Oct 4, 2024
Vox Machinae - TonyDanza
Pulsar weapon damage reduced.
Skyjacker weapon fires faster and has less heat but deals less damage per shot.
Hammer projectile health reduced.
Decker minimum velocity to deal damage increased.
Fixed a couple missing textures.
Vox Machinae - SpaceJakub
Our V1.4.0 content update is finally here with the freshly-minted Decked Out Update. Here's what to expect with this (literally) huge update:

Features


Decker Grinder
Decker, aka "Salvage, Dicer, or Last Boss," has been called many things in its various aliases within VOX, but none of those roles were ever player-controllable. That’s about to change with the Decked Out Update, where we’ll put you in the hot seat of this big beauty. Here's a taste of the unique awesomesauce Decker will bring to the table:
  • Big Guns: 2 Large mounts and 2 Fixed. Good luck with the bindings!
  • Humming Shift: This short-duration aerial strafe in any cardinal direction () will have your opponents guessing where you'll touch down next.
  • Armour+ : This big boi is a damage sponge, as you'd expect.
  • Big fuel tank Its breadth of reach is surprisingly far, just don't expect to be ascending to any great heights or lifting off again soon.
  • High Heat Capacity: Gotta be able to cool all them shiny guns down, am I right!?

Campaign Quest Bubbles
This feature is all about making intermission quests more clear to follow. We're adding floating bubbles next to character's heads who's conversations progress story threads both critical and minor. There will be bubbles to differentiate between major or minor quests, and ones to show that a character needs an item before the story can proceed.


Campaign Intermission Skipping
This one is for the player who just wants to dive into the action bits of the campaign without all the intermission exposition. While it was already possible to skip intermissions, the option was a bit hidden so we’ll present a clear skip option before each intermission except the 1st one (so players can still learn how to move around for the briefings).


Mount Damage+
(only for weapons on swiveling mounts)

While working on rebalancing Decker, We decided to make a set of global changes/improvements to how the swivelling weapon mounts on work:
  • Grinder damage readouts screens now show mount health.
  • Disabled mounts will point down. This is visible from both the cockpit and outside.
  • Made it more clear to others when a mount has been disabled with additional FX.
  • Mount health has been balanced across all grinders and mount types.

In Conclusion

So another jam-packed VOX release, and that's without even getting into platform-specific features for those "continuing their VOX Quest elsewhere." We're so thrilled to finally be able to round out our original core vision for the grinder roster, and can't wait to hear about all the unique ways Decker is changing the game.


Full V1.4.0 Patch Notes:

New Stuff

New Grinder: Decker
  • Giant Heavy Grinder with 2 Large and 2 fixed Mounts
  • Humming Shift: a lateral short duration jet for additional traversal
Singleplayer Campaign QoL
  • For players interested in only gameplay bits, intermission skipping options are now presented during titlecard sequences
  • Campaign intermissions characters show helpful visual thought bubbles near their heads to indicate crucial and optional questlines
  • Characters that require quest objects given to them will show a unique visual thought bubble indication so player knows their status
Improved
General
  • New missile trail effects that last longer, look better, and are more consistent on Quest vs. PC.
  • Mallet missile is more clearly visible as it approaches with a cloud ring after arming
  • Terrain texture resolution improved on some levels with blurrier patches
  • Rook/Drill/Decker stat descriptions now to include extra line for clearer descriptions
  • Updated Pulsar effects to punch through fog better
  • Many weapon impact effects render more efficiently on Quest Platforms
  • Skythorn arm effects more visible through fog from the shooter's perspective
  • Heavy foot impact effect is now much more efficient to render, esp for Quest users
  • Jumpjet effect visuals improved
  • Mallet explosion effects more efficient on Quest
Mount Damage+ (only for weapons on swiveling mounts)
  • Grinder damage readouts screens now show mount health.
  • Disabled mounts will point down. This is visible from both the cockpit and outside.
  • Made it more clear to others when a mount has been disabled with additional FX.
  • Mount health has been balanced across all grinders and mount types.
HOTAS
  • Added support for VPforce Rhino FFB Joystick
  • Added support for VelocityOne Flight Stick
  • Added support for VPC WarBRD[-D]
Gameplay
Campaign
  • Mission 6: Frank moves quicker through the chase section of the mission.
  • Mission 6: Frank's health gets boosted to a higher minimum after the base defense.
  • Mission 6: One less consistent enemy chasing you during the chase section of the mission.
  • Mission 6: Turret enemies now aim a bit better during chase section to make up for frank moving quicker.
  • Mission 5b: There are a few less little worms to eliminate during boss battle
General
  • Updated Pulsar effects to punch through fog better
  • Grinder Stats visuals in grinder selection menu have been altered to make sense relative to Decker's stats.
  • Rook's front bars have been reduced in their dampening effect
Fixes
  • fix for hummingbird jet effect not showing up sometimes
  • fixed lighting falloff animation on the large cannon impacts so they don't end so abruptly.
  • Boundaries will no longer be set to an incorrect boundary for training missions
  • Goldrush laser will now properly shoot people at higher angles
  • Fixed bug in m5a where jones could constantly be reminding to catach up throughout the mission
  • Fixed some boundaries having holes in them where you could pass through
  • fixed an issue where a boundary could appear invisible
  • Fixed audio issues occurring during higher stages of botstomp
Audio
  • New Humming Shift SFX Audio


