Hello Ectypes!
Daniel here, Creative Director on Void Crew. Today, I'd like to give you another peek behind the curtains, and share some thoughts on new things coming to Void Crew. First of all, I can start by revealing that there will be some bigger news coming your way in the near future, but for now you'll have to live with my ramblings!Ever-evolving game ... and learnings
As our friendly neighborhood game devs - Ghost Ship - wrote some time ago, an Early Access game (like Void Crew) is a constantly evolving beast (well, not in those words, but you know ...). We'll gladly piggy back on their wisdom: Not every feature of the game is made at once. Interestingly, this makes it both harder (predicting players wishes and the future in general), and easier (able to adapt to feedback as we move forward). Some changes make the game easier for players, others, more difficult. One thing we have learned is that it becomes very easy to focus on new things, always trying to listen and move forward. In doing so, we also left some systems not as finished/polished as we'd like. Being a small team doesn't help this either. As we zero in rounding off the base-experience of the game, you'll see us showing off more sneak peeks with an emphasis on finalizing existing systems: things that haven't really grown to their full potential, or just plainly are clearly incomplete ... for example our Perk Tree which has "not implemented" perks scattered throughout. We like the Perk Tree as a rank-up incentive - so we're sprucing it up with new Class Ability boosts and Superior variants!





