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"Voices Of The Void" Alpha

Gather unknown signals from deep, silent space · By mrdrnose

Feedback on some aspects of 0.9.0

A topic by Razordawn created Nov 01, 2025 Views: 13,904 Replies: 44
Viewing posts 1 to 20 of 21 · Next page · Last page
(+21)(-1)

All in all, I think this might be my favourite update VotV has ever had, but from my first impressions I do have some minor gripes.

Control scheme: I actually like it a lot. But I do feel like most if not all "press E" vs "hold E" interactions should be swapped (i.e. holding for physics manipulation, press once to interact). Feels a little more intuitive and is in line with the previous versions of the game. The little progress circles for hold interactions are also immensely useful but I feel like they're a bit too obtrusive, however, I presume this will change eventually.

Something I outright disliked, however, was the tutorial being a fair bit too hand-holding. I much preferred the previous approach where you could go through the text boxes at your own pace. A few interactions like the key card and having to get a signal to proceed should stay as a check to make sure the player is paying attention, but overall the 0.9.0 tutorial feels way, way too on-rails and part of learning the game is the ability to just walk around in a wider area and mess around with physics without consequences. Some parts of the text, especially signal processing could also use some editing to make it less wordy.

Lastly, perhaps this is a bit of a silly complaint, but I also think that the tutorial shouldn't mention weapons directly as a concept. Obviously, almost everyone coming into the game probably expects some degree of combat, but I'd like for that expectation to be a little more played with and not immediately validated, especially now that the tutorial is mandatory. I'd personally introduce the crowbar as just a handheld tool. It makes you slightly more nervous in a horror game when you have something obviously weapon-shaped but the game refuses to say directly whether or not you'll have to use it as a weapon.

All in all, this is just my opinion, take it or leave it, just wanted to post something that's more substantial than spamming "things are different gaem sux now" on the bug report thread.

(+21)(-9)

I hate the new controls. Lol why there isn't a toggle for the old controls is absolutely insane to me. And the tutorial was definitely way too hand holdy. I get people ask dumb questions all the time that are literally answered in game but no reason to dumb the entire game down especially on a part that is unskippable.

(+1)(-4)

Honestly I like the degree of control it gives, I just wish there was some middle ground with fewer arcane button combos

Arcane. You have just unwittingly defended the control scheme.

(+1)(-3)

The new controls are weird and I am getting use to them still but it seems far more precise and streamlined, I don't even get the feeling that there is less you can do with it as the menu still changes for each item allowing the odd action here and there. (I also have Nvidia so alt r just didn't work for me before, really enjoying being able to put stuff down)

(+1)

I turned my nvidia overlay off but I still wasn't able to use alt+r to gently place stuff down. Is there a fix/workaround for this?

(+2)(-1)

You can rebind nvidia controls, which will let you use the alt inputs.

(-3)

No no... TO put something or you press and hold R, with the equipped item in hands or you press R and Right-click (before the "hold a button completes").

Soo: With the item in hands: R and less than a sec right-click

(+2)

Okay so there just is no more ALT+R to place items down that you're holding anymore. You have to use the precision placement tool now? 

(-3)

Holding the Item: Hold "R" looking to where you wanna put.

(-7)

I've been playing for a few months and just got around to doing the 09 tutorial today. Honestly, my ADHD-riddled Zoomer brain struggled to stay focused at first — but once I actually stopped and read the instructions, it turned out to be really helpful and straight to the point. On my first playthrough, I tried to skip it and just figure things out, and I definitely regretted that. So I don’t really see an issue with making players go through the tutorial step by step.

