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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: 104,101 Replies: 606
This topic was locked by mrdrnose Mar 31, 2026
Viewing posts 201 to 220 of 258 · Next page · Previous page · First page · Last page
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The pink wisp swarm event should happen later in the night, as the wisps currently all immediately despawn because it's too early in the night for them. I have found that the event happening at 21:XX rather than 19:18 fixes it.

(+1)

Various pre-placed 'important' objects like tiles and skulls should be made static until interacted with, similarly to how the chicken burgers do it. I cannot tell you how many times I have randomly lost one of them because it got knocked away from it's spawn location to god knows where before I found it.

(1 edit)

my desk looks like the old one but everyone else has the new one

Are you on version 0.8.2 or higher, and if so, did you create this save on a version before 0.8.2?

If you are on 0.8.2, but you created this save on an older version, you will need to eat the old desk prop to get rid of it. Hover over the desk until an interact menu pops up, and then try eating it repeatedly until it vanishes.

(1 edit) (+4)

I'd love an option to disable dreams. Or for ambience/sandbox mode at least.

But I understand if they are part of the intended experience of the game.

I exclusively play ambience mode and a few of them really spooks me. Now I just watch out while sleeping with my finger on the "reset position" key. Found a person on reddit that said they have a friend with thalassophobia and the rising water event made them unable to play the game. When someone commented such a toggle would broaden the audience, and I tend to agree. And there's no risk of watering down the game if this option is locked out for story mode.

Well, i haven't played ALL that much of the story, nor infinite, as i got to day 15 for now, so some things that i would like to see in game might already exist to some extent.
Starting from my current view on the current build, i'd say it is marvelous, as now we got an actual treat, for that i have already died (i know this is actually from 8.0 i believe, but only happened to play the game now), and the new locations and base looks, the only thing i will complain about the current base is the butchery (the hanging meats place in basement), but that might be because i am too early in game, but it doesn't fit much on the theme of a base, leaves it too in the open that "this place might not be normal", i think you could have it hidden, like the previous base setup had a long ladder down to an eerie room.
In terms of bugs, again, i am too early to cite all of this, the only one i have experienced is that i dropped a tile and it vanished, or at least entered a prop which i have no access to.

For things i'd wish we could get in the game, either some sort of "time capsule" more like we have in Subnautica (but i believe it wouldn't fit much in the game), and, more reasonably, a sort of entity index, might be in game clues of certain characters, entities and all, or a straight up help/tips tab telling about the entities in game.

The Hints and tips menu gives you some tips on certain events and entities where it might not be super obvious what to do (use keywords to search for through the spoiler-marked ones), but the game otherwise just leaves you to discover everything by yourself.

If the game does give you hints/tips about certain entities, it should absolutely be through in-game notes left by previous workers. TR_1 has notes that have already done this; they hint at the appearance of a certain entity to help you identify it, then give you a hint for the crafting recipe of something that should help you deal with it.

I actually never knew about this letter, is it placed on an obvious place or under the rubbish or something? Also, i am quite aware of some entities, mainly the already existing ones from 6.3 to 7.x i believe. Yet, the game seems to have so many new things and i do have quite some trouble getting to certain areas, not knowing how to explore properly.

It is in the office, being the three brown paper sheets beneath the hammer on the desk.

(+2)(-1)

I love the game, but the controls kind of ruin things for me. Clunky and way too many things to remember. I can never remember the key combo for granular item placement, and there is nowhere apparent to see what it is besides going back to the tutorial. So a key combo list in the pause menu would be nice. And it would be nice to have more control over key mapping. For example I want to map alt-r to a single key like q, because I'm not a fan of the alt-key combos.

The Hints and tips menu has an entry on them that you don't even have to scroll down for, it's an extra 2 inputs (or 1 after the first time you do it in the session), but it's the same thing.

(1 edit) (+1)

What I'm talking about with the precision placement (shift-alt) doesn't seem to be referenced anywhere in the hints and tips that I can find. I do feel silly suggesting a key combo list when there already was one, though precision placement still  doesn't seem to be mentioned anywhere except the tutorial.

