News Liste Voidtrain

Journey to 1.0 - Early Access Recap
Voidtrain
1 Tag 14:02 Community Announcements
[p][img src="https://clan.akamai.steamstatic.com/images/35856769/60d7a911930d53d9aec36715340bac7c231067b4.png"][/img][/p][p]Hello, Engineers![/p][p]It’s been over two years since Voidtrain launched on Steam. Not long ago, we announced the full release — if you missed it, version 1.0 arrives on November 7 this year. It’s been a long journey, and much like in the game itself, it was filled with both breathtaking moments and challenges we’ve faced together with you. We can’t say it enough: none of this would have happened without your support, feedback, and most importantly, your attention to the game. Thank you![/p][p]Now it’s time to look back at our road through Early Access and highlight some (though far from all) of the major additions, changes, and improvements that shaped the game.[/p]

Storyline

[p][img src="https://clan.akamai.steamstatic.com/images/35856769/dbb4ec0d032438edb3746cb793dcb8eac336262a.gif"][/img][/p][p]The story that began almost by accident will finally bring you the long-awaited answers. With the 1.0 release comes the third and final chapter.[/p][p]You’ll finally meet the Scientist, whose journals have revealed much about himself and this mysterious world... and confront the truth behind everything that has happened and your purpose in it.[/p][p]Prepare for an emotional finale to a three-chapter story — blends curiosity and humor with events rich in meaning and emotion.[/p][p][/p]

Overall Balance and Resources

[p]The number of changes and improvements aimed at refining the game’s overall balance and resource economy easily goes into the dozens. It’s safe to say that if you played Voidtrain a long time ago, even your first few hours will feel significantly different now.[/p][p]Cycle length has been adjusted to better match player progression through the story and how actively the train is being developed. In most cases (about 90% of the game), the story and train progression are not directly tied to each other, giving you the freedom to choose your own playstyle. You don’t have to rush resource gathering or train upgrades if you prefer a more relaxed experience focused on the narrative. But if you’d rather sweep every location clean and push your technological progress as fast as possible — you’re welcome to do so.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35856769/1222356e2f3e1e50df2a4d306e0fbf8fc3c0ae1d.gif"][/img][/p][p]Previously, the early game featured a number of “empty” cycles that unnecessarily stretched out the start — those are now gone. Story events are now distributed throughout progression in a way that maintains a steady balance between gameplay flow and narrative development.[/p][p]Various activities and events — abandoned trains, depots, outposts, and more — now provide not only larger quantities of loot but also higher-quality rewards appropriate to your current stage in the game.[/p][p]As you progress, you’ll also encounter alternative ways to gather resources, such as resource clusters in the Void or specific destructible locations that yield a significant amount of materials at once. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35856769/5f21c7af54df3949c2486cf8d45a25d03b090db6.gif"][/img][/p][p]A great example is acid, something many players might remember from the early release. Back then, it was available only in arenas. Now it can be found in multiple places: outposts, arena rewards, corruption zones from Chapter II, and vending machines.[/p][p]Speaking of resources, let’s talk about how they’re collected. Automation deserves its own section later, but for now — the grappling hook has received major upgrades. Its behavior has been reworked to make collecting items smoother both when stationary and while moving at high speed through the Void. You’ll still need to aim carefully at full throttle, but it’s much more forgiving now.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35856769/3cf3dc9e12d5da5e03dfa5258892a39a69a06e1a.gif"][/img][/p][p]The hook also has a full upgrade tree, making it highly efficient even before full automation becomes available:[/p]
  • [p]Magnetic pull with multiple upgrade tiers that attract nearby items.[/p][/*]
  • [p]Ability to pull heavy objects (like coal chunks).[/p][/*]
  • [p]Ability to destroy resource clusters directly.[/p][/*]
[p][/p]