(2 edits) (+20)(-1)

Having completed five* days fully, I think the early game is too punishing and just demands a bit too much. 5 signals a day is tough to do in the early game and I found basically impossible when I had 2 days of bad weather in a row + a random event(?) that wouldn't let me sleep. I also don't mind the ATV battery mechanic as a way to force the player to engage with the world directly but the price for those things needs to be brought down or, even better, there should be a way to charge the battery in the base, otherwise using the ATV too much or turning the lights on turns into a massive expenditure. The thing I liked about the 0.8 early game was that there was downtime to explore and clean up the base, right now it feels like I can't take a single breath and sleeping through an entire night would destroy my economy. I have to walk because saving up for a new ATV battery feels like a pipe dream, as my priority are signal upgrades to actually get those 5 signals a day. That destroys my stamina, which is not great because nearly every night for a while there's been an that wakes you up and keeps you up until it randomly decides to stop. I've thus far seen one actual event in the base and it might have been scary, but all it felt was extremely frustrating because it was the third time in a row that during an already difficult stretch of the game, I couldn't sleep. I feel like the early game RNG should be significantly toned down and the ATV battery mechanic made less extreme and explained somewhere in the text tutorials

For things I disliked outright, I'm still early on but I simply don't understand what benefit the ATM/hard currency system adds to the game, same with limiting vending machine stock. Previously it was a decent way to just get some energy in a pinch, currently it defeats the purpose of ever using the vending machines because getting something from them requires me to walk around the back of alpha, navigate a finicky gui and then pick up several tiny objects off the ground. Combined with the limited stock, I don't really see a point in engaging with that whole set of mechanics whatsoever outside of dire circumstances.

Edit: I can't count + grammar

(+1)(-4)

The ATM is actually quite interesting! It turned VOTV into a "roguelite," because you take your money, convert it into "notes," deposit it in the mailbox, and take it to another save! I found it very useful, I tested it, and it worked excellently!

(+3)

I'm just being pedantic, but it basically was the same thing when you took your money, convert it to MREs, and then mailbox them to another save and sell them haha. But yeah, at least the exchange rate is 1:1 now.

(+8)(-3)

The new control is crap, although I'm used to it. A couple of times my video card went into moon launch mode. The backpack needs to be redesigned. I want to stroke Kerfur normally, not with a delay of 1 second. One of the transformers is unfinished, there is a green grid there, the same grid as on the radio tower. A couple of times the scanner couldn't detach and remained on the number one, although it didn't interfere, but clearly it shouldn't be like that. Some events were buggy. One caused the game to crash, something with lightning. Also, the omega kerfur that was stolen did not return and the event did not end. Bring back the ability to throw items normally. And many other minor things. Do not release 0.9.0, it will ruin people's attitude towards the game. To be honest, everything is bad. On the plus side, there's a new look for the base and the quad bike. But please, Nose, if you're reading this, make the new exits at the base work. Maybe find keys for them or change the locks to make them work. I like that there are now storms. Although it rains through the window on the second floor. And you can hear everything as if you were outside, I would like the sound to be even more muffled. So that I feel completely at home. And the sounds of the satellites turning are very loud. (The fence and bridge are dull they need to be redone. )

It may be harsh in some ways, but it's a more effective way to convey the problem.

(5 edits) (+13)(-1)

edit: i got to experience atv battery. i don't want to anymore.

The controls man, that's quite literally the only complaint I have. the old menu system, although clunky, was very good. Most importantly, it was very intuitive since it didn't use the same input or key for multiple actions at the same time, my only complaint with that one was using the alt button, and it's not even a complaint, is more of a nitpick.
The new one brought a bunch of issues with itself, spread pretty evenly between not being intuitive at all and having A LOT of button combos, some that must be performed within a time window. A good example of how the new interaction system is unwieldy, is the workbench. With the new system you have to go slow to not missinput a use, and sometimes the grab input wont event grab the thing and will simply jiggle it a lil because of how fast you have to tap. I strongly feel that the new input system should be revamped to still feel like the old one while being a little more compact, which I feel was the idea, although I might be wrong. Maybe having a legacy controls option wouldn't be a bad idea either. Not a hurry though, the version literally was just released.

Everything else is just straight gold though. All the minigames and little things you gotta do to maintain the facility are so fun, and all of the art and new models looks amazing. Only little itty bitty detail is maybe looking into the lighting performance later on the version, bc it's clapping my machine and it ain't even bad.

