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"Voices Of The Void" Alpha

Gather unknown signals from deep, silent space · By mrdrnose

An UNSTABLE 0.9.0 build is out!

A topic by ArakiSatoshi created Oct 30, 2025 Views: 42,080 Replies: 84
Viewing posts 1 to 20 of 46 · Next page · Last page
(+1)

Any game-breaking bugs in this build? Any info about the stable release? Let's find out!

(2 edits) (+17)(-7)

Not a fan of the new controls at all. Anyone managed to find a keycard to progress through the tutorial? You need to finish it to access the other modes, but there's a door to open and you apparently have to find a keycard from the "nook" (book?) which is nowhere to be seen. Coming back to 0.8.2 and finishing the tutorial there doesn't work.

Edit: Right next to the burger, just may be hard to notice!

(+11)(-8)

I already found the game decently complicated with the drivers, but now there are floppy disks, zip drivers and and tape machines, we don't need more please ;m;

(+4)

I warn you, it's just as unstable as I am.

(+5)

in love with new computers

Seems the download is gone, probably because at least of the weird double compression of the file

(+2)

there was a critical bug

(+4)(-1)

there is so much new stuff i have no idea what im doing, new controls, new, eh, disks, what? an atm? it took me 10 minutes to figure out how to ping a signal i feel so dumb now

Is the ATM even doing something? I clicked withdraw and nothing happen - nothing exploded or smth.

u need to choose how many points for how much and what coins/bills you want to exchange
there are +1/+5 and -1/-5 buttons 

(+1)

Not sure how you got so confused, I followed the tutorial and understood everything just fine. Did you read everything or just skim through it?

Deleted 292 days ago
(+1)

Where? How do I download it?

did you figure out ;(

You can find it here! https://archive.ariral.space/archive/

(+21)(-27)

Game is becoming less and less fun to play. All he had to do is make more signals and events. Now we are getting anti QoL and pinging signals and resetting generators require PhD in theoritical physics. Why change controls? Everyone was already familiar with it for years. This is becoming like Project Zomboid, every update makes game a slog more and more.

(+5)(-3)

i want an actual nuclear reactor in the game with "nucleares" (the game) level of managing it

(+17)(-9)

Resetting generators are literally little baby mini games, what PhD are you talking about? lol. 

Honestly I feel like the game got boring later on. I'm glad they're adding more. Same with PZ, that game is better than it's ever been. I think you just want your games to be easy. Which is fine I guess, but you're in the wrong place for that dude.

(+7)(-8)

If you struggle with such simple minigames you need to finish kindergarten, and if you got used to controls it doesnt mean they are good. They were not beginner friendly at all and i saw couple people just straight up quit the game because controls were confusing. Just get used to new controls, it takes half an hour

(+8)(-7)

Why couldn't the others just get used to the controls that have been in the game for years? The game shouldn't be dumbed down.

(+7)(-7)

"Dumbed down" is a weird way to spell "streamlined"

(+7)(-6)

The controls aren't even marginally better. The hold and use should be flipped, the circle in the center of the screen is obnoxious, not to mention anyone with any modicum of computer knowledge should find the alt + interact button controls easy to use since it's literally used in countless pc hotkeys.

(-1)

this build is not working for me, crashes at start, the previous one was fine, anyone else?

(+2)

yeah btw extract with 7z not winrar

(+3)

love the new controls and base, I can't send drive boxes tho ;_;

use left shift (the run button) + klick on the drone Sack while Holding the Drivebox.

I figured out, thank you :]

(+22)(-9)

Is there anyway to revert to old controls? The new ones are unfathomably clunky.

(+14)(-20)

Nah I feel like they're way more intuitive. The old scheme is clunky and hard to work with, but I think we all just got used to it. It's objectively better now.

(1 edit) (+12)(-1)

I slugged through the tutorial. I'm not a fan of how they do a full multi-page description of everything, and THEN unlock stuff to do step-by-step instructions. New people are going to be put off by all the text. 

I can't play the Halloween content, b̶e̶c̶a̶u̶s̶e̶ t̶h̶e̶ 'c̶r̶e̶a̶t̶e̶ s̶l̶o̶t̶' f̶u̶n̶c̶t̶i̶o̶n̶ i̶s̶ b̶u̶g̶g̶e̶d̶ a̶n̶d̶ d̶o̶e̶s̶n̶'t̶ d̶o̶ a̶n̶y̶t̶h̶i̶n̶g̶.  Okay, turned out I needed to add a name at the top for it to work. They could have it generate a default name, though. 

(+9)(-18)

I found it to be just fine. People just need to slow down and read. All this short form content is rotting people's brain and attention span, but you can still do it. Reading is not hard.

(+7)(-11)

Fr fr. This is a slow-paced game.

(+17)(-2)

With respect, this is a game in alpha and they want feedback. Giving only praise isn't helpful to them. 

The learning curve has always been a hard sell for new players, and I've seen streamers struggle in areas of the tutorial. Making them take even longer to get through it just adds frustration. 