An option in the settings to toggle between the old and new eating sound would be nice.

(+2)(-2)

More cats please, make them reallllllyyyyyyyyy big.

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Game's feckin cool, the source-inspired graphics and physics are simultaneously fun and creepy, the sounds equally so, and it scratches that SCP itch that got me absorbed into that universe.

Also, game works pretty much flawlessly on Linux CachyOS through Proton (specifically "proton-cachyos-10.0-20250702-slr-x86_64_v3") in case there's any thought of "i wonder if steam deck/linux would be difficult", tl;dr not at all.

Had to do almost no tweaking aside from my own performance edits to the Engine.ini - I had to change how small object rendering and shadows work to lower GPU usage from 80% to 60-ish% at 90-120 fps, which the 80 was already fine to be clear, but I'm in a small room in the middle of a desert, so the less hot air blasting out the better lol.

I also almost exclusively play with Velma mode (fun), 50% game speed (ADHD, but also weirdly this makes it creepier since tension builds slower, personal preference cause I like psychological horror), and 'food tolerance' disabled (to match me IRL, i can eat a single thing 4 times a day daily and be fine...plus the character is Kellin and I'm Kevin so :shrug:).

Important notes:

  • would play with Alternative Interact mode, since it's a toggle-grab thing, but numeric keys don't work, only the scroll wheel does. i like precision, I dont like having to use my wheel to do quick things slowly.
  • I'd like there to be a toggle sprint and toggle crouch setting, since i dont like having to hold my pinky on a key.
    • With toggle sprint, i'd like a "hold to walk" keybind, similar to some boomer shooters where you default sprint and hold a button to not sprint. This is my preferred method of playing most games.
  • A way to properly sort the hotbar so that specific items are on specific keys without moving them would be nice. As it is right now, the game auto-sorts the last held or picked up item into slot 1 and pushes them down.
  • Tooltips for what each game setting does (including Graphics ones) would be helpful, since there are some that are unknown even when trying to look for a UE4 doc explanation, such as TAA Type (0 explanation on the difference between 'type 0' and 'type 1', and the effect isn't too obvious in-game).
  • ATV handling upgrade in the future? Currently controls like a blimp lol.
  • More console stuffs and more types of items for crafting/building/engineering and electrical things pls, i love tinkering, i love doing factorio-like stuffs, and i love minecrafty redstone stuffs, plus as a computer nerd the more i interact with in-game terminals the more attached i feel lol. Utilizing more tech to handle things would introduce both an interesting loop for the less forward and more thinky peeps like myself as well as a possible challenge to them, like upkeep.

Great game so far, and one i think will be on my favourites permanently, even in its unfinished state.

Oh also, more Kerfur animations/sounds/interactions? :3

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I would play with Alternative Interact mode, since it's a toggle-grab thing, but numeric keys don't work, only the scroll wheel does. i like precision, I dont like having to use my wheel to do quick things slowly.

I think this was done so that you can use the hotbar while hovering over objects, cause I have pretty frequently seen that complaint. I also would not really recommend using Alternative Interact until the next update, as some aspects of it seem to be broken currently.

ATV handling upgrade in the future? Currently controls like a blimp lol.

I'm pretty sure 0.9 will have an ATV rework, which should hopefully make it a bit easier to control.

(+1)

I think beehives should be a bit louder and maybe have some sort of visual indicator, like bees swarming around the area beneath them or them dripping honey. Maybe it's just me, but I honestly find it very difficult to find their exact location with just the ambient buzzing noise the hive makes, so making them even a bit easier to locate would help a ton.

(+1)

yeah strongly agree with KevUndead up there that the inventory hotbar being some kind of sliding FIFO buffer of the last items you interacted with makes it pretty awful to use, and the fact that the default icons for a bunch of the most-used tools are just "3 pixel wide dark grey smudge on a black background" aint helping matters.

anyways, here's another little UI gripe: the positioning of the prop action menu way off to the prop's right on the screen creates problems with some of the bulkier props. Especially the workbench. Like here, take a look at this screenshot:


A workbench, a pile of crumpled paper bits, a couple gasoline bottles. My cursor is hovering over the workbench; when I hit the "E" key, what's going to get crafted? A Molotov or a chunk of paper scrap? It's impossible to tell right now because standing close to the bench has bumped the crafting menu completely off the right side of the screen. It would probably work better if the positioning of that menu could be restricted to, like, inside the actually renderable screen space.

