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"Voices Of The Void" Alpha

Gather unknown signals from deep, silent space · By mrdrnose

Voices of the Void 0.8.2 feedback Locked

A topic by mrdrnose created Jan 20, 2025 Views: 103,887 Replies: 606
This topic was locked by mrdrnose Mar 31, 2026
Viewing posts 141 to 160 of 258 · Next page · Previous page · First page · Last page
(+1)

I really love the pre-alpha! it’s been such a long time since I’ve played the game, and I never actually paid tat much attention to it before, which I do for a lot of games, I always sleep on an awesome game but then I find it again and get so addicted to it lol

I like the new game but I don’t really like the new models for some things, like the signal computers, and the new computer with the CRT monitor, so an option to use old models would be a very cool thing, but I can imagine how it could impact performance or anything, but if it won’t then please make it a thing. the new root base is kinda meh too, but I guess there’s not much you can do about tat, I’ll just have to get used to it, but I do like some aspects of it!

tat’s all tbh, I only don’t like some of the new models and textures, but tat kind of stuff hasn’t ever bothered me tat much, it’s not tat big of a change, lol

(+2)

It would be nice if the paper sheet templates asked for confirmation before overwriting the page's contents, failed a daily task once because I accidentally clicked the report template button instead of the tear off button and didn't have enough time left to redo the report.

(+7)

You don't have to run around the dishes and request hash codes again. Just go to the server room at the base and look at all the codes on the console

Oh, right. The console text is global.

(+1)

The lights in the transformer buildings should turn off when the respective transformer goes down, similarly to how TR_3's lights are off.

(3 edits) (+4)

I was thinking, What if you add the option to buy pillows?

You could have a few sizes, some small square ones for like couches, some normal sized ones to replace the bed pillow, and maybe even a body pillow, they could work similar to the rugs, where there are a few pre-designed ones, and then a custom one for people to upload their own textures.

And as an incentive to buy one for a purpose other then decoration, you could make it so sleeping near one increases the sleep regen rate, does not have to be anything crazy, like 1% or 2%, enough to give you a reason to buy one, but not enough to make them overpowered.

(+3)(-1)

I like where you're going with this; give Dr. Kel a body pillow. Make it behave sort of like custom posters!

Deleted 1 year ago
(+1)

this game fun as hell but my laptop is struggling to run this game at times, but still fun game :D

It'd be cool if the map got a little bigger. Like open up the fence that is preventing people from going into the huge forest and add in some unique entities in that area or some cool stuff to find. I always find myself walking around out there when i've got nothing better to do. Lol 

u can explore behind the fence just not that much,but there are a few secrets there

(+1)

Yeah i know you can get out there and i know there are some easter eggs around but i mean like an actual map expansion.

I think they are working on it they already have different maps just not available

(+6)

It would be nice if dead batteries had a different name and didn't stack with regular batteries so you wouldn't have to take a battery out of the inventory to check if it was dead.

(+1)

I've noticed that the dead/low-charge batteries are the first ones taken out of the stack.
I do have to agree though, going to change the flashlight's dead battery only to swap it with another dead battery is kind of annoying.

(1 edit) (+4)

this might be too much but i have some suggestions (mostly for convenient stuff for me) and ran into some issues in my current save file


- i would appreciate if there was an easier way to switch between grabbing something and having it auto upright or grabbing and keeping the rotation - for stuff i wouldn't want to immediately fling around or just want to quickly moving it without having to rotate it the way i want it to again. maybe have it so by default it rotates upright and if you hold ALT it doesnt do it, then change the option to flip it (ALT uprights it)

- please please please add a "MOVE ALL" button for containers, even if it's as simple as holding shift then clicking moves all. it was a nightmare to get over 100 brownies out of my backpack because if you click too fast it doesnt work anymore

- not really an issue, more than it's just inconvenient, but having to fiddle the menu to get something out of Kerfur-O's hands instead of just getting the thing in front of you just makes me not use Take_object at all and just making a second or third trip to get the thing

- sometimes im adjusting some heavy furniture around and only need to nudge it a bit, but even the crouch speed is a bit too fast and it results in it getting flung around and in case of tables, everything on it also gets flung. a "precise movement" button that slows you down and/or makes moving stuff less jerky or "commital" would be really appreciated

- glue and some nailed objects don't stay in place if you load a save (like my couch that always moves a bit when loading, and most stuff disconnects if i move into it), probably not intentional. also glue isnt that intuitive and you really gotta work for it to work, because some stuff just REALLY don't want to stay in place for a second when you hold it. there's also this that happened literally right now as im writing this???????? it's not the first time something fell but it was the first one related to nails.

- if the game saves when you're at 0 HP and about to go back to the menu, you're completely softlocked unless you either edit the file itself or completely wipe your inventory and thats no bueno (happened to me twice, one was an autosave, the other was that i died the second that i was about to save)

- PLEASE add an option to remove Kerfur-O's collision with props, i always have to make him idle in the middle of the pc room or outside the garage so that he doesnt throw all my shit out and ruin my carefully constructed living room space or BLOW UP MY ATV WHEN GETTING DOWN LIKE HE HAS DONE TWICE ALREADY

- speaking of Kerfur-O, Fix_transformer is not that useful since it needs the transformer to be down for it to work and thats a bit ass (i guess it makes so you don't stay inside all the time??? i guess???). probably should make it so you can use it seeks any transformer below 50 or 30 power but idk

- i think an option to choose between "Autosave every X real life minutes", "Autosave every X in-game hours" or "Autosave every day at X time" would be good, or at the very least the second one.

- also an "Autosave before events" for story mode would be insane (the game would go viral). for the people that arent like me and don't look at the wiki for when events happen so they dont get too scared and so they can save right before..........