Vox Machinae - SpaceJakub
Hostile Conditions Approach

Beat the summer heat with today’s release of VOX’s Hostile Conditions Update. Now you’re in full control of where, when, and in what weather condition to battle it out in multiplayer. Sneak through the clouds during an overcast night on Serpent Plains or brave a frigid snowstorm on cryptic tundra. Weather and time of day will play a huge factor in your team’s plans for battlefield dominance, so strap in today and experience VOX like never before. Here are some highlights of what Hostile Conditions brings to the table:


Weather Conditions
Weather has been revamped, challenging players to rethink vertical gameplay with these new battle conditions across all levels:

Clear - Similar visibility to all levels prior to this update. The player can see quite far into the distance.
Haze - This condition will make it trickier to tell friend from foe at a mid/far distance.
Overcast - Medium density clouds cover higher altitudes, making navigation and identify high fliers trickier
Clouds - Narrow high density clouds occupy mid altitude. You see clearly when flying above or below.
Mist - A high density fog covers low altitudes, making low areas ideal to hide in and escape battle.
Smog - The whole level is enveloped in an even, medium density coat of smog.
Storm - The whole level is enveloped in a high density storm, only lower terrain is visible
Time of Day
All levels will now be playable across sunrise, day, dawn, and night times of day. Each new ToD offers unique colour palettes and visibility features, as well as background art and animated sunlight that changes as you cross between variable visibility.
Grinder Lighting
In light of all the new ToD and weather conditions, our trusty roster of grinders needed to be visible and provide fairness for identifying other players. Grinders will now have lights on them and headlamps will illuminate a player’s surroundings. Grinder lights will also be team-coloured, for more balanced visibility of all team colours across all the new condition options.
Selectable Boundaries
VOX’s level play choices expand further with players now able to pick and choose where to battle. There are Small, Medium and Large play regions to choose from across all our multiplayer maps.
Serpent Plains. Enhance!
This fan-favorite small map receives a big enlargement to become one of our largest levels. Serpent faithfuls fear not, though! Thanks to the above bounds feature, players can now choose from many regions within Serpent plains including both old and new play spaces.
Goldrush's Cowcatcher
Goldrush’s cowcatcher is now completely removable with a separate damage readout indicating its health to the player. It also shows some coloured striping just outside a player’s cockpit so they will know if either one or both layers have been destroyed.

And the Fun Continues...