(1 edit) (+3)

I have had a problem with the coordinate towers. The terminal doesn't indicate which one is actually down, and the same goes for the auto alarm module, which only says that it is the CT1 tower. Also, the game crashes on quit and death almost every time.

personally loving the controls even though they were hard to get used to. Also, the tutorial being mandatory, I feel, might make people unhappy in the future, but it was definitely necessary; however, I feel it could use an auto-generated voice to make it feel smoother.

My biggest gripe is the ATV. It makes me very angry when I get into a collision, the wheel goes off into oblivion, and I cannot find it, so for the time until I get 200 points, it becomes almost useless. The wheels, fuses, and tool boxes, I feel, should be reduced in price.

The signal requests should be put back to normal because there was already a difficulty setting, and now it is no longer a WIP, so it should not be any harder than before, especially with the extra work involved with the coordinate towers. 

However, I already have kerfurO, so my ATV-induced insanity is on the low at the moment.

Having a Geom or Rozital robot that could fly and fix the coordinate towers would really be cool as a next-gen goal like KerfurO.

(+9)

I like a decent chunk of the new mechanics, such as physically installing modules & using floppy disks to get data from the servers. However the ATV battery definitely needs to be addressed. I think it should either have an alternator in the ATV to charge it while driving, or have a charging station in the base. Having to buy an entirely new battery is not only unrealistic but insanely wasteful as well

Also I can't use the coordinate panel, when I press 3 it doesn't bring the little target thingy over, saying a communication error with a tower, however I went to that tower and it said it was just fine even though it wasn't working at all. How do I fix this?

(+3)

The health report will get stuck on only one tower, so it is probably a completely different tower that is down.

(+1)

Ohh. That explains it. Thank you for telling me that, if I didn't know i would've just kept checking the exact same tower over and over

(+13)

I definitely agree that the game is starting to demand a lot from the player. I'm finding myself so busy with just daily tasks and repairs that I have little to no time for anything else. Also agree that five signals is a bit of an ask for the first day; especially given how long the process takes now. I have my day time set to maximum and I barely managed to scrape by with the first task.

I like the disk system, but the rng can make it a bit annoying when you're waiting for a satellite server to upload data and it just keeps pumping out "unexpected server error" ten thousand times. Also, found a bug where if the game saves while a floppy/zip disk is in a drive, if you load that save all data on the disk will be lost, and ejecting it will instead spit out one of those big red ERROR props.

I'm probably one of the few people who actually *doesn't* hate the new controls, but I agree the press E and hold E options should be switched- there's currently a bit of weirdness where pressing E on certain objects either doesn't grab the object, or it technically does but the object won't move, and you have to release E and press it again to get it to recognize it.

ATV I feel needs some balancing. Not only is the new ATV bulkier, less powerful, and less durable, but now you have to keep track of both battery life and durability for each individual wheel, and extra batteries/wheels are NOT cheap. I've actually been finding myself carefully avoiding every rock and log I see now, lest I return to base with only a sliver of durability remaining.

My biggest gripe so far is the CR towers. While I like the concept behind them, they are NOT very well implemented. These things will drain your time, your money, and your sanity. Each one is tied to one of the colored cursors needed for the new coordinates panel, and if one goes out, that cursor is unable to move, essentially rendering the entire panel useless. The only things keeping the towers from breaking down are these expensive "fuse" items that wear out over time, and can burn out in as soon as a DAY. Without fuses, the towers break down CONSTANTLY. The game was good enough to give each tower four free fuses at the start of the game, and one of the towers burned through all of them before the end of the first week, with the other two following a few days later. And with no fuses, I can maybe download 2 signals before *at least* one of the towers is down again (and I'm on maximum time length). It got so annoying that I went into the game options and turned off CR Tower decay- except IT DOESN'T WORK. Toggling the option off does NOT stop the towers from breaking down or burning through fuses. These things have made me lose all interest in continuing to try the new version, which is a shame because I was otherwise enjoying it.

(+4)

I agree with all of these points.  They really need to embrace the relaxing aspect of the game's overall vibe a bit more I think. Being rushed to finish objectives gives you no time to breathe and let your guard down, which lessens the impact of the creepy events when they occur imo.

I like all of the new minigames and added depth of the new features, though.  Just need some tweaking to make them a bit less punishing early game.