- maxwell, argemwell, etc. music after they're found is too faint, even at max music volume and being right next to them

- sticky bombs should probably be able to be defused and not remain active even when it's in your inventory. i triggered one by accident a couple days ago and only today i dropped it also by accident and couldnt disable it or even throw it away. god bless the person that saves right before doing literally anything (me :3)

- (a bit of a stretch i think but) the gravity gun is probably too unstable when holding even small stuff (it keeps moving around a lot and its so ass for the big stuff) and you can't throw stuff that far away unless you spin the thing around (which i already can do without it). PLEASE make it shoot stuff further away or at least make it so you gotta supercharge it first (it's also a bit dissapointing that it's not permanent like cmon let me at least charge it on an outlet or something)

- the sticker pack for some reason always triggers one or two info bubbles with nothing in it when i pull it out

- it's REALLY confusing having the shortcut to equip the backpack being shift + right click, the one to open its inventory being just right click, then having the input to equip the crank flashlight being just right click while the one to recharge it being ALT + right click. just change the backpack equip to alt + right click pretty please

- you can hook yourself sometimes by throwing it down, killed me a couple times

- (unsure but if it's a bug you shouldnt fix this, if it's intentional this is really fucking cool) you can go into the labyrinth by getting up into the vending maching (emotional support safe not required)

- the base lights' electric-something-noise pisses me the fuck OFF because it's so faint that you only notice it sometimes when you go around the stairs, it sounds like there's a mosquito in my ear i hate it i hate i hate it LET ME DISABLE IT

- idk if it's a mod issue or base game because i can't find more to test it, but puffball mushrooms can't be crafted into seeds and if i throw it on the ground or close to a pot to spread the spores it makes a "invalid crop" or whatever its called, with a red sphere outline around it

- there's also one of these red sphere outlines around both of the ends of the hose

- why are the red table clock and the wall clock named "Clocks"? thats weird.. theyre both a single clock........

- can we get an actual use for wood scrap?

- le ruga is off el floor


i think thats it :3

(1 edit) (+1)(-1)

You can use the keybinds to move objects into storage. just holding the number next to the move or hold option will cause you to move them all very quickly. Same for all the other commands like grabbing things from kerfur and turning on the pc. That's why they have the numbers next to them. Also the "labyrinth" is just an out of bounds area. You are teleported there, or less likely some other place, whenever the game detects that you have clipped out of bounds, it just so happens that hopping on the vending machine can cause you to clip into the ceiling leading to the out of bounds teleportation.

(1 edit) (+2)(-1)

>"You can use the keybinds to move objects into storage"
my issue is specifically moving things OUT of storage, since you can't use the keybinds for that and have to click the thing each time

>"Same for all the other commands like grabbing things from kerfur and turning on the pc."
what are you talking about???? OF COURSE I KNOW THIS??? my issue with Kerfur-O holding items is that you can't directly grab the item itself back, you have to manage around and look at him, then go to Take_object and then you can hold it, which is less convenient than doing like you do with literally every other item in the game and just looking at it then pressing E

>"Also the "labyrinth" is just an out of bounds area [...]"
yes i know about the labyrinth, that's why i mentioned it by name. my "issue" is just commenting on the fact that you can access it very easily by climbing the vending machine. i did it to let the dev know about it and asking to leave it in the game IF it wasn't intentional since its so out of the way (and 1: the game saves right before you get sent there so it wouldn't break anything anyway and 2: its just a fun thing! like the triangle next to the mailbox to go under the base)

(1 edit)

You aren't softlocked if you save at 0 HP normally, as it sets you to like 0.001 health when you load in. You only get softlocked if something is actively killing you when you save at 0 HP, like radiation or bleed damage.

Maxwell's music being quiet after being found is intentional, because it could originally somewhat take away from the horror. Though, with the existence of The Funny Setting that unlocks similarly silly things that can also take away from the horror, it feels a bit obsolete now.

(1 edit) (+1)

if you take enough damage to get killed you will probably be bleeding right after it, which will probably kill you when you go back. im speaking on experience, but yes, technically if you aren't bleeding or dying of radiation i guess you could survive it???? the only thing is that when i went to edit the save file so i wasn't dead, my hp value was at 0

my only concern about this is if the game autosaves when you're already dead or if you're bleeding when you're about to die. the game 100% shouldn't be able to be autosaved if you're dead and your screen is red and shit. what's more discussible is: if you should be able to save while dead, if the game should (auto)save things that could kill you once loaded (like bleeding), and if there should be any external system that would fix specifically this problem (as in a failsafe or something that prevents you from spawning already dead, or even something you can do in the load menu to unstuck yourself, at least without wiping your inventory)

or you can just get fucked and go back 10 or so minutes worth of progress L bozo shoulda saved every step you took

(1 edit)

0.8.2c seems to have countered some of these death loops. Blood loss stops after reloading, and you now can't save while dead. Though, you can still get stuck in a death loop by saving before you die to something.

Unrelated to the post, but you mentioned glue alongside nails. How did you use it? or do you mean just that one sandbox version of it that I cant figure out.

(-1)

have it in your inventory and while grabbing (not holding) something next to a wall, press middle mouse button. its really janky and it has to be still for a second or two before you can actually glue it

(1 edit) (+1)

That isn't glue, that is just an individual feature that does not require it. It's just meant to help with nailing objects down/together that are off the ground by holding the object in place without player input, so it isn't meant to stay between reloads.

(-1)

huh.

