allows the user to create whatever space craft they desire and set out into space to see what piloting it would be like as well as pick fights with the local rabble for no reason other than you're toting 40 guns to their 6.

Now, since this game is in Early Access, not a lot of it is in perfect working order and chunks of the game are as of yet unimplemented. Such things that aren't in the game yet include any form of story, a commerce system, weapons other than kinetic as well as differentations between weapons other than graphical models.

However the development team behind Kinetic Void are working on the game at a decent pace and patches appear within a time span of 1-3 weeks between each other. It wouldn't be surprising to see the game toting more features a few months down the line.

In the game's current state, it's great for anyone who wants to recreate ships such as Serenity from Firefly, The titular Battlestar Galactica or an X-Wing from Star Wars. And indeed, that is in it's own right an entertaining thing.

As a result, I find that Kinetic Void is an entertaining video game that, even in it's unfinished and somewhat unstable format that it's currently in, is worth the admission price.

If this review, nor any other review convinces you to obtain this game, or you're still unsure, there are plenty of videos of Kinetic Void on YouTube.
Publisert: 27 November 2013
Var denne anmeldelsen til hjelp? Ja Nei
En utvikler har svart 13 Des 2013 @ 10:01am
(vis svar)
66 av 79 personer (84%) syntes denne anmeldelsen var hjelpsom
179 produkter på kontoen
3 anmeldelser
29.7 timer registrert
This is an early access game. It is far from complete. What it does offer at the moment is the ability to build ships, launch them into space and blow stuff up while completing missions that have no rewards and serve no real purpose.

It clearly has potential and development is going at a moderate pace. The developers are open to suggestions and communicate with their fanbase.

The game is going strong and to think of how it will be as a finished product truly boggles the mind.
Publisert: 30 November 2013
Var denne anmeldelsen til hjelp? Ja Nei
En utvikler har svart 13 Des 2013 @ 2:36pm
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85 av 120 personer (71%) syntes denne anmeldelsen var hjelpsom
116 produkter på kontoen
3 anmeldelser
6.0 timer registrert
I don't recommend this game. Yet. If the features they have planned for this game come to pass, then this game will definitely be worth its price. For now, I'd only recommend getting this on a Steam sale. This is a VERY early access with only a few of the main features added. The building and customization functionality does have a lot going for it and has a lot of potential. The rest of the game is still somewhat confusing, clunky, and still very clearly unfinished.

My advice? Wait a while. Or buy this game simply to support development of the game. Buying it to play it may end you up with some serious disappointment. Don't get me wrong though, as I said, this game has potential. As the developer stated in another negative review, this game is only approximately 6% finished. Do not expect much from it.
Publisert: 15 Januar 2014
Var denne anmeldelsen til hjelp? Ja Nei
43 av 64 personer (67%) syntes denne anmeldelsen var hjelpsom
40 produkter på kontoen
8 anmeldelser
3.3 timer registrert
Played it a while, game is in very early access, it is still being developed. The space ship building aspect of it is fun, it need more work but if your into building games and space games than this game is for you.
Publisert: 26 November 2013
Var denne anmeldelsen til hjelp? Ja Nei
En utvikler har svart 13 Des 2013 @ 7:28pm
(vis svar)