This update has been very long in the works here at Space Bullet, twisting those virtual knobs to dial things in just right has been a journey. Many core systems were altered to facilitate these dynamic weather changes in this hostile conditions update. So after the inevitable nips and tucks that such big releases demand in their wake, we’ll be ducking our heads back out of the spotlight to tend to some longer term goals for the company. We might even pop onto some matches to see where things are sitting with folks, who knows! Above all we look forward to hearing the reception of these major changes, so be sure to share your thoughts over on our Discord Server.

Vox Machinae - Azurelyte
Balancing:
  • Chainstorm: Takes less time to reach full spin-up, and it gains accuracy as it spins up. Heat cost has been reduced slightly, while projectiles were sped up a little.
  • Aftershock: shells travel significantly faster. Spread has been tightened a bit, and delay between shots fired has been reduced very slightly. Finally, the total reload time has been reduced while the arming distance was increased significantly.
  • Railgun: Reduced the heat dissipation upon firing.
  • Mallet: Reduced reload time and heat cost. Projectile now accelerate from slow to fast very quickly, making it a little easier to land targets.
  • Skythorn: Reduced reload and the projectile's lifetime.

Bugfixes
  • Changed spawning logic so that bots can pick Rook and Overhauls once again.
  • Fixed exit screen's "don't show again" toggle to actually work now.

Improvements
  • Aftershock's audio was remastered to have its timing be dynamic relative to gameplay changes.
  • Added support for Saitek Pro Flight Combat Rudder Pedals.
  • Added support for VKBsim Gunfighter MCG Ultimate Twist.
Vox Machinae - Azurelyte
  • New exit menu encourages players to join our Discord before quitting, and includes a QR code for convenience.
  • Fixed servers not recognizing comrade/ignore list while in a match.
  • Pulsar balance tweaks: Reduced heat cost and slightly increased fire rate
  • Created a new "User Prefs" settings menu for enabling disabling various menu prompts. (eg. new exit menu)
  • Added a "disable briefings" option in user pref menu to disable starting match briefing animations.
Vox Machinae - Enforcer
Fixes:

- 🔉 Aftershock impact and whirling sound volumes reduced
- Hangar geometry for the platform under grinder lowered on Quest2 so it doesn't clip things
- Chainstorm impact/launch effects performance dramatically improved on Quest2 to reduce framerate issues when firing at nearby enemies
- Accounts server having issues fetching player comrades lists
- Overhaul's Aftershock vertical aim speed and limits now matches other grinders
- Weapon selection menu no longer shows random large icons in the middle of the menu
-💥Weapons with an arming time now play a dud effect when hitting an object under the arm time
- Pressing back while in the What's New menu now correctly returns the player to the multiplier menu.
- Mallet now properly named.

Improvements:

- 📶 Grinder/Weapon menu bars now have a transition animation while swapping between options
- Added support for Winwing Throttle Base2
- Added support for CH Products IP Desktop Controller
- Added a minimum effective range reticle visual that shows when a weapon won't arm within the range that's highlighted. This affects the reticle while using Mallet, Hammer, Skyjackers and Aftershock weapons.

Balance Changes:

- Drill legs more resilient to impacts against terrain
- Dredge's legs are more resilient against both terrain and grinder impacts.

Many Aftershock Tweaks:
- Projectiles land in a tighter formation, their damage and speed were increased, and the delay between each of its 5 consecutive shells was reduced.
- An arming time was added to make it both harder to land point-blank shots, and for fairness if a skyjacker was shooting you while you were firing it.
- Lowest pitch angle limit raised a bit.