(1 edit) (+5)

mate, i am utterly fucking shocked. this is...i think my first comment on itch. im usually a lurker, and the like, but i just HAD to say something. this game is fucking AWESOME. and it's SOMEHOW still in beta. there's been other games with full releases, and less polished/less content heavy. this is the first version i've played, and atmospherically, psychologically, and the lore, are all so damned crisp i can FEEL the crunch.

thank your team and thank yourself, cause voices of the void is genuinely my favorite game. even more so then oblivion, skyrim, and the like. im a MASSIVE sucker for indie horror, and it's been a WHILE since i've felt this hyped for a game. and its not even FULLY RELEASED. 

the only, the ONLY suggestion i have, is more modding support/toolkit. everyone who has commented seems to want rather simple, modded things. i feel that would REALLY add to its growth. (besides the custom content asset stuff) (i fucking LOVE this game)

(+1)(-1)

I'm not really liking sandbox (or at least access to the cheats in sandbox) being locked behind the story mode right now in the current game state. I'm someone who's really interested in the more tame parts of the game and want to save the story for later when I get the hang of the mechanics better. I am playing in infinite mode right now. I was trying to get the key card from the bunker and moved it accidentally. I didn't get an error notification that some people talked about online, but it was out of view in my main save file. Unfortunately, my game saved and I couldn't access a previous save. I would have really liked to just spawn in the item and moved on, but since I haven't unlocked it through story, I wasn't able to. This gave me about a full real life day worth of frustration on googling and figuring out how to get a key card to myself, which I ended up using the mailbox from a new save. It didn't feel worth it in the end and once I got the key card, I was just exhausted and closed the game for the day. Possibly in the future these cheat commands can be toggle and not hard locked behind achievements because not everyone wants to play the story right off the bat.

(2 edits) (+3)

I was also initially salty about it, too, but I soon came to see that sandbox has it's reasoning to be locked behind at least a certain point of the story. This is an atmospheric simulator horror game, and sandbox I feel gives far too much freedom to the player to just be unlocked right off the bat. 

There is a level of discovery in the game that I feel instantly having sandbox unlocked would potentially discredit. Normally by the time you unlock sandbox, you have likely experienced enough of the game and it's story content that you are "worthy" of having access to the ability to mess around with it. But if sandbox was instantly unlocked, rather than experiencing an discovering everything in the game naturally over time, a new player could just go through it all at once with cheats.

Additionally, sandbox doesn't let you move items outside of sandbox saves without exploits, so you wouldn't have been able to do anything with the spawned keycard anyway. Unrestricted cheat access outside of sandbox does exist as one of the Patreon supporter rewards.

(+3)

I think the sandbox is closed for the player's safety, so that he doesn't spoil anything interesting that can be found in the story mode.

(1 edit) (+1)

A few small suggestions, mostly related to autosave feature.

If possible - make it so that autosave counter resets after saving manually? Currently when it ticks every 10 minutes related to how much that would be of in-game time, and even if you recently saved manually, it can override that save within a minute automatically. So if you're screwing something up and think you're safe, you might potentially get screwed over by the game.

Also, due to existence of a Nightmare achievement - I think it would be nice, if possible, to enact Meta Paranoia on player whenever they decide to climb their dumb ass inside the cremator, so frying yourself wouldn't end up with being autosaved in the middle of sick burns, potentially ruining the save file.


Additionally, reset function on a game safe would probably require some additional work. I've noticed that it is quite possible to reset your save to the day of 25, by which Ariral Treehouse is supposed to be complete, but neither arirals nor treehouse would be there, although you'd still have all ariral reputation if you didn't reset literally everything (tho I don't think there is an option to reset reputation) and arirals will keep interacting with you according to their reputation with you (brownies trail event still occurs, but now you can't get the doll if you stand at "loyal" rep). I suspect its due to items being reset, but I believe it would be fair to include the additional story-related builds and props into reset states, as this situation basically removes the ability to interact with arirals for the rest of the run, unless you reset your days further to when treehouse is yet to be built (funnily enough, it didn't reset the deer corpse from deer signal, however).

(+1)(-1)

I've played to around day 18, this post contains spoilers for content up to that point.

I've started playing the game a week ago or so. v0.8.2 is the only version I've played. I made it to day 18, trying to only use information found in the game, but needing to use the wiki a few times. Overall I feel there are some parts of the game that could be hand-held a bit more to help smooth the beginning of the game, and some things that are simply too difficult for the player to understand on a first playthrough. I ended up dying in a frustrating way, and tried to figure out what happened via the wiki. I'm making this post to hopefully show how easy it is for a player to misunderstand the systems as they are presented.

My first mistake was not understanding I needed to calibrate. I get an email saying that's something I need to do, but I'm never told when/why. when I initially read the email, I assumed it would work like fixing the servers, or there would be *some* communication that a given server needed to be calibrated. I got to like day 9? just trying to get upgrades to meet the daily tasks.

I personally would like to see the `tips and hints -> slow signal downloading` be communicated via email if you fail to get enough signals.

I had a similar experience not knowing that you need to periodically visit the transformers before they ran out. This could be handled by giving an email early on saying "the last guy always forgot to reset transformer 2, you might want to go reset it soon to avoid a power outage :)".

these could also be handled by notes similar to the cooking/crafting, but I didn't find those nearly as easy to understand, and weren't as obviously important like emails.

Around this point I saw the `guides -> tips and tricks` on the wiki, which gave the idea of selling trash. I personally think it feels extremely cheesy to be filling trash bags and selling literal garbage to make money, but it also feels necessary. (granted I was playing catch up from not understanding the stuff I mentioned so far.) A lot of the trash/clutter is legitimately annoying to ignore, and it's a pretty big investment to start getting rid of it. It was/is very satisfying to tidy up the base, so I'm not upset that it's part of the game. But I would again, make it clear to the player that they should be selling trash via item boxes. (and don't hide the trash-bags imo.)

I think those are the main elements that I think would have been nice to have more explicit direction for.

__________________________________________________________________________________________________________________________________________________________________

on to "events". I think my first death was maybe day 5, (killed by an Insomniac, during "Meta Paranoia"). I was unable to sleep, which had happened a few times before, I hadn't ever seen any sort of cause/effect to these. I would usually just try to sleep again after ~30 seconds and it would work, or I would walk around the base a bit (never finding anything) and then go back to sleep.. This time, I was already low stamina, I try to sleep & get kicked out as usual. I can't sleep and eventually it kills me. Reloading the game and I just am able to sleep fine.