Automation

[p]Without diving too deep into spoilers (and to keep some surprises for those who haven’t seen all the updates) let’s briefly go over the main systems that can now be gradually automated throughout the game. From your first minutes on the trolley to the late-game Tesla Era, automation becomes an integral part of your journey.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35856769/42e5f1065181149675b8d634b7838424b7447226.gif"][/img][/p]
  • [p]Loot collection automation: Lootcatchers, whose number expands depending on technologies and engine type; Collector’s Stations.[/p][/*]
  • [p]Water collection automation via Condensers.[/p][/*]
  • [p]Train defense automation through turrets operated by Rofleemo.[/p][/*]
  • [p]Automatic access to train resources from any workbench type (by assigning a happy enough Rofleemo to it).[/p][/*]
  • [p]Automatic train cleaning.[/p][/*]
  • [p]Farming automation.[/p][/*]
  • [p]Rofleemo care automation.[/p][/*]
  • [p]Feeding automation: The Canteen needs occasional restocking, but even if you forget, Rofleemo will help themselves to food and water from storage boxes.[/p][/*]
  • [p]Power automation: The final step of resource and fuel management — conversion to Tesla-powered energy systems.[/p][/*]
[p][img src="https://clan.akamai.steamstatic.com/images/35856769/b17cb78a3ccbc9fdd9218b5b9cb4e9f24aa5e0a6.jpg"][/img][/p][p]Honestly, we might even be forgetting something, but one thing is certain: life on board has become much more comfortable. We’ve addressed nearly every piece of feedback related to automation, and the results speak for themselves.[/p][p][/p]

Inventory and Container Management

[p]Capacity, capacity, and more capacity. Throughout Early Access, we received a lot of feedback criticizing this aspect of the game, and we believe we’ve addressed it in nearly every possible way.[/p][p]From the very start of a new game, when loading an existing save, or even mid-session, you can open World Settings (more on that later) and adjust the Stack Size from 10 up to 50.[/p][p]Base container capacity has been increased, and you can expand it further by researching technologies. Version 1.0 introduces four container tiers as well as the final backpack, which unlocks all available inventory slots.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35856769/6495dacbaedac8f684500173e63a975f05452e46.jpg"][/img][/p][p]Containers and inventory now feature quick sort, transfer all, and transfer matching items buttons. Even better, quick transfers no longer require opening each container. Simply look at it and press the corresponding key.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35856769/13dde6d47b0aae963bedd6a3983a7e1ff74fc455.gif"][/img][/p][p][/p]

Combat and Weapon System

[p]We spent a long time figuring out how to strike the right balance between satisfying combat feel and the development time we could realistically dedicate to it, since combat, while important, was never meant to be the game’s main focus. By the end of Early Access — and especially for the full release —we believe we’ve found that balance.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35856769/0a58d69cd6dfd97aef3eda5ee44693cf13b7c9a3.gif"][/img][/p][p]Weapon impact has become stronger and more tactile thanks to improved sound and visual effects, mod and build variations that affect shooting behavior, and enhanced enemy reactions. Projectile speed has been significantly increased, and original weapon sights have been replaced with updated, more comfortable ones.[/p][p]Weapon crafting has also become much clearer. When hovering over modules on the Weapon Workbench, you can now immediately see which parameters and effects will change — as well as the weapon’s final total damage.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35856769/6b516fcdbf1f482b13f0566a0cf5c4bbf5fa44ac.gif"][/img][/p][p]Excess modules that used to pile up in containers can now be dismantled in the Recycler, yielding a small amount of materials.[/p][p]Repairs no longer reduce a weapon’s maximum durability — you can always restore it to 100%, though the repair cost gradually increases each time. This means your favorite weapon can stay with you right up to the end of your journey.[/p][p][/p]

World Settings

[p][img src="https://clan.akamai.steamstatic.com/images/35856769/1a0a8cf00a7550c1edaf823c5a38b8ecf70213e6.gif"][/img][/p][p]Something feels off — too easy, or maybe not challenging enough? That’s exactly what World Settings are for. You can now fine-tune a wide range of gameplay parameters at any stage: when starting a new game, loading an existing save, or even right in the middle of gameplay through the in-game menu.[/p][p][/p]