(+3)

Yeah, I know I have been having some issues with the Coordinate towers myself. I don't mind the fuse system and needing to replace a fuse when the tower deals with a power surge like if it were to get struck by lightning, but the decay system on the tower just makes the fuses decay WAY too quickly. I turned the decay setting off myself as well, only to find that even though I wouldn't hit Alt like some people said was left in that causes the tower fuses to break, my fuses would still wear out after only a couple days. The fuses costing 100 points and needing to buy them every few days just makes me lose a lot of the profit I would make on the dailies and whatever else I have built up to sell.

The rest of the update is really nice and I don't have any complaints with it. I get being frustrated with the disk system getting errors when trying to get the hash codes, but that mostly has to deal with the upgrades on that server. The more upgrades you have, the less likely it is to error out when getting the hash code, so it makes sense to me. What I didn't know though, is that you can use a single floppy disk for all the servers you need to get hash codes from. I don't know if I had missed it in the tutorial, but I thought it was 1 disk per server, like the floppy disks could only hold 1 hash code.

It would definitely be nice to see them add in an option like they do for the hold r/press r actions being swapped for the hold e/press e actions. I think it is a bit weird to add in the option for one and not the other.

I myself don't usually deal with the ATV since it isn't that bad to just run everywhere (in my opinion), but the issue I was dealing with it is that it would randomly disappear and reappear when in the garage which would cause it to take some minor damage. I have to keep an eye on where my ATV goes in the garage, or I will deal with an issue I dealt with early on where it would take so much damage from the random teleports that it would blow up and end up stuck in the outside wall of the garage. It ended up being stuck there for around 10 or so in game days and wouldn't get unstuck no matter what I tried. Since it was at low health, any time I tried to get on it, it would just blow up on me and using the hook on it to try and pull it out of the wall just didn't work. Thankfully it ended up bugging and doing the teleport glitch again which caused it to bug back out of the wall, but it was definitely frustrating. 

Still exciting to see the major update on the game and definitely looking forward to the hotfix for the 0.9 version to see if they were able to address a lot of the big complaints. And, you know, fixing the bug on the aliens that makes almost none of their events work or take place (like the picnic being bugged and not loading properly, or the treehouse not being built at all).

(+2)

Having played a bit more, I discovered the upstairs coffee machine doesn't require coins to operate. I am extremely thankful to have been wrong on this whole mechanic but it kind of double defeats the purpose of the vending machines and feels like the fault of not having had the time to even look around, not my own inattentiveness. Once you've made it through week one and you're a bit more established and have opened some crates, the game becomes a  whole lot more enjoyable but some things like flashlight and ATV batteries and triangulation tower maintenance remain a constant headache. I don't really get the purpose of the fuse system, and the triangulation tower upkeep in general. I think keep the upkeep minigame but get rid of the fuses (or else have them degrade slower AND start the player with several spares around the base). Having a way to target the towers would also be nice since the lights aren't always visible from the ground.

Things become a LOT less frustrating when you've gotten to max download speed and built up a slight signal backlog, but I'd say the current alpha's still got way, way too many cases of micromanagement and time sinks. When horror elements show up, I'm not in any scared or tense mood, I just think how this would affect my tasks and if I'll end up being punished for it. There are a lot of really good ideas and elements here but they feel marred by the insistence that everything take as long as possible and be a multi-step process. The kerfur is slower, your reports have a semi-randomized timer and you have a number of new things to worry about, and it at the very least feels like your stamina and hunger drain way faster than they used to. You end up being in a rush but having to wait, which causes frustration.

I'm also beginning to change my mind on the new controls. I liked the idea initially, with some caveats, but picking up and putting down items feels weird and you can't pick something up while holding something else, which gets especially annoying during garbage cleanup. On a related note, I really miss a lot of the physics interactions, like being able to slam or even throw a drive into a slot instead of having to hold and click it. It adds a lot of charm and fun to the way you interact with the world.

"Having a way to target the towers would also be nice since the lights aren't always visible from the ground."
You mean via the console? You *can* target them, been doing so in my game just fine.