At this point, I'm pretty confused. (my current understanding is I just got very unlucky, but the game presented it as basically a scripted event.)

I would recommend something like a journal or note from the previous scientist saying "sometimes I get this weird feeling and can't sleep. I've found doing `X` helps". I still don't know what I'm supposed to do during those events, and what I've found on the wiki makes me think a lot of the events are just going to be missed. which feels like a big problem for the later stuff.

specifically, how I died today, (killed by a Slapper at the campsite). After my first death, I had found a few of the events related to arials; (ship signal, "Cringe Comp" signal, email spam, mannequins moving). Nothing tells me the arials and mannequins are related, I have no idea how the player is supposed to figure that out.

Anyways the events are:

  • anti-grav event, which kills the mannequins
  • I find the bullets in the garage, that were previously extremely well hidden
  • I find the old gun in one of the satellites
  • I find the camp being built, touch the locked chest or steal a lamp?
  • I hear the invisible slapper chasing me, and notice it.
  • I shoot the gun at it, which explodes, slapper chases me down until I die. (I don't know why it kept hitting me, probably because I shot it?)

From my perspective:

  •  a major event happens
  •  I am given a gun and ammo
  •  I have a first encounter with something new
  •  It kills me.

Looking up what killed me, I genuinely have no idea how a player could figure out these things naturally. You don't see them move the mannequins, food decays so why would shrimp disappearing be related?, they're so hard to spot and you already fall over from sleep/hunger stuff.

I'm frustrated as a player because discovering things in game is really fun, and the wiki spoils that; but very major aspects of the game seem impossible to figure out without the wiki. I don't have a good suggestion for how to better guide the player on what is going on with the arials, or what specific things they are doing; but it really took me out of it.

I don't think anyone is doing a bad job, I'm trying to offer the perspective of someone who is new to the game. I know it's hard to know what a new player experience might be if you're the one making the game.

Also, if anyone has advice on how I should proceed, I'm pretty stuck on if I want to try to play more without looking everything up.

(1 edit) (+2)

I feel like most of the smaller mysteries in the game are meant to just be a thing that the player discovers and thinks about on their own, with little to no handholding or direct messages telling them why.

An observant player can probably connect some of the dots. Their shrimp has begun randomly disappearing, and the camp they found in the forest also has empty shrimp packs in it, so they might connect the dots and think "Whoever lives here likes shrimp." After touching the box or stealing something, a player might notice the Slapper before they get hit, or they might not and simply be clueless as to what happened.

(1 edit) (+2)

I understand the game isn't supposed to be handholdy, and I think that's fine.

I suppose I only get frustrated when I actually die. I don't mind not understanding things, but when I get kicked back to the main menu and am loading a save, I am being directly punished. Punishing the player for something you don't want to dissuade is a mistake imo.

If my experience is the intended one, that's fine. But from my perspective it doesn't feel great, and the stuff with the gun feels misleading. (there were no shrimp packs fwiw, the only items there were the lamp, chest, and the "too hot to pick up" item.) (also, afaik there is only 1 shrimp pack in the game, so like it's a singular dot to try and connect) I did find the shrimp packs when reloading my save and looking again.

Like if I hadn't looked stuff up, I probably would assume the aliens are always hostile, and never try to interact/investigate with that part of the game again. This is the first direct encounter with aliens I've had, so I would probably assume all aliens are hostile, and that the game operates like any survival horror at this point.

The gun is intentionally meant to be misleading. It makes you think you have gotten a gun and ammo for it, but the gun just breaks and explodes if you try to fire it. The ammo box's item description even mockingly tells you to try and find a gun.

(+1)(-1)

I agree really hard with this, I just started playing the game and even after the tutorial I feel like I have no clue wtf I need to do to avoid dying. I only got to day two before the sun turned into a black square and an invisible skeleton killed me by ragdolling me into a corner. This game seems really really cool and I want to get into it but it's really hard to commit when I keep dying to shit that feels totally random.

(9 edits) (+2)(-1)

There isn't really that much you need to know about avoiding death in this game. You mainly really only need some basic survival instincts, like eating food so you don't starve to death, not jumping off cliffs, establishing what things are dangerous so you know to avoid them, etc. There is zero punishment for death other than being sent back to your last save, so you can spend as much time as you want learning what is or isn't dangerous and subsequently how to deal with it.

Though, I will not lie that some deaths can absolutely be BS. Physics sometimes randomly bugs out and kills you, and some pretty bad luck can cast upon you insane dangers when you aren't prepared for them in the slightest.


You got a combination of 2 things:

On the 24th of any month IRL, a guaranteed event will happen where the sun will become censored and begin killing you. There isn't any way to deal with it directly other than just waiting the day out, so you simply just chose a bad day to start playing.

From your description of it, it sounds like you then encountered the Insomniac: a hallucinatory manifestation of your lack of sleep. It appears when you are below 20 stamina, and can be banished simply by going above that threshold by any means. It is normally pretty harmless when it catches you past the initial scare, but it sounds like physics bugged out and killed you when it caught you.

(2 edits) (+3)

A way to directly rename signals without needing to copy them would be nice. Could be an extension to the main desk, a computer function, or even a separate machine like the drive wiper.

(+1)

I wish there was other way to adjust polarity and frequency than just mouse wheel. I have a jumping scroll wheel issue and it's hard to do signals with it.

так ваша же проблема, купите мышь нормальную.

по факту)))))

не знаю кому как, но лично мое мнение что на данном этапе игра выглядит отлично, есть глюк с тем что гвозди почти не работают но не беда. наверное пора сосредоточиться на сюжете.  не совсем ясно как идут события, непонятно откуда и зачем ариралы, серые, и т.д.  чувствуешь себя мимо событий, несовсем понятно что к чему. зачем к примеру танки прислали?  подумайте пожалуйста над сюжетом, донесите посыл по полной.

