Did we mention Void Crew 1.0 is finally here? Well it is! You are not dreaming! After months (years) of work, polish, optimization, designs, feedback and more we finally have 1.0 hit the shelves ... so to speak!
Though we have covered a lot of the topics of the new stuff of 1.0 in previous articles, this article covers it ALL ... I can't even tell you how long we spent writing the changelist (even if most of it is automated).
Gameplay video - Walkthrough main Void Crew features
Let's get started with gameplay video - Narrated and Devs playing co-op:
--- 1.0 Changelist ---
We've covered some of the cool stuff we've added in two previous articles, Part 1 and Part 2, but here's the FULL list.
New content
TWO NEW OBJECTIVES
This update sees TWO new objectives added to the already large pool of objectives: INFESTATION and DESECRATION. Where one tests your team's coordination and speed, the latter leaves you exposed while you decide what upgrade to grab for your ship!
ENHANCED FABRICATOR
The Fabricator has received a major overhaul, introducing two new functionalities: Fabricator Upgrading (leading to faster operation, automation and access to more stuff!), and Blueprints created by recycling items.
NEW ENEMIES
The fiery Vigilance system sees a new HOLLOW Firemorph, spewing homing missiles which erupt into heat fields. The electromagnetic Bravery system gets the HOLLOW Electromorph, draining ship power from Ectype ships who get too close.
NEW ITEMS
Ship Loadouts now come with a Blessed Homunculus, which carries with it new abilities suited for each Loadout. This fortunately makes more room for Relics, some of which have been turned into Scaling Relics, boosting their effect based on some condition (F.x. weapon fire-rate boost based on amount of active defects on ship). And as icing on the cake, collectors and bosses can now drop the mysterious Nano Copy Matrix.
PERKS
The Perk Tree has been revamped, new perks introduced, and changes made to incorporate all the great feedback ... and yes, includes the completion of the Perk Selection Loadouts. In addition, we've added the Superior version of all the class abilities, along with a perk to improve it even further!
NEW CHALLENGES
Achievements which not only unlocks achievements on Steam, but also grants unique one-time cosmetic rewards in-game, allowing you to show off your achievements in style. Daily and weekly challenges offer Ectypes a recurring chance at some high rarity rewards. The galaxy map now features Loadout Challenges with promise of additional rewards.
COSMETICS
A new Kensei samurai-inspired Cosmetic set can now be found in various cosmetic loot crates. In addition we wanted to show our deepest appreciation to our community, so BETA testers are gaining a Unique BETA-tester projection, and Early Access players getting Crashguard Visor Helmet, Color-override Pattern Crashtype and two exclusive Projections. <3
Edit: The article erroneously referred to a centurion set being made available to EA players. We apologize deeply - This was wrong: All players can get the "Decimation" armor pieces from the Gift of Victory for defeating bosses. Early Access players get the Crashguard Visor Helmet, Color-override Pattern Crashtype and two exclusive Projections. The above text has been adjusted.
Community Requests
Item swapping - picking up an item while already carrying an item will swap them
B.R.A.I.N. Auto Mechanic, to help maintain a part of the ship (especially for those Solo Ectypes!)
"Founder's Pack" supporter DLC now available!
Lootbox Exchange added to Personal Loadout Terminal - merge Gifts of METEM for a better Gift
Added "Lone Sentry" loadout to the Destroyer
Rewards (XP & Lootboxes) are now given to players during the mission, so even quitting/crashing will still make you keep your rewards
Added player role indicator in player hud
Skip to loot box opening
Turned off headbobbing now also disables camera zooming in and out when walking around
Last used loadout gets saved between session
Roles of players in the room are now visible in matchmaking terminal
All objectives now reward a common lootbox
Prism Matriarch summoned enemies scales with number of players
Balancing and Tweaks
Huge performance improvements in all aspects of the game, in particular in longer play sessions
Jetpacks and Trails are now customizable cosmetics
Sarcograph areas in Destroyer revamped
Helm updated with more visual doodads and a new "helming" pose
New voice acted dialogue by human professional voice actor, for all non-Homunculus characters (METEM Command, Ectype Pilots, Hub Newscaster).