Many Chainstorm Tweaks:
- Bullet spread at the beginning increased while the spread once it's fully spun up was reduced.
- Both the damage and heat buildup of each bullet has been reduced a bit, while the overall time it takes to spin up was increased quite a bit.
Nov 30, 2022
Vox Machinae - Enforcer
Big Bang Update

With 2022 slowly coming to an end, team Space Bullet have decided to kick things up with a bang. Today we’re releasing our Big Bang Update for Vox Machinae, and boy-oh-boy it’s a doozie. First of all we got 5 new weapons, yes indeed it’s the most new arsenal we’ve ever crammed into a single content update. Next we’ve overhauled our grinder and weapon selection menus to provide useful info and stats for your decision-making convenience. Finally we took some time to rework our physics interaction systems as well as solving some of the odd network connectivity issues folks were seeing. Here’s a more detailed breakdown of what’s shiny and new today in Vox Machinae:

Weapons


Aftershock
Rain hellfire on unsuspecting campers. They better run once they start hearing the coming onslaught of boom.
Splitfire
This close cousin of the minigun trades spread for range, to provide a low-heat suppression option for lighter grinders.
Chainstorm
Say hello to the minigun's big brother. Slow to get going but if you're anywhere near it, watch out once it does!
Skythorn
Lay down aerial mines that trigger with the slightest movement within their proximity.
Mallet
This big beauty is like the dumbfire, hard-hitting and precise version of Hammer you never knew you needed.

Improved


Physics
Ever since our V1.0 release back in March, Physics has behaved a bit differently from what it was in Early Access. While we feel it has mostly maintained the spirit of the game, it’s essentially a different physics engine and this switch was necessary for Quest 2. Simply put there were areas where we knew we’d have to live with concessions because of time constraints. With our Big Bang Update we’ve basically reworked most of how grinders interact, diving into the weeds of all the values, interactions, damage models and coming out the other end with a much sturdier simulation.
Menu Changes
With great new weapons come great menu responsibilities! We’ve refreshed both the grinder and weapon selection menus in an effort to provide much needed info and stats to both. In addition to general fuzzy bar graphs comparing stats, we endeavored to include some pros/cons for each kit to help newer players make informed decisions. We also added category corner icons to denote grinder classes as well as weapon categories in their respective menus.

In Conclusion

Rounding out this year, we’re thrilled to keep being able to bring you folks the evolving state of play within Vox Machinae. We’re grateful for all your support, and we’re excited to get started on the next evolutionary steps our stompy bot game will make in the coming year!

Vox Machinae - aphex_guy
Hoverbrawl 2.0 is Here Today.

June 29, 2022

Our latest content update is out now so let’s talk about it's main feature; Hoverbrawl 2.0. Yeah you read right, we’ve taken our frustrating soccer-style game mode and are making it tolerable great! Heck, even the bots weren't quite sure how to play the old one. That’s why we’re building out a whole new core concept to hoverbrawl and unifying the mechanics in an all-hands effort to make it the most fun mode in VOX. In the old version of hoverbrawl the ball wasn’t exactly the easiest thing to bat around. Not only did it hover frustratingly too high to interact with terrain/players, it was also difficult to get going in the direction it needed to go. How is hoverbrawl 2.0 different/better? Read on to find out!

Key Improvements:

The Carrier

To put it simply, we’re going to let players carry the ball around by tethering to it. Any player who gets close enough to a loose ball will tether to it and be able to pull it wherever they go. As a carrier you’ll need to stay close to it as you travel, otherwise the tether will break. You’ll also need to manage all the extra heat that tethering draws which increases the farther from the ball you are.

New objective

Players must now take the ball/mine to the enemy’s factory and destroy it with the mine to score. Not only will this allow players to keep a forward momentum rather than backtracking, it will also encourage defensive roles to keep enemy balls away.

2 Balls are better than 1

We decided this mode needed more chaos and less players crammed into the same exact spot. Keeping track of loose balls and sneaky tactics is now a thing, so players stay vigilant!

Loose Balls

Only captured balls with carriers are able to float gently in the breeze. loose balls just kinda roll around which allows for more emergent opportunities to punt, shoot and redirect the ball to glory.

Shoot the balls

Shooting loose and carried balls will affect both differently depending on the weapon used. This was a thing in ye-old hoverbrawl, though tbh we kinda broke a bunch of that with our campaign update. Now, not only do they all actually work; we also tuned those effects tightly and added a unique wrinkle to our most underused weapon.