Thanks for letting me know, the page on the console was an early victim of getting used to the control scheme lol

(2 edits) (+2)

A few other things:
-I like the new trash gib piles. They make it much easier to collect all the trash gibs in a room (although I question why some of them have gigantic pieces of wood debris in them), and less likely to have random gibs that you missed and somehow clip into the collision to make annoying noises.
-I'm a bit divided on the new MREs. While I do like them a lot, I feel like they make it too easy to get past the food tolerance system since they have a variety of foods packed into them. The point of the original MREs was that they were quick and easy food that tasted like crap, thus you needed to balance it out with something else. I feel like a good solution would be to make it so that there aren't so many of the newer variety around; like have the *old* mres at locations like the Hole, the bunker, or in that barrel in the log, and have the newer ones be in various locations in the base or transformers, and be the ones sent to you each night.
-I'm not a fan of the new "drag" system. I liked the old style of moving objects, where you could tip a shelf upright by grabbing the top portion and pulling backwards, or lift up a large object by crouching, grabbing the bottom of it and standing up. This new system makes it difficult to turn objects, and impossible to lift the bottom of objects upwards- when I ordered a wood chipper and tried to move it to the front of the base, I couldn't even get the stupid thing over the curb- I ended up having to wheel it the long way around through the parking lot.
-Big fan of the new workbench system. Much easier to use than before.
-I like that you're able to craft server upgrades, especially considering how many of the stupid things you need. Any chance we could also get the ability to craft fuses or ATV wheels? Possibly transformer upgrades? (Not gonna say car batteries, that might be a bit much)

(+1)

You can do the old style of moving a heavy object with Shift + E. You can also rotate an object that you are dragging with the scroll wheel.

(+2)

While you can move heavy stuff better with shift + E it doesn't quite work as well as the older versions and with the new grab and hold, it becomes difficult to use. I think the whole object moving mechanics should be optional to use the new way (Press E to grab, Shift+E to Rotate and lift) or the old way (Hold E to rotate and lift)

(+1)(-8)

I actually really like the amount of tasks you need to do because you are a lone guy managing a whole facility that requires like half a dozen people. I do think that the kerfurs need to be buffed (or at least have upgrades) to compensate. Like the base model, should be able to deal with hash codes along with repairing servers while the Omega version can handle the towers and transformers. You are a guy working a job meant for a team, a long term goal should be buying, building, and upgrading teammates to take the work load off. 

(+4)

I have new Control scheme. it's not intuitive (especially compared to the previous experience of playing on the old version). but even without taking into account the old version, this is as inconvenient as possible and gives less control to the player and less immersiveness.

I hope the retention system will be completely removed or the types of interaction will be reversed in places. I am physically unable to play with the new type of control and I hope it will be rolled back... or a mod will be released that returns the old system

(+4)

ATV battery is absolute garbage, the game doesn't explain at all, my ATV just stopped working and I didn't have a clue why, I had to come here to find out. I don't know what the devs were thinking in adding 5 more maintenance parts to the ATV (that also breaks waaay too easily).

Generators break way too often and too fast, and now with the minigames are specially boring to fix, combined with the shitty ass ATV battery (that should be removed) and the drive demand on the early game, the feel of VOTV isn't a relaxing experience that gets more stressful as the game goes on, boa It trows everhthing in You face at the game time 

Loading the drive box into the drone, HOW IN THE FUCK AM I SUPPOSED TO KNOW TO ORESS SHIFT?!?!???? 

I had to do outside reasersch to find that out, I get it that is a build or whatever, I was expecting bugs or something, but for the game design to take an absolute DUMP was astounding 

The controls are awesome, takes a lil bit to get used to but they work, I wish we could rebind some to use the alt key or something but they're good the way they are anyways

The ATV drives soooo much better now and the zip and flops are awesome, way better then the hash codes, the tapes are cool too, I like that we get more stuff to send. 