(+1)

(Google translator) Offers:

1. Replace the interface with the interface from the mod (https://thunderstore.io/c/voices-of-the-void/p/mqt/ModernUI/)

2. It would be better to rework the mechanics of radiation, cigarette smoking and coughing (like lung cancer)

- introduce an individual meter of the accumulated dose and put it in the red suitcase at the beginning of the game. When you hover the cursor in the inventory over the equipped meter, it would show the accumulated dose of radiation in rem.

- introduce the accumulation of radioactive exposure through radiation sickness. So, it has been experimentally determined: the Kerfur nuclear cell is guaranteed to kill: a) with a cell in hand – after 14 sec. b) 1.5 meters from the cell – 17 sec. c) accordingly, guaranteed death is 1000 rem.

- in addition to the kerfur cell, green crystals in the cave, compressed radioactive material, radioactive (nuclear) Argemia and maybe others should emit.

- it is possible, if it is convenient to measure in grays (Gy).

- manifestations: the game has mechanics of loss of consciousness (falling), vomiting (with loss of health) and tremor (from coffee). You can also introduce loss of appetite, insomnia, hallucinations. In addition, you can add radiation cataract (like when losing glasses, only progressing depending on the dose of radiation). Accordingly, remove the stupid irritating cough.

- You can also get irradiated through food, for example, by planting infected mushrooms near a capsule or green crystals in a cave. Arirals can be planted if the player is treated badly. Such a mushroom will cause the player extremely severe acute radiation sickness (600 rem);

- Now about protection. Naturally, the thin suit, currently presented in the game, is essentially an anti-chemical suit. It is proposed to introduce the following gradation:

a) a gas mask is a mandatory means of protection. Without it, using the other means described below (except for the respirator) is pointless. Without it, the absorbed doses are higher, since in addition to direct gamma radiation, the player will inhale radioactive dust contaminated with alpha and beta particles. After long-term use, it can itself become a source of radiation, so filters must be changed;

b) a respirator (at the discretion of the developer, naturally works worse than a gas mask (without eye and scalp protection) and of course disposable)

c) radioprotective agent or radioprotector. Let's call it No. 1. It is intended for use before irradiation. Composition: potassium iodide.

d) Radioprotector No. 2. Used after irradiation. Used together with an antiemetic. Without it, it is pointless. Otherwise, Radioprotector No. 2 will be thrown out with vomiting. It is intended for the fastest possible removal of radionuclides from the body. Composition: cystamine or direct-acting alpha-one-adrenergic agonist (drug B-190) Using a gas mask and Radioprotectors No. 1 and No. 2 provides 80% protection.

i) protective suit. As stated above, it should essentially protect the skin from radioactive dust. It will give +10% protection.

- of course, it is necessary to introduce the impact of radiation through inventory and storage places (boxes, for example); 

- another interesting point. An individual dose meter, of course, will not be able to take into account the used means of protection and medicines. After using radioprotector No. 2 with an antiemetic, it is advisable to use a new meter and change the filters in the gas mask.

- I will note here that the use of strong alcohol does not reduce the effects of radiation. Fighting myths.

- rework the mechanics of smoking cigarettes. Firstly, I understand there are no advantages. And, for example, cigarettes would restore vigor or remove the debuff due to lack of sleep. But instead of lung cancer, it would be possible to introduce dependence on cigarettes. Accompanied by coughing and loss of vigor. Then it would be possible to fight nicotine addiction, for example, with patches and other means.

3. - A proposal for servicing transformers. It is very interesting that the work on searching and processing signals is scrupulously shown, and servicing 3 (three) transformers is shown only by pressing some button, which is reflected in percentages. Below is a list of how to fuck up the player in terms of servicing transformers:

- refilling/replacing the cooling transformer oil (the indicator will be the temperature in the system and its level);

- replacement of insulators (between cables and the housing) - failure of one of the 6 insulators (at the input and output of the transformer) leads to a short circuit and protection tripping with power supply shutdown of the complex. By the way, the wires from the "mainland" are not visible, it can be assumed that the cables are underground, but connecting the transformer along a high-current circuit is better depicted in the game;

- introduction of a diagnostic console (monitor) of the transformer status, which allows disconnecting the transformer from the high-current (from the power plant) and low-current (to the laboratory complex) networks, as well as connecting/disconnecting the storage battery (AKB) (which supplies power to the console when disconnected and creates an emergency power reserve for the laboratory complex for a limited time);

- the software, due to the presence of errors, the impact of thunderstorms, the degradation of the console itself, would periodically turn off the transformer circuit (connections to the input, output and battery, one of them or several at once);

- accordingly, the input of the battery, which must be checked, periodically charge the discharged ones (naturally reducing the capacity of the battery) and replace the faulty ones; 

- in total: the warranty of the insulators, the oil temperature, the oil level, the stability of the software, the degree of rarefaction of the battery forms the percentage of strength (stability) of the transformer;

- and the question with the pipe above all 3 transformers. Because these pipes look more like generator pipes (which themselves generate electric current);

- there is also a distribution device in the game (where all transformers converge), but which is not serviced in any way, which is better to fix;

- accordingly, insulators, transformer oil, batteries, insulating gloves - enter the store.

4. - about coffee. You can introduce a debuff in the form of heartburn if you drink coffee with a satiety level of less than 40 units. Heartburn is treated with special medications (for example, we have diluted baking soda or Maalox). And in the game, coffee raises satiety, on the contrary. It is better to introduce a decrease in satiety when using coffee. You can also introduce coffee addiction, which cannot be eliminated in 30 days.

5. - about the batteries in the main base and in the transformers. Have you ever wondered why some of the equipment works even when the power goes out at the base? I looked and it turns out that this is what works: information is saved on the main computer, the food and drink machines work, the drone call panel works (and the radio tower itself), the garage gate drive works, the radar works (our favorite), the crematorium and the first doors to the bunker and probably the alarm system.  What's the proposal, introduce storage batteries. Large and small.

