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"Voices Of The Void" Alpha

Gather unknown signals from deep, silent space · By mrdrnose

Voices of the Void 0.9.0 feedback Sticky

A topic by mrdrnose created Mar 31, 2026 Views: 46,173 Replies: 231
Viewing posts 121 to 140 of 147 · Next page · Previous page · First page · Last page
(+1)

fridge and oven in break room? im loving it so far brought me back after a year and cant stop. this is a gem thank you mrdrnose. a pool table? or dart board!?

(+1)

Can you move the "regenerate data.sav" button to the bottom of the extras dropdown menu? I keep pressing it instead of refresh custom assets and it results in CTD and it fucks with my settings.

(+2)

Been playing this for quite a bit now...I dunno if anything I have to say has been said already or not.


1. Mannequins: Okay I eventually found out that simply hitting them easily gets rid of them, fine...but, it does seem like a new one spawns every day, or right after booting up your save...they're not scary anymore, just...annoying. Which leads to the next thing...

2. Woodchipper: HOW DO YOU FREAKIN' USE THIS THING?! I gave it fuel, I tried sticking the damn mannequin in there "perfectly" after hearing they're good for resources...I cannot shred them at all. Honestly the mannequins just drive me insane in general, tone them down. lol

3. Better combat: ...I just fought the Abandoned Kerfur not too long ago...yeah I dunno...I feel like combat could use some work, I swear I've been hitting him constantly, but most of my attacks kept missing for some reason. I eventually just stood still and kept the thing against wall and hit him constantly, letting him stab me ten bajillion times. I don't even know how I survived that fight like that and the explosions you take. (I mean, yeah I had it on Easy difficulty, but still. >_>)

Now for my main suggestions...

KERFUR.

1. Better pathfinding: This guy gets stuck constantly, mainly when returning, and it's almost ALWAYS at that bridge. I also had a time where he got stuck in the river for some reason, near the fallen tree, maybe have him stick to the roads or something when returning at least?

2. OMFG STAY STILL DAMMIT!: I know he's on one wheel and is trying to stay standing, but it's just annoying when you're trying to click on him and stuff and he's bouncing all over the place. lol

3. Charging Base: He's a robot, a charging base would just make sense, once he's done with his stuff he can move right to the base and shut itself off instead. (plus the base could keep him from falling down when turned off)

4. Let us name out Kerfurs: ...Because, uh...yeah I dunno. lol

Easy way to shred mannequins is to turn them around and shove them in the woodchipper chute head-first. that's how I always do it, works like a charm

(+1)

I think the portable emf equipment should not be beeping 24/7, and only when near something paranormal should it start beeping. If it's something you have equipped, might as well make it be less potentially irritating if you want it equipped at all times.

Does the Mailbox just not work? Nothing I put in is ever transferred over to another save.

(+1)

the new way of getting signals is verry hard to use and I don't understand it

I'm  fairly new player and I have no idea how to use it without fucking it up somehow

also the  tutorial should really try helping you figure that stuff out more

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

I didn't play 0.9.0 a lot (i mainly play 0.8.2), but i really like the reworked base. It's a lot more detailed, and cooler in total. The signal finding process has got a little too hard, but it's still possible. I absolutely love the floppy and zip discs mechanic, it changed the whole signal catching and sending process (in the best way). Reworked drone is also very good, it's a lot easier to pack things inside. The neutral (for someone bad) thing is the interaction mechanic. It's a bit too hard to understand for players, that played before 0.9.0, so it would be very cool if you could add an option in the settings to go back to the "old" (0.8.2 for examle) way of interacting with objects. Also i don't get why are arirals too "sexualized" for some people. I do know, that their model is naked, but when you're playing normally you can't see this because they are literally invisible. People are just s***ing on MrDrNose for and invisible model, and it's so dumb and hilarious, that i just don't understand why would anyone want to get to 31st day, go to sandbox, spawn ariral model, and then they say that they're too "sexualized". I don't care about their model because they are invisible for everyone. If you can't see it in normal playthrough, then it's not a problem. In total, the game is very good, interesting and scary(not after 3rd playthrough, bc you know everything atp), and i like it. Please, continue developing updates for this game, it's a big success, and not every game on itch can be this good while at Pre-alpha state. Good luck with development, MrDrNose!

I think what I would personally love to see once Kellin's model gets proper animations, is his playermodel changing according to what equipment you have on. So if you had say, the tinfoil hat on, Kel's beanie would be replaced with said tinfoil hat. If that would be complicated to apply considering the numerous equipment combinations out there, then I think at least a playermodel change for wearing the hazmat suit or the fire protection suit would be a wonderful immersive change. 