(+2)

Well since there is no official bug report thread may as well toss in what I've found so far:

--When I ran the tutorial my PC (in game) had no tabs to click on. When learning about the new  floppy disk and zip drive system I couldn't  go to viewer because of the lack of tabs and thus couldn't learn about them there. Might have been related to me throwing the PC tower across the room to see what would happen to the new setup.

-- My zip drive bugged and became a giant Error model that the game no longer recognized as a zip drive. It was in the port when I was out gathering the dish codes and also in there while I saved and reloaded. When I returned I tried to eject  it and the error model fell out of the port. I had to buy a new one to finish my day and now I have a giant glowing error model on my loading dock I can't get rid of because it won't let me hold it to send on the drone.

--Possibly a bug or maybe a feature? Bao is  crazy demanding now. It's my fifth day on the job and I'm currently at 24 signals he's asked for. He's asked for 5 daily except one where he was feeling merciful and only wanted 4. It's the first week, nothing is upgraded yet and I've trashed my ATV already trying to rush to get the codes on top of it. I barely have time to clean or explore. Did  I miss the change log where it noted Bao is now 50% more of a slave driver?

Otherwise nothing major found yet, update's been fun. New control scheme  is a little bit to get used to but it's fine. The delay to preform some actions that used to be instant is the biggest hitch. I tweaked the hold time to be .015 sec and that seemed like the best compromise. Aside from constantly  shifting the flashlight focus level since I'm used to holding F and one incident where I ate a poisonous mushroom because I held the key a moment too long while trying to grab  the thing it's worked out.

Loving 9.0!

(+1)

yeah i noticed this, very first day bro asked for 4 drives like my dude it took almost all day just to do 1 chill, i also noticed the scroll wheel for the hotbar thing breaks constently

Is the difficulty setting set to a higher setting by default or something?

I have it set to normal

he gives much more demanding tasks on higher difficulties i've noticed. i'm playing on hard, and he gives me 4-6 signals a day required, as well as 4 hashes. i get the same payout for each though; so i actually end up with a higher income!

I tried my old go fast drivers level at day 4 or 5 ? bro asked 5 level 3 Drives, even with both process and download at 50% upgraded, what takes a lot of time is the Zip Dives where it can fail so much you have to do a drive by at your base to continue the downloads but the new Radar is harder to scan when it takes twice longer to get to a signale with the 3 radars making it go before you have the chance to scan, for the moment it is just unbalanced at all, while aswell now unbgrade modules you have to buy AND install yourself wich is fun.

(+1)(-25)

this feels like a roblox game now

(2 edits) (-5)

i meant the controls... holy sweet -19. everything in majority is an improvement in 0.9 imo

(+8)(-18)

I don't really get people complaining about things. It's a free game still in alpha, on an unstable test build. Yall need to relax.

I like all the new additions, makes late game less boring and the floppy disks are a nice change to having to write down hashcodes, SO much better! The new control scheme is much more intuitive. It's starting to feel like a more polished game. It's gone from pre-alpha to alpha so big changes are expected, and I'm sure they'll be tweaked and changed with time. 

Haven't gotten too into it, but exploring all the new stuff is really cool. The signal pinging is more involved which is cool. I felt like it was a little too basic. The generator mini game is cool too, I like that it's more involved than just "press button". That never really made sense to me.

They're developing more things to keep us busy and explore the map, which is great because as I said earlier, it will make the later days of the game less boring and routine. Once I get KerfurO I felt like I "beat" the game since I don't need to do a whole lot, so adding more to do in late game is really nice.

I just hope that it won't suffer from too much feature creep. I'm glad to see that they're still focusing on the main aspects of the game, because I became a bit worried when I saw all these other things being added and I was worried the focus would be lost, but it seems like it's still going in a good direction. Customizing the base and doing other "immersive sim" type stuff is really fun, but I don't want that to become the main focus of the game. I'm just glad they don't have the mentality that the dev of My Summer Car has. He just adds things in the game to artificially slow progression and make things more tedious, and eventually that game just turned into a masochism simulator, every action is like a lesson in tedium. I'm so glad this game isn't going that way.

I can only imagine what this game will be like once it enters Beta, and even the finished product. I genuinely hope it just keeps getting better.

(+16)(-3)

But if we don't criticize, how are we going to be sure the game's going to be even worth playing once it enters Beta?

(-13)

that's the thing, you don't HAVE to

(+5)

Toxic positivity is a massive plague on the games industry. It's okay to give constructive criticism. 

For instance... 3-5 drives is way too steep for the start of the game on the 'standard' difficulty. New players to the game will be put off because I guarantee most won't be able to swing that. I can barely do it and I've been playing the game since 0.7. 
If we wanted to have 3-5 drives on standard difficulty, maybe make it so that the random amount you need scales with time, or scales with how many upgrades you have. (For instance, 1-3 on day 1 with 0 upgrades, 2-4 on day 10 with some upgrades, 3-5 on day 20+, maybe with more weight towards the 5 once you have all the upgrades.) Having it just slam you with a 5 drive requirement on day 1 is sure to put people off. It put ME off, and I've loved this game up until this point. This isn't even mentioning the other balancing issues brought by the update.