Large: 

- in transformers and switchgear (as an energy reserve);

- in the garage to control the gates, drone call remote control and radio tower;

- in the bunker - to operate the doors, bunker lighting and the base alarm system;

- crematorium;

- radar.

Small:

- in food and drink machines;

- in the refrigerator (suddenly);

- in the main computer (to save data);

- operation of ventilation in the charging battery station (described below)

Accordingly, it will be necessary to introduce a battery charging system, through a charging battery station. In the basement, in a small warehouse (storage of cleaning equipment) on the 1st floor or in a warehouse on the 2nd floor. Everything is simple - put it in, they charge. To check the capacity - you will need a load fork, which will show the battery charge in percent. Batteries, even when connected to the network, will lose their capacity.  Battery capacity is generally checked on special stands, using the procedure of control and training cycle (also in percentages). For example, there is a battery in the main computer, the network is its charge is 100%, but natural wear by the 30th day will be 40%. In the absence of power supply to the base, it will discharge faster than a new one. In reality, the battery charge is measured in volts, and its condition (capacity) in ampere-hours. Accordingly, batteries for their normal operation still need to be charged at the station (in reality - prevention of sulfation of plates). Batteries with wear of more than 40% are not subject to restoration and require replacement.

Naturally, when charging batteries, hydrogen is released, which, as you know, is explosive and when there is a spark, for example, when opening doors, an explosion can occur if the ventilation does not work and the hydrogen accumulates.

You can adjust the difficulty level - depending on the level of battery discharge. For example, if it is difficult, there will be no batteries at all.

6. - about phones. There are phones on the main console and on the radio telescope panels. It is enough to introduce the ability to call from the base phone to the radio telescopes and to the "city, to the mainland". Naturally, you can make an event when the base phone is called in front of the player and there will be some kind of scary sound.

7. Background of the full alpha complex team (8 beds and 19 lockers)

There is a proposal to present the background of the complex personnel, before the start of the game, and most likely after the complex is put into operation. So to speak, an essay on a free topic.

There are 8 beds and 19 lockers at the base. Let's start with the beds. Probably, the working shift included:

- shift supervisor of the complex;

- fitter-mechanic (workplace in the garage).

- 2 duty shifts (12 hours each) consisting of a shift supervisor, system administrator and operator (according to the number of chairs at the main computer). 

The operator could occupy a place at the radar.

The System administrator - was engaged in servicing the server room, as well as servicing the radio telescopes.

The Mechanic - in addition to repairing the alpha base, was also responsible for maintaining the electrical system (having the appropriate permission to work with electrical installations) of the entire complex (including transformers).

8. Background of workers in the camp near the "Hole" (2 excavators and 16 sleeping places in 4 trailers) 

We, as VotV players, know their real purpose, namely, the exploration of the "Hole". But, probably, they had a "cover story".

From open sources and as a result of a journalistic investigation, it was possible to establish that the team working in the eastern part of the Dunkeltaler National Park was laying government communication lines under the program "Verbindung durch die Berge". The line was supposed to connect the intermediate points of Zernez and Tschierv. The team consisted of: 

- Foreman;

- Assistant foreman (worked at night);

- 2 shifts of 7 people:

- Foreman;

- 2 Excavator Operators;

- Gas Welder;

- Surveyor or Geologist;

- 2 general workers.

We worked in 2 shifts for 12 hours, every day. Food was delivered from the nearest settlement. The shifts themselves prepared the food.

(+1)

Оригинал. Предложения:

1) Замена интерфейса на интерфейс из мода (https://thunderstore.io/c/voices-of-the-void/p/mqt/ModernUI/ )

2) лучше бы переработать механики радиации, курения сигарет и кашля (типа рак легких)

- ввести индивидуальный измеритель накопленной дозы и в начале игры положить его в красный чемодан. При наведении курсора в инвентаре на экипированный измеритель – он бы показывал накопленную дозу радиации в бэр. 

- вводим накопление радиоактивного воздействия, через лучевую болезнь. Итак, экспериментально определено: ядерная ячейка керфура гарантированно убивает:

- с ячейкой в руках – через 14 с.;

- 1,5 метра от ячейки – 17 с.

- соответственно, гарантированная смерть – 1000 бэр.

- помимо ячейки керфура, должны излучать – зеленые кристаллы в пещере, сжатый радиоактивный материал, радиоактивные (ядерные) Аргемии и может другие.

- можно, если удобно вести измерение в радах или греях (Гр).

- проявления: есть в игре механика потери сознания (падать), рвоты (с потерей здоровья) и тремор (от кофе). Также можно ввести, потерю аппетита, бессонницу, галлюцинации. Кроме того, можно добавить лучевую катаракту (как при потере очков, только прогрессирующую в зависимости от дозы облучения). Соответственно, убрать бестолковый раздражающий кашель.

- также можно облучение получить через пищу, например, высадить зараженные грибы возле капсулы или зеленых кристаллов в пещере. Ариралы могут подкинуть, если плохо к игроку относятся. Такой гриб принесет игроку крайне тяжелую острую лучевую болезнь (600 бэр);

- Теперь о защите. Естественно тонкий костюм, сейчас представленный в игре – по сути является противохимическим. Предлагается ввести следующую градацию:

а) противогаз – обязательное средство защиты. Без него использование остальных средств, описанных ниже (кроме респиратора) – бессмысленно. Без него поглощённые дозы выше, так как кроме прямого гамма излучения, игрок будет вдыхать радиоактивную пыль, зараженную альфа и бета частицами. После долго использования, может сам стать источником радиации, поэтому нужно менять фильтры;

b) респиратор (на усмотрение разработчика, действует естественно хуже противогаза (без защиты глаз и кожи головы) и конечно одноразовый)

c) радиозащитное средство или радиопротектор. Назовём № 1. Предназначен для использования перед облучением. Состав: калия йодид.

d) радиопротектор № 2. Используется после облучения. Употребляется вместе с противорвотным средством. Без него бессмысленнен. Иначе радиопротектор № 2 будет выброшен рвотой. Предназначен для скорейшего вывода радионуклидов из организма. Состав: цистамин или альфа-один-адреномиметик прямого действия (препарат Б-190) Использование противогаза и радиопротекторов № 1 и № 2 – обеспечивают 80% защиты.

i) защитный костюм. Как сказано выше, по сути должен защитить кожные покровы от радиоактивной пыли. Даст +10% защиты.