This update is amazing. Please never stop developing this game. Great job.

(5 edits) (-2)

I'm really trying to enjoy this but there's just something about the complexity of the controls that is driving me to frustration.

Grab/Hold/Collect, I just don't like it and I don't get why Hold and Collect aren't just the same thing and why Grab doesn't just work by holding the Use button.

Having to press jump twice to mantle instead of just being able to hold jump is also frustrating me.

This is all probably just a me issue because I assume the control granularity is part of the whole experience, unfortunately that's just not my cup of tea.


Edit: Alternative interact mode is better, still a bit too much granularity but I can play it for now.

Edit Edit: Why, when I press R, do I try to put an item in my hotbar instead of dropping it?

Edit Edit Edit:  WHY IS IT ALT-R?  Also I rebound it to middle mouse to see if it was a bug or something and when I go to switch it back it won't change back to R!  I'm gonna come back to this game in a few updates I think.  I love LOVE the vibe but the controls are not for me.

(+2)

To be fair, the tutorial does explain the R vs Alt-R thing, but for people used to normal WASD-controls in games I agree it's a bit clunky.

I like the complexity, personally, but some things should be tweaked slightly to accomodate players like yourself who struggle with it, and to improve the experience for those who don't, as well. Even I don't use the default; I rebound 'ALT' mode from Left Alt to K (one of my mouse's 24 side buttons), among other things.

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  1. I would like to do something about the windows getting dirty every second. Is it possible to make them stay clean for a longer time, or add an item/cleaner so they stay clean forever or at least for a very long time?
  2. I would like upgrades for the transformers so they last longer, or maybe make them solar-powered to remove the need to reset them, or at least slow the process down.

  3.  Add a handheld radar. It might not sound that necessary, but it would be useful if I could hold it in my hand to see where the enemy or whatever it is

(+1)

There actually is a handheld radar. It kinda sucks and can only be gotten with cheats or in sandbox mode i think. I think the digital map should have the radar pings on it honestly.

(+3)

I wish for a chaotic gamemode with increased chance of random sht happening. These don't necessarily have to be full-fledged events, at least simple buffs or debuffs from time to time, funny signals, visual effects or spawning objects. In order not to ruin the spirit of the game, it could be available only after completing the campaign. It's just that I'm going through the campaign for the fifth time. Also i would like to see much more multi-stage crafting from components scattered throughout the map. Thank u.

(+2)(-1)

I would like a small quality of life change which would add a digital map "seat" to the front of the ATV to the store. Or the ability to hold items while riding the ATV. 
I have a colander for memory and my sense of direction is awful so I have to rely on the sv_target command a lot. It would be much more immersive if I could look at the digital map while riding around to figure out where I'm going. Right now, the only way to do that is to get off the ATV and look at the map but the digital map doesn't show the direction you're facing, I don't think, making the whole thing not worth the hassle.

I know you can nail the digital map to the ATV and everything and I've done that in the past but it's a buggy, band-aid solution which resulted in me losing the digital map in the past.

I would also like to see the opposite of the "Solar" gamemode. The gamemode would feature an eternal night. Kind of like the Halloween event but the time would actually go on as normal.
I was thinking making the daylight hours into the "regular" night while the night hours would trigger the spooky super darkness event which would persist through the entire night. 
I really like the super darkness event but it's pretty rare and overall inconsequential so giving it more "depth", so to speak, would be pretty nice.

I also don't like the dream events. Most of them exist to waste the player's time. The attack of the shadow mannequins and the horizontal water chase thing can be pretty easily circumvented and they "reward" the player with a full sleep meter, but... if I wanted the sleep meter I'd just drink coffee, an action which would take me considerably less time than the repetitive dream sequences.
I don't get the rising water one at all. I think I've seen in some videos that you need to climb to the top of the pillars using little off shoots or whatever but I can never find those.