I can't say I have mixed opinions cuz some of the decisions as stated above have ruined the chill first week experience with all the bullshit you gotta deal with early on, it can be easily fixed but as for now the early game is kinda ruined, combined with the base being a performance hog with all the trash and you having no time to clean stuff up kinda fucks with the vibe (that was immaculate before) 


You want to have the player be engaged early? Do events, don't punish people in the first 5 days with generator, ATV battery, and confusing controls (drive box loading) 

There's a piece of paper right next to the drone box thing that tells you to shift-click to load stuff onto the drone.

It's maybe not super intuitive considering it's literally the only container that works that way afaik, but the game DOES tell you about it.

(1 edit) (+1)

So far from what I seen this is a great update. But the battery in its current implementation Seems unfair to the player.  I suppose you add a Jumper cable to the store for 50 Credits. Maybe craft with electronic scrap to get a car battery charger that slowly charges it over time (like one day)? this way the battery in the store still has value and the solar panel upgrade is as big of an upgrade as it is now.

For me the transformers mini game looks out of place. It dose make sense to have a mini game. I personally think it would be better if they where like the stove is where you use a tool to fix it 

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

ngl i like this new update. more to do, more to balance in a day. i say this like i dont play on 0.5 speed. I’ll admit, the 5 signal requirement within the first week is a bit steep, esp if you zerg rushed lv3 processing for ez creds. the battery could also use some jumper cables? Though i hear you can charge the thing directly with some more inventive and risqué ideas. it’d be absolutely amazing if we could craft our own fuses out of the copper cabling with find in drawers. though i think you’d need to balance it out either by making it consume two of them or have require two broken fuses. and the price is nutty! 100 creds is very steep for something that is constantly going out. it got so bad that i ended up turning it off. its the only thing i’ve really touched in my playthru outside of physics damage and velma mode.

I’m going to edit this comment as a half bug report half journal. The new hash thing most definitely needs a limit on how many times it can fail. may 5 for a brand new one and 10 for one thats about to die?

(+2)

for the love of god make it so we can sell the item box like the other versions of the game...

(2 edits) (+1)

If fuses break at a rate of about 1 a day for all the towers combined then at 100 points each it might be more profitable to either ignore fuses and just fix towers every day or ignore signals entirely.

Maybe add some legs to the delivery drone so it doesn't need to hover for hours.

Also the vacuum bot can't pick up the new trash piles.

(+2)

Ok, so. Im on day 34 now and i hae quite a few things to say.

1 - I like the new controls! They are little less frustrating sometimes (but in some situations more)

2 - Hashcodes fail rate should be nerfed a bit in my opinion, let it have a max amount of fails, one time i was standing at 1 console for around 7 REAL minutes, thats crazy long! Yeah, i know im just very unlucky but still, it shouldn't be a full RNG, make it sort of a fake RNG, it starts with some chance of fail, let's say 60 percent. With each fail that chance to fail is lower by a bit, so it wouldnt be so frustrating to wait for 1 code for like 10 gazillion years

3 - I dont know if that's something with my save, but Arirals didnt show up! Their ships (where treehouse should be) is there but the house is still absent so ig this is a bug. Picnic was also not a thing in my save. I even made another save to check for it and no, that thing is completely broken i think, arirals said "im not goin there"

4 - Coordinate towers. Ooooh wowzers i have a lot of hate for them. The concept is good but the implementation is atrocious in my opinion. They break TOO often. Im maxed out now at the base, ATV is upgraded, all modules, transformators is fully upgraded and set (but still manage to break every 2 days) but the coordinate towers break TOO frequently and are too far away (i get why, dont throw tomatoes at me). They should really be nerfed, i snapped and just turned off their corrosion and they still break, the option does not work, funny. Every other one is working fine. The problem is in the fact that with the implementation of CR towers you have so little time to yourself and therefore all events that suppose to scare you give more of an annoyance just because they take your time away even more

5 -The drone. Its great, but PLEASE add an explanation on how to sell boxes, etc., i had to go to the forums to get help with this, this was never mentioned in the tutorial.. And either remove item box or give it a new use, its literally has no use right now basically, it doesnt fit really good for storage and u cant even sell it (idk if its a bug but i cant sell it even with the sell gun)

Overall, the update is great but it needs many tweaks. Many money-making schemes were nerfed to oblivion so its unnecessarily hard to get points in early game, triangulating in early game is TOO slow, making it take like 30 percent more of your time and beg that signal would not disappear when you are waiting for last one dot to cooldown or it to scan. This needs many tweaks i hope the dev will do, realizing that some of them are unnecessarily frustrating and just not fun to do day to day.