- конечно надо вводить воздействие радиации через инвентарь и места хранения (ящики, например);

- еще интересный момент. Индивидуальный измеритель дозы, конечно не сможет учесть, использованные средств защиты и лекарства. После использования радиопротектора № 2 с противорвотным средством, целесообразно использовать новый измеритель и поменять фильтры в противогазе.

- здесь отмечу, что использование крепкого алкоголя не снижает воздействие радиации. Боремся с мифами.

3) Переработать механику курения сигарет. Во-первых, плюсов я так понял нет. А, например, сигареты восстанавливали бы бодрость или убирали бы дебаф из-за дефицита сна. Но вместо рака легких, можно было бы ввести зависимость от сигарет. Сопровождаемый кашлем и потерей бодрости. Тогда и можно было бы бороться с никотиновой зависимостью, например, пластырями и другими средствами.

4) Предложение по обслуживанию трансформаторов. Очень интересно, что скрупулезно показана работа по поиску и обработке сигналов, а обслуживание 3-х (трех) трансформаторов, показано только нажатием какой-то кнопки, которая отражается в процентах. Ниже предложен перечень, как заебать игрока в части обслуживания трансформаторов:

-  дозаправка/замена охлаждающего трансформаторного масла (показателем будет температура в системе и его уровень);

- замена изоляторов (м/у кабелями и корпусом) – поломка одного из 6 изоляторов (на вход и выход трансформатора), приводит к короткому замыканию и срабатыванию защиты с отключением электропитания комплекса. Кстати, не видно проводов с «большой земли», можно предположить, что кабели подземные, но подключение трансформатора по цепи большого тока, лучше изобразить в игре;

- введение диагностической консоли (монитора) состояния трансформатора, которая позволяет отключать трансформатора от сети большого (от электростанции) и малого тока (до лабораторного комплекса), а также подключать/отключать аккумуляторную батарею (АКБ) (которая дает питание консоли, при отключении и создающая резерв аварийного питания лабораторного комплекса на ограниченное время);

- программное обеспечение, из-за наличия ошибок, воздействия гроз, деградацией самой консоли периодически, отключало бы схему трансформатора (подключения на вход, выход и на АКБ, одну из них или сразу несколько);

- соответственно ввод АКБ, которую надо проверять, периодически заряжать разряженные (естественно снижение емкости АКБ) и заменять неисправные;

- суммарно: гарантия изоляторов, температура масла, уровень масла, устойчивость программного оборудования, степень разрежённости АКБ формирует процент прочности (устойчивости) трансформатора;

- и вопрос с трубой над всеми 3 трансформаторами. Потому что, данные трубы больше похоже на трубы генераторов (которые сами вырабатывают эл. ток);

- также в игре есть распределительное устройство (куда сходятся все трансформаторы), но которое никак не обслуживается, что лучше поправить;

- соответственно изоляторы, трансформаторное масло, АКБ, изолирующие перчатки –ввести в магазин.

5) про кофе. Можно ввести дебаф, в виде изжоги, если пьем кофе при сытости менее 40 ед. Изжога лечится специальными лекарствами (у нас, например, разбавленная пищевая сода или Маалокс). А в игре кофе поднимает наоборот поднимает сытость. Лучше ввести уменьшение сытости при использовании кофе. Также можно ввести, кофейную зависимость, которую за 30 суток не устранишь.

6) про аккумуляторы в главной базе и в трансформаторах. А вы задумывались, почему часть оборудования работает, даже когда вырубается свет на базе? Я посмотрел и получается работает вот что: сохраняется информация на главном компьютере, работают автоматы еды и напитков, работает пульт вызова дрона (да и сама радиовышка), привод ворот в гараже, работает радар (наш любимый), крематорий и первые двери в бункер и наверное система сигнализации.

Предложение какое, ввести аккумуляторные батареи. Большие и маленькие.

Большие:

- в трансформаторы и распределительное устройство (как резерв энергии);

- в гараж на управление воротами, пультом вызова дрона и радиовышку;

- в бункер – на работу дверей, освещение бункера и работы тревожной сигнализации базы;

- крематорий;

- радар.

Маленькие:

- в автоматы еды и напитков;

- в холодильник (внезапно);

- в главный компьютер (для сохранения данных);

- работа вентиляции в зарядной аккумуляторной станции (ниже описано)

Соответственно, нужно будет ввести систему зарядки батарей, через зарядную аккумуляторную станцию. В подвале, в маленьком складе (хранения уборочного инвентаря) на 1 этаже или на складе 2 этажа. Все просто – поставил, заряжаются. Для проверки емкости – нужна будет нагрузочная вилка, которая покажет заряд батареи в процентах. Батареи, даже находясь в сети – будут терять свою емкость. Емкость батареи, проверяется вообще на стендах специальных, используя процедуру контрольно-тренировочного цикла (тоже в процентах). Например, в главном компьютере стоит батарея, сеть есть её заряд 100%, но естественный износ к 30 дню составит 40%. При отсутствии питания базы, она разрядится быстрее, чем новая. В реальности – заряд батареи измеряется в вольтах, а ее состояние (ёмкость) в ампер – часах. Соответственно, батареи для их нормальной работы, все равно надо заряжать на станции (в реальности – профилактика сульфатации пластин). Батареи с износом более 40% восстановлению не подлежат и требуют замены. 

