Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

"Voices Of The Void" Alpha

Gather unknown signals from deep, silent space · By mrdrnose

Server health

A topic by Bearded Idiot created Nov 06, 2025 Views: 869 Replies: 2
Viewing posts 1 to 3
(+1)

I noticed on the console that there was an option to check "server health" now- except I can't seem to figure out what exactly this stat corresponds to. Right now in my game the health of most servers I check this with is 0, but it doesn't seem to have any bearing on how frequently those servers go down. I know the "cr.health" function is tied to how many live fuses the towers have remaining, so I thought maybe it was tied to how many server upgrades each one has, but I checked both Whiskey (which has 3 already installed at the start) and one of the servers I had manually installed a couple of upgrades into, and both were listed as 0, so I have no idea. Anyone else figure out what it's for?

(+1)

The blue floppy disks in the store say they increase server health. I think it operates much like the fuses, in that it acts as a buffer for the server going down. If you give a server health with the blue floppy, in the event that it would go down, instead it drains the health by one and stays functional. It seems like it's the new "server protection" mechanic, only it's based on giving them a buffer instead of just rendering them immune to breaking for a set period of time.

...Though, I haven't tested this myself, so I could be wrong. That's just how I interpret what the game is telling us. An easy way to test would be to feed a server (preferably not upgraded so it breaks sooner) a blue floppy, install the Global Alert module, and see if it ever tells you that the server is merely "damaged" instead of "down".

Ah. Right, with all the other new additions I completely forgot the blue floppies even existed.