I don't know if it's a thing, as I now realize I never bothered to check, but I would like an option to "cancel" the nightmare event by pressing the ragdoll button, ending the nightmare prematurely and losing sleep like you normally would when you "fail" a nightmare event.

I would like to see more reactions from our employers. For example: if I send 15 bags or raw, human meat and enough bones to assemble at least 4 human skeletons back to HQ I'd like something more than just "package received, bro".
Doesn't have to be super dramatic. Something like "Package received. [Amount of points] have been added to your account. ... Please don't send us those things again, Dr.Kel..." would be perfectly acceptable.

Speaking of HQ: I would like a fake-out chain of events. The player would either get a direct line of communication with one of the cool doctors, the ones which send you sushi, or a series of notes arriving randomly with your orders/the midnight drone. In the communication/notes we would get words of reassurance/hints/whatever for a few days after which the entire thing would just stop as if it nothing happened.
The event can conclude with either nothing, a reveal that it was the aliens fucking with you all along or a cryptic message from one of the not cool doctors which would say something like "your situation is beyond our control, Dr.Kel" or straight up "[the cool doctor] has been terminated" which would reinforce he whole "you're alone against the world" thing the game has got going on.

I would like additional options for events. Specifically, I would like a menu slider for how often the "unique" signals appear. Right now, it feels like they are very rare, They are most probably rare on purpose but you know.

I HATE the tractor beam event. The fucking aliens had nothing better to do so they low grav'd all of my stuff off the ground and scattered it all over the place. I don't fucking want to sort through all that shit AGAIN! Space ain't gonna scan itself, god damn it!

Also, Kerfur Omega is WAY too expensive now. Every single part now requires "inferior" Kerfur parts, so that's a MINIMUM of a 2500 point investment, not to mention all the other stuff you have to get. Why bother? By the time you get one story mode will already conclude for most casual players.
I get that that's the price for convenience, as Kerfur-O can literally do your job for you, but it's not worth it.

I've been playing this game non-stop for the last couple days and now my left hand is kinda messed up. Not sure if it's related to the game but the, uh... unique controls definitely aren't helping.

Last but not least, PLEASE add an upgrade for the satellite rotation speed. It is PAINFULLY slow early game. "Hide" it behind the "funny setting", if you must.

That's all for complaining. Now it's time for the good stuff!

I like the new models. They're much different from what the game was going for in the early versions but I don't think they're out of place.

I REALLY like the fact that inferior Kerfur can now be FULLY controlled from the computer, despite the fact that the option has now been locked behind a 400 point paywall. Absolutely worth it.

I'm not sure if I should thank my new hardware for this but the game runs a lot better now. In the previous versions the lights in the base would cut the FPS in half, leaving the player with around 26 FPS while inside the base. Even when I used glowsticks so I could see where I'm going at night, sparingly too, I still got like 40 FPS, at best. Now the game runs at a stable 60.

I like what you're doing with The Hole. It's very neat and I'm excited to see what you'll do with it next.
Same goes for the "asshole" at the bottom of the lake. Quite intriguing.

I didn't get a chance to check it out for myself yet but the promise of farming is interesting. It makes sense, considering the ever-elusive story of the game.

Wolfgang is awesome! Furfur's okay, too.

I REALLY like the Argemwell music! You can turn that into a very rare signal with the funny setting on. That'd be pretty cool.

The wall building thing is pretty neat. Anything which allows the player to customize the base to make it truly their is always welcome!
Can't wait for the wooden wall panels and flooring you are definitely going to add at some point lol.

(+1)(-1)

I know you can nail the digital map to the ATV and everything and I’ve done that in the past but it’s a buggy, band-aid solution which resulted in me losing the digital map in the past.

​When you use nails to attach something to the ATV, I recommend also connecting it to the ATV with a hook, that will at least prevent you from fully losing the item if it falls off.

Additionally, if you are fine with using mods, there is a mod that adds a purchasable map holder for your ATV.
If you don’t know how to use mods, there is a guide for it here.