Естественно, при зарядке батарей – выделяется водород, который как вы знаете взрывоопасный и при искре, например, при открывании дверей, может произойти взвыв, если не работает вентиляция и водород будет накапливаться.

Можно регулировать уровень сложности – по степени разрядки батарей. При сложном, например батарей не будет вообще. 

7) про телефоны. На главном пульте и у на панелях радиотелескопов есть телефоны. Достаточно ввести, возможность звонка с телефона базы на радиотелескопы и в «город, на большую землю». Естественно, можно сделать ивент, когда на телефон базы позвонят при игроке и будет, какой-нибудь страшный звук.

- предыстория полной команды комплекса альфа (8 мест на кроватях и 19 шкафчиков)

8) Есть предложение изложить предысторию персонала комплекса, перед началом игры, а скорее всего после ввода комплекса в эксплуатацию. Так сказать, сочинение на свободную тему.

На базе 8 спальных мест и 19 шкафчиков. Оттолкнёмся от кроватей. Наверное, в рабочую (вахтовую) смену входили:

- начальник смены комплекса;

- слесарь-механик (рабочее место в гараже).

- 2 дежурные смены (по 12 часов) в составе начальника смены, системного администратора и оператора (по количеству стульев у главного компьютера). Оператор, мог занимать место у радара.

Системный администратор - занимался обслуживанием серверной, а также обслуживанием радиотелескопов.

Слесарь-механик – кроме ремонта базы альфа, также отвечал за поддержание электросистемы (имея соответствующий допуск к работе с электроустановками) всего комплекса (в том числе и трансформаторов).

9) предыстория рабочих в лагере возле «Дыры» (2 экскаватора и 16 спальных мест в 4 вагончиках) 

Реальное их назначение мы, как игроки в VotV знаем, а именно исследование «Дыры». Но, наверное, у них была «легенда-прикрытия».

Из открытых источников и в результате журналистского расследования, удалось установить, что бригада, работающая в восточной части национального парка (Dunkeltaler National Park), осуществляла прокладку линий правительственной связи по программе «Verbindung durch die Berge». Линия должна была связать промежуточные пункты Zernez иTschierv.

Бригада работала в составе:

- Бригадир;

- Помощник бригадира (работал в ночное время);

- 2 смены по 7 человек:

- Мастер;

- 2 Экскаваторщика;

- Газосварщик;

- Геодезист или геолог;

- 2 разнорабочих.

Работали в 2 смены по 12 часов, каждый день. Питание подвозили с ближайшего населенного пункта. Пищу готовили сами смены.

(1 edit) (+3)

I love the game for what it is, but I reached a bit of a low point with it.

I do not like the hassle of getting kerfur omega now. It requires so much gear, time and points for it to work. Just so I can do a little bit more than grabbing hash codes all day, which really gets boring after a while.  A small circumvention could be to have normal Kerfur get hash codes too, but only one at a time or something.

I am at day 19 and even with fully upgraded server and transformer stability I am running and driving around constantly, barely having time to clean base or do anything other than scanning and grabbing hash codes (although I like the scanning and listening of signals a lot). I know, that when you ping for a signal they desync a lot, but the rate even with full stability is just insane.  So I think these upgrades need a little work, honestly.

When a satellite in the top of the list fails, all others cannot be calibrated anymore, without wasting huge amounts of time to manually type the commands in. An exclusion command or something similar would be nice, like having the satellites range from A to Z in characters and go: "sd.calall /-L, D" So all but Lima and Delta get calibrated, for example.

On a side note: I destroyed all mannequins, and they still keep coming back all the time, knocking stuff down and humping each other, while I am sleeping. Can we have an option to stop that?

Alright, keep up the good work, it's a banger game :) had a lot of fun with it.

Edit: I overcame the low point and I am on Day 26 now :D

I love that there are solutions for the events, that mess up your base a lot. And I have Kerfur-O now :)

(+3)(-1)

So this is my first time playing through this game at all and I would just like to say that this is the MOST paranoid I think a game has ever made me. I don't know what it is or if I could describe why without getting into spoilers but I just really love the way a lot of the events in the game were implemented and really love the art and atmosphere as well. I stopped playing the game about a few months ago because I was playing it too often and getting obsessed with it, and while I don't remember all of my pet peeves with the game I do distinctly remember two:

1) I really don't love the controls, it was a hurdle trying to learn how to play the game and they felt unintuitive to me. I'm not sure why and maybe it was easier for other people to understand, but I've seen other people with this same complaint and I think they need to be improved somehow. It got to a point where they were actively making me not want to play the game the first time I tried it, but I stuck with it because I had heard good things, but I'm worried that a lot of people wouldn't stick with it.

2) Another thing I've seen people complain about is the FPS dropping a bunch, and for me personally I noticed it happened a lot whenever I was near the base. I think a lot of it had to do with the fact that I had just dozens and dozens of scrap pieces from disassembling all of the furniture and objects in game, and them colliding with each other in the scrap containers, and while I know optimization isn't a priority at this point, I do think that there could be a lot more crafting recipes for things like the wood scrap to reduce the number of pieces players have lying around. I also think it would be cool so that if there were scrap containers within a certain range of the crafting table with scrap, you could open up a crafting menu and it would automatically take scrap from those containers.

Overall I really love the game, and am excited to see new updates in the future!

помогите пожалуйста разобраться с проблемой. 
я поймала сигнал розового кристалла, получила розовую куклу, но когда я хотела положить ее на рабочий стол,она зависла в воздухе и я не могу ее взять или собрать. Сохранение произошло сразу же как она зависла в воздухе 

(-1)

Предполагаю, что это из-за синего пластикового ящика. Это его баг. Некоторым помогает зачерпнуть ящиком застрявшие предметы, некоторым не помогает. Может, можно вытащить её с помощью гравипушки, если есть.

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спасибо за советы, но ничего не помогло. Пробовала заряжать гравипушку в микроволновке и хватать игрушку, не помогло, она все так же висит в воздухе((

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