(+1)

I kinda wished we could just create our own character instead.

(+1)(-1)

really like the new changes, had some problems getting some ariral events to happen (the gun event, the kel plush and a few others such as they didnt try to attack me when i went to the treehouse trying to steal the box, setting the alarm off.) as well as some normal story signals just not showing their Spectrogram. something to do with the radar trail upgrade.. cause when i unplug that it works again. also i noticed its pretty hard to get one of the plushes (the one Out of the fence and in the sky box) without using the debug TP. could change to another summon ? would make it so that we still have to do something to get it instead of just climbing to the sky box.

(1 edit) (+2)

The new controls are so, so bad.

There seems to be too much busywork and weird cryptic unexplained stuff (that the tutorial does not really help with) and not enough cool stuff/signal searching. 

The game has an absolutely amazing concept and i love the idea and would love to see it done well, but it seems to have got lost somewhere along the way, in my opinion. I imagine it'll get better as it gets nearer to release though.

(+2)

I think the laptop should be made lighter.
The whole point of the laptop is to be able to remotely have access to the computer right? On top of that it already costs 3,000 points, so for it to weigh 450 units is insane. It takes up almost your entire inventory without fanny packs or almost your entire backpack. I think the weight should be reduced to somewhere from around 200-300 units so it's actually worth carrying around.

This isn't a bug or really anything huge but I miss the Cube Zero reference on the back of the computer

(+1)(-1)

I'm speaking as a player who hasn't played any previous versions - my experience begins and ends with 090n. These are my honest thoughts so far.

--- The Good ---

Overall vibe - First off, the game is stellar graphically, in terms of art direction and overall feel. The graphic design and atmosphere is spooky and somewhat unsettling without resorting to cheap jumpscares of almost any kind. There's cool stuff to see and find, interesting events, and in the middle of all that, there IS pants-shitting scary stuff too, but it's rare, appropriately spaced, and not in-your-face at all. It's the first and only "horror" game I've ever enjoyed, and I enjoy it a LOT.

Meta-paranoia - It's outstanding. In any other horror game, it'd certainly be used as a way of telling the player "something scary is happening, you have to go search for it and suffer a mini heart attack before you can save/sleep again!". In here, anything can happen. Catgirls propped up a couple of paper aliens to prank you? A spaceship is flying overhead? Maybe a couple of mechanical aliens set up shop at the hole and you need to go check out what's happening? It feels so much less like a "haha, get fucked, it's time for jumpscares" and so much more like a "cool stuff is happening. go see it", and I love it to bits. I especially love it because, again, something scary CAN be the reason for meta-paranoia - but the fact it almost never is something outright scary just makes the rare actually terrifying moments hit much, much harder. It makes the experience way more enjoyable - feels like the character is actually a dude in the Swiss alps witnessing weird things, not just a virtual vehicle to scare the person playing the game. 10/10 mechanic and implementation.

Physics - It's great how just about anything can be done through physics. You can place a drive on the slot by holding it with the R key and clicking the slot, sure, but you can also "grab" it and physically drag it through 3D space into the slot. Same thing with placing drives in the drive box, or placing the drive box cover back on, and dozens/hundreds of other things. It is the definition of "the extra mile" - entirely unnecessary if the only objective was to make things work with minimum effort, but so, so fun and rewarding to play around with, and to know that the system is just there, that you can engage with it at any time if you wish to. It breathes life into the game in a way I can hardly express with words alone.

Performance - I've experienced no FPS issues whatsoever while playing this game, even though my specs are nowhere near top-of-the-line, so that's always a plus.

Variety - There's just so much stuff. Besides collecting signals and maintaining all the different types of equipment, there's cleaning up to do around the base, fixing up the walls, selling the extra junk, and even exploring around the map. Hell, I hadn't even properly engaged with crafting until well into the 3rd week of story mode. I thought it'd be just a barebones system meant to create or modify a couple of items, only to learn that it can actually be used to make so much of what I was purchasing previously, and so many cool things are locked behind it. All of the little extras make downtime very rewarding, pushing the player towards exploration and engaging with all the game has to offer. And that, I'm afraid, leads us to the bad.