I don’t get the rising water one at all. I think I’ve seen in some videos that you need to climb to the top of the pillars using little off shoots or whatever but I can never find those.

There are actually two rising water dreams, with one needing you to find a door on one of the pillars, while the other has you climb to the top of a pillar.
You can easily identify them from the surrounding environment, the door dream consists of tons of pillars across a large area, while the climb dream is in an enclosed room with 4 pillars near the corners and 1 in the center.

I don’t know if it’s a thing, as I now realize I never bothered to check, but I would like an option to “cancel” the nightmare event by pressing the ragdoll button, ending the nightmare prematurely and losing sleep like you normally would when you “fail” a nightmare event.

You can do this by Debug Teleporting while in a dream.
If you have a numpad, enable Num Lock and press “Num .”
If you don’t have a numpad, go into binds in the settings and look for “Debug TP” somewhere at the bottom, then rebind it to a different key.

Every single part now requires “inferior” Kerfur parts, so that’s a MINIMUM of a 2500 point investment

A single Kerfur is disassembled into 3 parts each, so you only need to buy 2 of them for a Kerfur-Omega.

As far as I know, 0.9 will likely make creating a Kerfur-O a bit easier in some way, even if it isn’t a direct change to how you actually make it.

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this quickly became one of my comfort games in ambience mode

given the game gave me so many tools to make the world mine, for me to work or goof off however I wanted

calculate optimal potato to dirt bag ratios to fill boxes better

go down the back of the signal tower using a half hook rather than climbing the ladder

breaking my knees over jumping too high over hills and gosh darn it taking pictures of my base after I worked so hard to make it feel and look like a cozy lit home with all sorts of lights that I bought from all my work

it felt like a game that I've been looking for, for a long time... a game despite its issues not being obnoxiously broken nor infuriating at its core or janky (the only jank I've seen is minimal in my eyes compared to so many full release games I've played honestly)

just... comfort...

that was until day 50 when an entity showed up

I understand this is supposed to be a horror game and that the developer(s) may have put a lot of effort into them

but I just wish to ask for at least the option to get rid of entities entirely and focus on the ambiance of it... in the ambiance mode?

lean a little more to the ambiance horror if you still want that? like an isolating feeling of a liminal space?

so my recommendation is for there to not be a 50 day cap of ambience before it just... ends

Edit: I've started a new save! I'm playing it on easy ++ with 50% day speed

it feels horrifying not because of the entity that will show up in day 50, but that if I waste even a second doing nothing in the game I will feel like my limited number of days will be utterly wasted

so... that's a unique probably unintentional form of horror I didn't think I'd have in ambience mode

kind of funny given what it was meant to be

also to the comment under me:

thanks for replying! I guess it makes sense if the priorities were on the other modes... maybe that 50 day of calm limit wasn't intentional

perhaps a limitation on the game? given you can start from day 1-50 when making a new save and the ambience mode stopped working as it was supposed to on said 50th day

I have no idea

anyways- will continue farming those potatoes

I don’t think the other modes are being maintained as much because of how high priority the Story and Sandbox modes are over them, so several things that definitely shouldn’t be in Ambience mode seem to have slipped through the cracks.

(+1)(-1)

i've been playing this game for days, and honestly i enjoy it so much, this game is brilliant. but here's my feedback to few things that needs to be fixed, and some ideas. let me start with things i think that needs to be changed or fixed

- collecting trash and cleaning up the place was one of the things that i enjoyed, except for the small trash part, i haven't found an easy way to do it, picking up items then going back and forth to the box to put them there is frustrating, i think it would be great if i can use the trash bag to collect the small trash too, and like 1 bag collects 1 pile, 1 back should like collect 15 small trash or something like that. that way i can clean everything with bags then sell them.

- i think there should be a garbage collecting system, what's the use of having trash cans around the place if you just store trash inside them just like any other container, wouldn't it be better that once a day, something comes and goes around the trashcans and collects all the garbage ?

- the tutorial is good, and explains everything, but i think a hint system would also be bit helpfull, specially for new players, i was kind of lost at the start even after playing the tutorial

- the map is confusing, i don't use it because i can't really know where i'm going with it, wouldn't it be easier to have the server's names on the map instead of just single letters ?