Long story short, the game's just too hard now. There's too much shit complicating the game, and while each thing on its own would be a welcome addition, it all can add up to being a massive problem.  I've already had several scenarios on Week 1 where if I didn't know some of the secrets of the game (like the shower and toilet), I'd have been 100% fucked and unable to do my daily tasks due to RNG/stuff that was out of my knowledge or control.

(+2)(-6)

Well NOW that's constructive, what OP mention is all the negative criticism in that thread that honestly don't bring much to the table. Most people complain about controls when they are objectively better.
My point now, is that people should not feel obligated either to try to coerce devs into changing the game direction based on personal biases. Sure the game is in alpha, the 9.0 is a WIP, and feedback need to be given, but the current tone in that thread is VERY far from toxic positivity.

I don't know if you and others ever did worked on a game or a software, but negativity impact devs mental a LOT, and there are ways to communicate critiscism. And if you don't get that you'll never get your criticism heard and understood, as a dev, i'll die on that hill.

(+2)(-2)

yeah it's a test build for a reason the devs are actively seeking feedback (both positive *and* negative) and suggestions lol.  agree with the  other things you said though

(+20)(-1)

   IMO the models and graphical changes are great, but I'm really not a fan of most of the new gameplay changes, i started playing it really hyped about it, but my feelings were soured very quickly as i actually began to play it

    for one, dropping a new control scheme with no way to revert to the old way  is a weird choice, even if it's 'better' or not  (which i'd disagree with, it takes so much longer to do things since you have to hold a key every single time you want to use an item, and using the same key for grab + hold with only timing changing it makes it a lot more ambiguous when you interact with stuff, plus no doubt this is going to lead to accessibility issues)

it wouldn't be an issue if there was any way to configure this (as well as other mechanics), but according to paul they have no intention of doing this ?? genuinely a bit mind-boggling


    same with the transformer changes, (though this is more a personal gripe) I already don't really like the transformers as a gameplay element and this just makes them more annoying and tedious

the minigame itself IS really cool, but i don't think using it for the transformers is a good idea


    not to yap too much but ngl it feels like the game is almost drifting away from its roots in being like a janky source game (yes, i know it's UE4), and all the extra tedious shit is just giving players even less time to engage with events and mechanics outside of the 'job sim' bit

i don't play this game solely to grind, i play it to check out weird stuff and mess around, but the update feels like it's trying to push the job-sim over those things which is kind of disappointing 


     also, the tutorial locking controls behind reading the text dump in the tutorial is 100% going to be unintuitive to new players - even as a fairly experienced player it was really annoying and confusing having things just *not work* until you press E on the text icon enough times for it to allow you to do things

drives won't even go into the slot until you get through the dialog even if they're sitting right on top of it, and if you pick a drive up or put it down it spams notifs saying 'don't take the drive out of the area!!!', so you have no feedback to the player where there ought to be, and you have feedback where there shouldn't be

i'm hoping that a lot of this changes based on people's feedback but i wouldn't be terribly surprised if giving feedback on the update was restricted to patrons or something and that what we have is what we get

(+9)(-1)

there are so many new cool things in this build and i love it for that, but its so annoying to play. not hard, not complicated, but annoying.

i absolutely love the new base and the new towers you have to take care of, also the new ping system. (although the ui for the two  XYZ buttons not differentiable enough sucks, and them not working some times) but so many things feel like they are not makeing the game harder for the player, but more annoying. 


the ATV having basically  a second gas percentage to take care of that isn't effected by much is annoying, and it being  more of a pain to fix sucks, I FLAT OUT do not wont to go outside and get codes or use the ATV because of this. being able to have fun exploring is such a integral part of the game for me, and i cant really do that anymore in a way thats fun and not stressfull.  if the battery lasted a long time [like 7+ days with a lot of time driving] and was only effected by other things like a having a vehicle that is almost about to brake for a long time [ie blow 40%] making the battery less efficient would be better. its also complicated to replace the battery with not having the exact tool or not knowing what button to press,


repairing the transformers via mini game is fine but is so tedious, if it was 1 or maybe 2 mini games randomly out of the 3 it would be fine.


having so much content people enjoy behind 7 days is just a hassle , i completely understand wanting new players to get a baring on normal the game is fair,  but new players do have to go out of there way to do that stuff a lot of the time, it would be so much fairer to have it be 3 of 4 days not 7. customization makes this game so interesting compared to other games, and is what gets a lot of people into this game. being able to show and talk about what you did in the game.


the new controls are fine  there easier to use but are bugy (it is early release, big grain of salt) and sometimes unintuitive. 


my main problem with the tutorial is it would often ask you to do something but it physically wont let you until later, making asking you to do it pointless; it would tell me to put the drive in that slot and i fiddle for minutes  just trying to get it in when i physically couldn't. also if you did the thing it wanted you to do with out clicking the text it should let you leave, should still make these things required but you can take them at you own pace with that change.
 

(+1)

The Tutorial says to press R to put an item on a surface but its actual hold R to place an item on a surface. It says to do the opposite to put an item in your inventory. 

(+1)

yeah if you look in the options the swapping R function is turned on by default for some reason

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