--- The Bad ---

Time management - I can't speak for earlier versions, but time management on default settings in 090n feels awful, truly. There's a good reason I hadn't engaged with crafting before week 3, and that's simply because I had absolutely no spare time whatsoever. Learning mechanics and controls as I played, collecting signals, going out to get floppy reports, fixing transformers, fixing coordinate towers, fixing servers all over the place, and finally cleaning up the base to a bare minimum condition with the remaining hour or so before I went to sleep for the day. It wasn't uncommon to hope that no events happened during the night, so Kel's sleep wouldn't be interrupted and I had a couple of extra hours in the day to actually do things other than the daily tasks. It's just way, WAY too much busywork, with very little meaningful way to mitigate most of it. I even knew beforehand that Kerfur Omega could greatly alleviate a lot of that workload, but had absolutely no spare time to explore the map and try to find how to assemble it. I did all I could to optimize time management - buying Kerfur (which still got stuck rather often, requiring me to go and collect it on foot, but I assume that's entirely unintended), using breakers to disable portions of the workstation for faster signal download/processing and less transformer degradation, calibrating the satellite dishes regularly, always stocking up on fuses to decrease the maintenance trips to radio/coordinate towers... Nothing was truly enough. So how did I get enough free time from week 3 onward? I simply decided I'd no longer go collect the floppy reports anymore. A simple enough decision if I wanted to engage with the rest of the game and not just roleplay as a desk worker, but it's very telling that I had to ditch part of what the game considers a minimum daily contribution in order to actually do the other, cooler things. My immediate suggestion: change the three floppy reports to a weekly task instead of a daily one, or require only a single floppy report per day, to make it a simple, quicker round trip. I'd also like to suggest a moderate decrease to the degradation rate of servers/transformers/towers as a whole, as it is a near-certainty that every day there will be several failures when it comes to the many pieces of equipment we have to maintain, and it gets old fast.

Physical upgrades - The modules for the main console feel great to install (and it's quite funny when you try to hot-swap them the first time around). Transformer upgrades are fine too, there's only three of them and neither has a single upgrade, so it's just a matter of buying 6 for each and installing them the next time you do a transformer maintenance run. But the server upgrades feel egregious. Some servers have none, some are fully upgraded, some have just one... And you have to check them one by one, every time, and order a couple more upgrades before each run, for over twenty separate locations (plus the massive server cluster at Alpha). "Paid 75 points and drove to the location? Very good, one of your satellite servers is now fully upgraded. Only 23 more to go, many of which are entirely unupgraded, with several of which breaking down daily. Better get to work!". Honestly, I've seen other comments mentioning this used to be a simple upgrade you could purchase on the computer's upgrades tab, and would personally love to see it returned to that, because it feels like very unrewarding busywork.

Radar - No issues with the radar system itself, but too often I see a signal, drive out to try and find it, and am met with nothing, with no way of knowing if the signal vanished, if the entity simply moved away, or if it's something invisible to the naked eye. It would be nice if there was a way to prevent this - either by being able to remotely access the radar interface somehow, or by actually locking onto a signal instead of simply locking onto specific coordinates, along with a warning when a signal is lost. Apologies if there is such a way to do such things, as I'm trying to play without spoiling myself and haven't found a way to do so yet.

Frames - Setting up a GPU miner frame is a massive time and money investment, requiring about 4360 points for a complete setup (assuming you can source the scrap locally, considerably costlier otherwise), and also necessitating some exploration to find the recipe for coolers, prior to which you can only have about 4 GPUs on a frame as it limps along, barely generating any points. Given the extraordinary upfront point cost and the fact you need to both find the cooler recipe and craft them yourself, I feel like the obscene transformer degradation caused by a running frame is unjustifiable. Having a single fully-upgraded frame running will force a player to do a full transformer run every two days, even if all transformers are fully upgraded, even if the main console is powered down entirely. This means frames are colossally annoying to use despite the enormous investment required to get them running in the first place. Honestly speaking, between the time spent accumulating about 4500-5000 points, the opportunity cost of using those points for a frame instead of buying out the entire store, and the need to find the recipe and craft the coolers yourself, I'd say the the player is already investing a LOT into this endeavor, and the transformer deterioration increase should be negligible at best. Currently using frames feels horrible unless they're being powered by the electric generator, and even then, there seem to be much superior ways of obtaining a steady stream of passive points (farms being the obvious choice).

Reliance on outside sources of information - Many of the game's mechanics seem entirely esoteric and unknowable without reading up on them through a wiki or similar sources. I don't mean small events like using the toilet at 03:33, nor things like clipping into the backrooms, both of which can be stumbled upon naturally without any prior indication. I mean things like rituals, which require an exceptionally complex set of actions, being all but impossible to discover normally by simply playing the game. Naturally, the game isn't finished yet, and it's possible that future versions will include ways for a player to find how to access such features/secrets, so this is less a complaint and more a statement of "I hope in the future the player can find most of what the game has to offer simply through exploring and playing the game itself".