- i think there should be a health bar since injuries can accure during the game. that way i can keep track of my health and know when to trat myself

- there's a problem with falling, when trying to get up quickly by pressing control and space, you something fall out of the map. and in my case, i was so low on food and sleep, and was few steps from the base when i fell out of the map, and it teleported me back to the gate

- i'm experiencing some fatal errors which i'm not sure what causes them, first time happened is when i closed a cabin door, whenever i die from a fall there's a 70% chance a fatal error will happen, and sometimes when driving too fast and a hit a rock it happens, so probably something that's related to collision.

- the daily task is kind of boring to be honest with you, i'm enjoying cleaning and fixing more than the daily task, specially the hash codes, it's a good idea, but i think each day new tasks should occure, doing the same thing over and over isn't that fun, maybe add new tasks, give the player vacation days which they can use to do other tasks. mix up new things

lastly, this project is great, and keep up the good work, i can't wait to see what's comming in the next updates, i wish i could support you with money, but for now, all i can do is at least help you by pointing out few things to improuve the game.

(+1)(-1)

i haven’t found an easy way to do it, picking up items then going back and forth to the box to put them there is frustrating

Not really much that can be done for the item collection itself, but if I am going to be picking up lots of stuff, I usually bring the container I plan to place them in with me, saves a lot of trips back and forth.

A seemingly heavily WIP vacuum tool was recently added to sandbox, so hopefully that will be made into a normally usable tool for cleaning up small items in a future update.

i think it would be great if i can use the trash bag to collect the small trash too, and like 1 bag collects 1 pile, 1 back should like collect 15 small trash or something like that. that way i can clean everything with bags then sell them.

I think version 0.9 will actually have a change that will help with this. Trash piles will now be made up of small trash items piled together, so you will probably be able to pile together several small trash items yourself to bag them.

i think there should be a garbage collecting system, what’s the use of having trash cans around the place if you just store trash inside them just like any other container, wouldn’t it be better that once a day, something comes and goes around the trashcans and collects all the garbage ?

Even if this would be kind of convenient, I honestly don’t see why this would logically happen. It’s not like anyone comes out here to collect the trash anymore, and I don’t think very many of the other lifeforms around here care that much about your trash. Item boxes already work well enough for this, they cost only 10 points each, have 1,120 volume worth of storage, and even give you money back for sending off items.

the tutorial is good, and explains everything, but i think a hint system would also be bit helpfull, specially for new players, i was kind of lost at the start even after playing the tutorial

The red and yellow flashing and wobbling “Hints and tips” menu does have some extra info on things the tutorial doesn’t mention. It doesn’t help with everything and some info might be worded badly or even outdated, but it’s good enough. Search for your question with the search bar at the top of the menu using keywords related to any question you have.

the map is confusing, i don’t use it because i can’t really know where i’m going with it, wouldn’t it be easier to have the server’s names on the map instead of just single letters ?

Probably depends on the person, but I find it easier to navigate while thinking of the servers as their individual letter, rather than their whole name. I feel like the map could become crowded or hard to read if each server was shown on it with it’s full name.

i think there should be a health bar since injuries can accure during the game. that way i can keep track of my health and know when to trat myself

A Thermometer can be used to directly check both your health and your max health, but I find the damage vignette alone to be good enough to show how injured you are. You also lose the ability to sprint while under 25 health, which is another indicator for that.

the daily task is kind of boring to be honest with you, i’m enjoying cleaning and fixing more than the daily task, specially the hash codes, it’s a good idea, but i think each day new tasks should occure, doing the same thing over and over isn’t that fun, maybe add new tasks, give the player vacation days which they can use to do other tasks. mix up new things

Version 0.9 will majorly change the gameplay loop, which will definitely come with a new daily task system of some sort. I do not know whether or not it addresses your issues with the current one, but it should at least shake things up a bit.

(+2)

-suggestion

more signals would be better other than hearing the same signal over and over and over again maybe add something like a pulsar star or moons of other planets or a galaxy and others

(+1)(-1)

and also more ariral interaction pls i love em

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