New voice for Homunculus, authentic text-to-speech, created by human professional voice actor, as base for cloning in-game AI voice (we call it ethical AI: Consent/Credit/Compensation. Voice actor paid per word generated)
New in-game custom Cursor
New fullscreen HUD VFX for fire and electrical damage
New UI and SFX for objective completion
Improved Awakening UX and flow
Airlock panel reworked
Multiple Relics reworked/rebalanced
New Main Menu visuals
Improved Void Jump flow UI
New objective UI
New UI in Galaxy Map
Jetpack rack now only shows current player’s jetpack and only if the player does not have a jetpack equipped
Private lobbies are now shown in the matchmaking terminal
Improved UX for powering on space base objectives
Pilot 1st and 3rd person now have the same HUD
Added non-coop Download base for solo play
Added condition to make coop base only appear in multiplayer sessions
Objective UI is now hidden when interacting with terminals
Tweaks to Astral Map UI
Tweaks to context info UI
Multiple tweaks to text sizes in different parts of UI
Longer quick-warnings
Spacecraft markers are now hidden unless you’re seated or flying with jetpack
Added dynamic text sizing to subtitles and related style change
Ship Power can't go below 1, and negative power debuffs are shown in the Power Bar as a red negative
Major hull breach icon tweaked
Context info for weapon mods will now be shown in Fabricator and in Astral map
Urgency Markers for breakers tweaked
Added Void Drive charge progress info in Frigate engine room
When ship is unpowered, module power button interaction info says “unpowered” instead of “power on”
Empowered Weapon ability VFX now appears on the weapon when ability is active
Added HUB gate opening SFX
Made it more obvious when wayfinder is offline in 3rd person pilot view
Added Clear Target Locks keybind to helm
Added objective markers to all unscanned containers in Salvage
Items can now get pinged even if they are too far away to show a context info
If the UI had been hidden by holding H, it is reenabled after you enter and leave the escape menu
HOLLOW faction enemies should now have purple death explosion
Balanced rarities of some cosmetics
Enemies now have a slight emission to help visibility in darkness
Emotes animations improved
Tweaked projection sizes to fit better on tiny visor helmets
Added emissive parts to most armour cosmetics
The Raid Objective difficulty scales with number of players
Added 2 and 3 Power Cell sockets to Recuser Mark II and III
Weapon accuracy revamped
Increased Scoop Mark III range to 300
Moved Broadside loadouts to Starboard side
Rebalanced Reclaimer arrival times for Normal, Hard and Insane objective difficulties
HOLLOW Morph hitpoints rebalanced
Salvage containers are now less rewarding
Updated GDPR
Updated game credits
Tweaked Gravity Scoops, including pickup range
Ambush patrols rebalanced
Salvage starting enemies are now two summoners and a medium fighter swarm
Increased aggro range of HOLLOW Summoners
SETTINGS: Added Room settings to escape menu
SETTINGS: Player cloud ID can now be accessed via main menu
SETTINGS: "Voice" fader got renamed to "Mission Speech"
SETTINGS: Added new fader to control Voice Emotes volume - "Player Emotes"
SETTINGS: Turning down "Mission Speech", "Player Emotes" or "Voice Chat Volume" will now properly turn down the corresponding reverb
SETTINGS: New popup when changing language in game
Hello, our dear player! Um, do you remember when we recently talked about that our new game Yoshima: Hentai Simulator has its own page? If not, check out the link 😏
Alright, we continue for those of you who remember it. We decided to introduce you a little closer to the new game today, so meet it - the first devlog! Let's tell you some about what we're doing and what's going on 🔥
Just in case, we're playing as a guy with a great fortune. We find the perfect apartment, with the bonus of a cute roommate Yoshima. You can either become someone special to her or stay in the friendzone. On top of that, don't forget to work out, clean, and work! Kinda like in real life, but here we still have H-scenes 😈
The artists are working hard to create content. We've redrawn Yoshima's room and added some cute elements, along with a few changes of perspective compared to the original idea!
Our sounds guys are writing background music, making voiceovers for scenes and interfaces. In general, we do everything to give you a sense of atmosphere. So that you can imagine that you're sitting on Yoshima's bed right now, and you're having a quiet conversation... And then...
Ugh... By the way, coders are building the game already. Upgraded interfaces, animations, sprites and more. We're accelerating a bit in development because we will release the first demo soon!
So stay tuned, add the game to your wishlists to be the first to take a look at life with a cute neighbor. We'll tell you what and when soon 💞
As the festive season and our first anniversary approaches, we’d like to express our sincere thanks for the unwavering support you continue to show us!
To show our appreciation, we’re excited to announce another Card Contest! This time, it’s your chance to design a card from scratch! From its artwork to its tooltip!
From today until the 5th of January, submit an original Card Design to our official Discord for a chance to win the following prizes:
First Prize:
win a $100 Steam Card!
have your design implemented in-game!
have your name in the game’s credits!
plus another surprise!
Runner-up Prize:
Two runner-ups will receive a $50 Steam Card each!
Card Template: The card must be submitted using the provided card template, which can be downloaded HERE.
Text Format: Submissions should follow this format: CARD NAME [Minion/Spell/Trap/Blitz Burst] [Rarity] (COST/POWER/HEALTH): CARD ABILITY.
Tokens: If your card generates tokens, please submit them in the same format.