(+1)

Hello there, I'm returned player from 0.7! I decided to check what's going on with the game after a very long time and I think my experience is the most unbiased.

In overall I really enjoyed update: the new look of the base and ATV (no longer Gravity Defied vibes), new signal system, updated map, lighting system is very nice (though performance is ABYSMAL), new minigames and activities.

But I do have some problems with update. Mainly it's comes down to:

1) Not enough time to do stuff

2) Equipment is to expensive

3) ATV battery is weaker than hamster on wheel

I have saw, that 2 and 3 a being reworked, but just making battery last longer and fuses cheaper may solve the problem, but not in a long run. I think, that battery should be chargeable at the base BY DEFAULT, but with each recharge it will degrade. Also I think fuses should come as PACK of fuses (2 or 3 in box) not 1-by-1. I see it as "box may cost more, but cost of each piece inside is less" and it's just more convenient to store. After all we already have roll of bin bags, and as storage solution we have rack for disks and box for floppy's. For me it's seems the most logical solution. 

Also I have same opinion with Razor about overwhelming player: it's too punishing and annoying in early game. I found myself consistently failing daily tasks and signals, because I don't have enough time. I dunno... maybe day should be longer(?)

I don't remember old system with using ALT so I speek from "fresh" start. What i could say: it's good but definitely underbaked. Now spamming "pat" on kerfur is now impossible, because of 1 sec delay. May be introducing number of option, as shortcut for interaction should do the trick, because for me it's seems natural to press E+1/2/3/... to do interaction, if I have a list of interactions.

(+4)

Something NEEDS to be changed about the coordinate towers. I've completely given up on my current playthrough because of them, and I won't be touching this version until they're fixed (or at the very least, fix the setting that lets you disable coordinate tower decay).

First off, the tower repair minigame is atrocious. I didn't mind most of the other new minigames, they felt appropriately clunky for the janky old technology that we're working with, but the tower minigame is a pain in the ass and feels totally arbitrary. But, at least you can turn it off.

More importantly, the decay rate is absolutely ABSURD, to the point where I wonder if it's bugged and decaying faster than intended. There were multiple occasions where I'd fix a tower, only for it to be broken again by the time I got back to the base. Kerfur can't fix them, there's no way to upgrade their stability, fuses are expensive (and basically pointless with how quickly they break), you can't maintain their "health" like you can with transformers, and having one break completely halts your progress until you run across the map and play patty-cake with the goddamn tower for five minutes.

but aside from that...
I really do like the update overall. It's definitely got some kinks to iron out, but other than the coordinate towers, most of the changes are pretty positive.
The visual updates are great and I (mostly) like the more immersive minigames and upgrades, particularly the zip drives and all the new stuff for the ATV. (other than the battery issues, but there's a whole thread about that so I won't go into it)

I honestly don't have any strong opinions about the new controls one way or the other, but one thing I DO really like is being able to shift-click to store held items onto the drone. I'd love it if that functionality got added to other containers as well, it would save so much headache if I could just shove an item directly into a box without having to do a bunch of inventory-juggling first.

The pacing and difficulty of early game is definitely a bit much, I think this update really wants to lean into the idea that Dr. Kel is single-handedly running a base that's meant to have like a dozen employees, with extremely outdated and poorly-maintained equipment. Which is fine and all, but I've got a good amount of VotV playthroughs under my belt and I was still struggling to get daily tasks done consistently until around my third week, even after getting a fairly early KerfurO. I can only imagine how much more stressful it would be to a new player who doesn't know any tricks to make the early game easier.

The forced tutorial is a little annoying, but I'm hoping it's just a band-aid fix and tutorialization will be improved later down the line. Although it is funny to see DrNose's increasingly unhinged attempts at making people actually learn to play the game, instead of ignoring the tutorial and hints and then complaining that they don't know what to do.

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