GUI / UX / HUD

[p]We won’t go over every single improvement made in this area over the years — it would be hard to find a part of the game that hasn’t been refined in some way. Instead, let’s focus on the most frequently mentioned topics in your feedback: crafting flow, controller support, and general usability.[/p][p]The crafting menus have been completely redesigned since the 2023 Steam launch, and the number of crafting steps has been significantly reduced.[/p][p]Full controller support (Xbox layout) is now implemented.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35856769/8870b1f4fde3d101bf63b24552da08c53546880f.gif"][/img][/p][p]We’ve also added tons of quality-of-life features: from pinning recipes directly from the workbench, the building book, or the depot construction menu, to one-click resource inputs, and collecting items straight from the crafting menu just like you would physically pick them up from a workbench.[/p]


Your Own Train

[p]From a humble trolley to a full-fledged Tesla Train, the 1.0 release features several distinct eras of train evolution, each bringing not only visual upgrades but also meaningful gameplay improvements — both local and global.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35856769/39d750788dc7f0b3c6b5011ce91781695e4498fb.gif"][/img][/p][p]But your train isn’t just a mobile base packed with functional modules — it’s also your home, ready to be shaped entirely to your taste and style.[/p][p]The full version includes several decoration themes, featuring unique wall sets, cabins, and dozens of interior decor items for each theme:[/p]
  • [p]Standard[/p][/*]
  • [p]Raider[/p][/*]
  • [p]Luxury[/p][/*]
  • [p]Ship[/p][/*]
  • [p]Viking[/p][/*]
  • [p]Royal[/p][/*]
  • [p]Asian[/p][/*]
[p]A dedicated paint system lets you personalize your chosen theme even further and customize individual wall layers and color combinations to create your perfect look.[/p][p]Finally, there are three ram levels, serving both a practical and aesthetic purpose: they can smash through obstacles on outposts and make your train look just a bit more intimidating.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35856769/6984b032e4382422cedc29cb08b9033604a0cb41.gif"][/img][/p][p][/p]

Other, But No Less Important

  • [p]Technology rework: the entire tech tree has been reworked — not just in structure (split into Core, QoL, and Decor branches), but also in balance and progression. Previously, specific resources were required to unlock technologies; now it’s a Research Point system, allowing you to invest nearly any resources you gather.[/p][/*]
  • [p]Text chat for easier communication in co-op sessions.[/p][/*]
  • [p]New Void biomes.[/p][/*]
  • [p]Variety in depot generation.[/p][/*]
  • [p]Multiple outpost tiers.[/p][/*]
  • [p]Extensive enemy AI improvements, along with tuning options available in World Settings.[/p][/*]
  • [p]Complete visual update for player character models and their customization options.[/p][/*]
  • [p]“Boat Dance” mini-game (based on backgammon rules).[/p][/*]
  • [p]Void Shark mutation system — featuring unique abilities and improved behavior overall.[/p][/*]
  • [p]New Void creature — Electric Jellyfish.[/p][/*]
  • [p]Full overhaul of the Rofleemo NPC systems and their perks.[/p][/*]
  • [p]Significant optimization across all stages of the game for better performance on a wide range of systems.[/p][/*]
  • [p]Reworked Void Whale: new model, improved behavior, and a unique event encounter along the way.[/p][/*]
  • [p]Achievements.[/p][/*]
  • [p]Depot construction improvements: move wagons, relocate the engine instead of rebuilding it, and rearrange levers freely.[/p][/*]
  • [p]Hundreds of bug fixes and quality improvements.[/p][/*]
[p][/p]
[p][/p][p]These are just some of the key highlights — you’ll be able to experience the full version yourself on November 7.[/p][p]Current Voidtrain owners will be able to continue from their existing saves or start fresh to fully enjoy everything that has changed and improved.[/p][p]For those considering joining the ranks of Engineers and embarking on an interdimensional adventure — a 35% launch discount will be available on release day![/p][p]Post-launch, we’ll continue to provide support and hotfixes as needed. We also have some post-release content plans in the works, but more on that after release.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35856769/cf217960c46c7b45a110885d9e93de28447e050b.png"][/img][/p]
Logo for Voidtrain
Release:09.05.2023 Genre: Action-Adventure Entwickler: HypeTrain Digital Vertrieb: HypeTrain Digital Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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Aktuelle Steam News
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Journey to 1.0 - Early Access Recap
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Hotfix #4
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