Art Requirement: Original art must be submitted alongside the card concept in any digital format, and Tako Boy will adapt the winning entry to pixel art. AI generated art is NOT allowed. It must be SFW. While the card will not be judged on its artwork, including art helps convey the card's flavor and theme.
Optional Archetype: You may specify an archetype that best fits your card, such as Death, Pirates, Frost, Katana, Golems, Thief, etc.
Optional Flavor Text: Feel free to include flavor text and additional description to integrate your card into the Cross Blitz world.
Entry Limit: Participants may submit multiple entries, but only one entry per participant will be considered for the final selection.
Card Design
Keywords: Participants are encouraged to use existing keywords rather than creating new ones.
Balance: Cards should be well-balanced in cost, effect, power, and health. The winning card may be rebalanced if necessary before implementation.
Copyright: Submissions must not include characters, items, or concepts from other media.
Flavor and Lore: The card should seamlessly fit within the Cross Blitz universe, with a name, art concept, and flavor text that aligns with the game’s tone. Art concepts can be rough but should convey the intended theme.
Judging Criteria
Creativity and Innovation: The originality and uniqueness of the card.
Balance: How well the card’s power level integrates with the existing game meta (based
on Tusk Tales). Flavor and Lore: How effectively the card fits into the world of Cross Blitz.
Winner: The winner will be directly selected by the Tako Boy team.
NOTE: The card will not be judged based on artwork.
Winners will be announced in the second week of January. Have fun, Blitzers!
- The Cross Blitz Team
Make sure to follow us to be regularly updated with 100% valuable Cross Blitz content by following us on our socials!
Added translation for the day counter that appears when you sleep.
Added translations for GIF loading and preview information.
A bit of code and file tidy-up.
Bug Fixes
Fixed game-breaking shader compilation issues on Linux. Apologies to the penguins!
Fixed duplicate "Open hatches with [LMB]" objective appearing twice in the list (instead of the "Reach the airlock" objective).
Fixed overflowing save/load block text on certain languages.
Fixed failing to automatically detect and switch to Chinese when selected in Steam.
Fixed HUD "FLASHLIGHT" and "OVERWEIGHT" indicators overflowing on certain languages.
Note that due to build pipeline issues (note the build number difference between these patches), this patch is not available on MacOS. I need to do a significant overhaul of my deployment systems it seems.
Unsung Empires: The Cholas II Legacy of Rajendra Chola - tapasya
Hey everyone. We’ve been showered with so much love on our gameplay first look. It’s been such a surreal experience hearing all the positive feedback.
First, we're grateful for the incredible response to the cultural representation. The care we've taken to create an authentic world has resonated with you, and that means everything to us.
Our visual design and environmental storytelling have also struck a chord. The rich, immersive world we're building is something we're truly proud of. People are loving native feel the game has.
But we've also heard your constructive criticism – and we're taking it seriously.
Our animation team is completely reworking character and NPC movements to make them more fluid and natural. We know the current animations felt stiff, and we're committed to bringing more life and personality to every character.
We're bringing in new voice talent and investing heavily in the face capture pipeline to address lip-sync so dialogue feels genuine and emotionally authentic.
Our combat mechanics are getting a complete overhaul. We're focusing on making interactions more dynamic, responsive, and truly satisfying.
This isn't just about fixing things – it's about creating the game we've all dreamed of. Your feedback isn't just heard; it's our roadmap.
We can't wait to show you what we're building.
Wishlist our game here on Steam and be among the first to join the epic journey of Rajendra Chola
We are soooo excited for Void Crew 1.0 just launched. Come watch us today 09:00 PST | 17:00 UTC | 18:00 CET !
We can't show it all (...too much new stuff) but will be playing through exciting 1.0, that includes:
New challenges: 2 new Objectives (Infestation and Desecration)
Enhanced Fabricator (Fabricator upgrade and Blueprints)
New carryables (Scaling relics, Blessed Homunculus and Nano Copy Matrix)
New challenges: Loadout challenges
Exciting Bosses
...and more...
Session is joined by: - Laurids Binderup (Partner, Lead Game Designer) - Javier Casado de Amezúa (Partner, Game Engineer) - Kristoffer Nissen (Senior 3D Artist)
We’re thrilled to announce that the release date for the next big update of Fisherman’s Island will be officially revealed on November 29, 2024!
This special date marks the 1st anniversary of our Steam launch, and we couldn’t think of a better way to celebrate this milestone with you. Stay tuned for more surprises as we approach this exciting day!
Thank you for your incredible support and for being part of this journey. Let’s set sail together into the future of Fisherman’s Island!
Hello, it has already been two months since the release of How We Die.
We are conducting a survey to gather feedback on the game’s update direction and the game pack feature. Participants will be entered into a draw to win a $10 Steam Gift Card, so we highly encourage you to take part.
The survey will be open until December 13, 2024, and the winners will be announced on December 14, 2024 (KST).