Scoring

Carrying the ball into the enemy’s factory will net your team the traditional 5 points. Loose balls can be blasted into an enemy’s factory at range, which will award all teams 3 points except the team who’s factory just exploded to bits.

And much more!

Check out our previous announcement to read up on all the other exciting improvements coming along with this release. In fact here's a handy dandy link that will take you right there

In Conclusion

So there ya have it. Lots of very deep changes to hoverbrawl, out now with this latest content update. We’ve been playing around with this mode for well over a month now internally, and honestly it’s some of the most fun we’ve had with the game in a long time. We keep discovering new tactics, wrinkles, possibilities, loadout cheats, counters, the list goes on. We’re stoked to finally be releasing it to all you excellent folks, and we look forward to seeing where you take it.
Vox Machinae - aphex_guy
We've Finally Arrived at V1.0

Well, we’re finally out of early access and can now truly be called a V1.0 product on Steam’s storefront. Even though our campaign update was released well over a month ago, we took our time pushing the button for several reasons: We wanted to include trading cards as well as releasing several patch updates that helped iron out some of the rougher edges. So here it is, out there for all to bask in its final glory.

What’s Coming Next?

Though the game has finally received its stamp of v1.0 finality, we’re really only just getting started with our post-release roadmap. Our first content update is coming soon, and here’s just a few sneak peak highlights of what to expect when that drops:


HoverBrawl 2.0
- Think of this as a brand new take on the concept; featuring completely redesigned gameplay mechanics driven by a renewed focus on making it the most fun mode of the game. Teams will now be able to tether to the ball and become carriers, hauling it with them to destroy rival factories with its payload.
Robo Avatars
- No longer confined to the shackles of a human body, skilled players who’ve completed either the campaign or several key components of Multiplayer will be granted the joys of embodying the robo lifestyle. Bragging rights - > guaranteed.
New A.I Buddy
- A familiar face from the campaign is coming over to Multiplayer. Those who’ve completed the campaign will get to experience the new boss in town, complete with its own unique dialogue for all things multiplayer. What’s more, all contextual dialog from your assistants has been expanded with new dialog variety.
Quality-of-Life Extras
- Small but handy updates and fixes litter all the best corners of this content update, as per usual of a quality VOX release. Of particular note, intermission shortcuts have been added to further streamline gameplay flow for those folks looking to get into the next bit of action quickly without sacrificing storyline.

… And after that?

Woah there, slow down, partner! We can’t just go spilling the proverbial beans all over the counter like some cheap… beans. We got a lot of new and interesting stuff coming to VOX as we continue to expand and improve the game well beyond its V1.0 badging, now’s just not the time to get into that. We’ll be working to improve communicating new and interesting changes more transparently going forward, so all you wonderful people can start to appreciate a more consistent stream of info from us.
Vox Machinae - aphex_guy
  • Added Instructions on how to exit a seat for the first time a player sits.
  • It is now possible to skip to the next Mission when in an intermission from the in-game menu.
  • Default Smooth turning speed increased from Slowest to Medium. For in ship movement
  • Remapping you aim settings no longer makes it not possible to turn in the ship
  • Movement Input blocked while operating the floating menu in the ship
  • The stampcard in "Clocking Out" is held less weird by the player.
  • Fixed Issue where Neberu would be holding her hand out for the stampcard early after bringing the watch to Hans.
  • Fixed a issue in "Bump in the Night" where interacting with a vent while a character was speaking could block progression
  • Characters Lipsync correctly for words with 's in them
  • Fixed floating rocks appearing in the hole of some launch tunnels in campaign missions
  • Removed many floating rocks from the final tunnel in "Dissolution"
  • Fixed AI Controlled grinders in hoverbrawl being unable to move after respawning in hoverbrawl
  • Fixed some lighting issues with the voxyball in Hoverbrawl
  • Fixed an issue where a grinders arm would get stuck in a specific rotation after getting damaged
  • Fixed an issue where your grinder in the hangar would display as missing all limbs despite not losing all limbs.
  • Added support for L-VPC Throttle MT-50CM3
...

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