The pipe minigame - A very minor complaint, but the pipe minigame for server fixing is awful. It takes much longer than any of the others, and it isn't interesting nor demanding in terms of brainpower, just time-consuming and boring. I currently have it disabled, and don't think I'll turn it back on unless it is changed somehow (speaking of which, big thumbs-up for allowing players to disable minigames individually). 

---

I'm sure there's much more to be said, but ultimately I think this is one of the most unique games out there, both in scope and in execution, and I'm very excited for what the future has in store for it. It is a truly unique experience, unlike anything else I've ever played, and I have nothing but praise for the devs working on it.

(1 edit) (+1)

I'm just responding specifically to this part  "My immediate suggestion: change the three floppy reports to a weekly task instead of a daily one, or require only a single floppy report per day, to make it a simple, quicker round trip. I'd also like to suggest a moderate decrease to the degradation rate of servers/transformers/towers as a whole, as it is a near-certainty that every day there will be several failures when it comes to the many pieces of equipment we have to maintain, and it gets old fast."
If you play the game set to Easy the required daily hash codes/floppy report and drives lowers and even further on Easy++ (to 2 on Easy and 1 on Easy++)  it also decreases the stamina/hunger loss rate and improves the degradation rate of at least the servers and transformers, I'm not sure regarding the coordinate towers as I turn the need to deal with those off 'cause they drive me insane.

It might also make the days slightly longer than the night but again sorry I am not certain.

I don't believe it affects any of the events, again sorry I'm not certain of that. I hope that's somewhat helpful though

Handy hint for the servers and remembering how many they have take a piece of paper with you when you do the report and keep a running track,  I also think a lot of people take the servers out of alpha at first to put into the signal dishes because it is quicker and easier to fix those ones then to have to go out and deal with the signal dishes.

(+1)

I genuinely appreciate the tips, my dude. It's very nice to know a way to mitigate these issues exist, and I'm sure a lot of newer players could benefit from the information, so thank you for letting me know.

Since the default settings are the benchmark for "the way it's meant to be experienced", and I personally felt the amount of daily busywork was a fair bit too heavy, I'd probably still mention what I did in the post. And sadly, given that the difficulty slider seems to change so much of the game, I'll probably keep it on normal and just take the loss on daily task completion, as hunger/stamina drain seems to be in a good place on default settings, and the length of the day/night cycle feels pretty good too. Having said that, the lowering of daily reports would certainly be something I'd change in a future playthrough if there was an isolated setting I could use, like the one for coordinate tower decay... Maybe it'll be added in a later version!

(+1)(-1)

Honestly for the time thing, I just put the difficulty on easy, and the other time setting to 0.5 to make it even longer. Gives me way over an hour to do everything.

(+1)(-2)

I would appreciate it if you could take into consideration my very reasonable requests and constructive criticisms. 

1, Concerning all of the changes that you worked hard on, I don't care for them, please consider reverting at least 4 updates.

2. The grass could be a touch greener. And the sky could be 1 tint lighter.

3. Could you make my steak just a little rarer and more juicy? No, don't cook me a new one, just uncook the one I have please. 

4. A puppy. Or, alternatively, a giraffe. I would like all core signal locating mechanics to center around taking care of a pet 24/7.

5. Have you considered multiplayer? I bet you haven't.

6. Please replace all graphics with ASCII artwork. I think that would be fun.

Thanks for developing a great game! I check in every few months to see how things are going. You are doing a great job.

(+1)

Ive been having a bug where sometimes having something on the fridge shelf can prevent it from opening

additionally it would be nice if there was a way to sell the props that cant be put into your inventory but also cant be hacksawed, like the chairs

(+1)(-1)

I have been loving the new update! I love how the main computer got changed, and it's a new setup and color palette! It makes the vibe much more retro and makes it feel way more fitting. I also love the new MREs and how you can open them to get a ton of stuff instead of just the MRE being the food. You can definitely tell so much heart and love was poured into this update!!!!! i am super excited to see where it all leads to and the future events and locations you'll add!

(+1)(-4)

ok.so.

where do i begin.

i don't know.
to be blunt: your tutorial sucks.

i genuienly do not understand SHIT from what it's trying to say, AND I DIDN'T EVEN GET PAST POLARITY.

i WOULD give critique on the game,
BUT IT'S KINDA FUCKING HARD TO DO THAT WHEN I CAN'T PLAY THE FUCKING GAME.

i already made a post about this.
i'm not putting everything here again.
oh wait i am

(original post below)

...
i'm gonna be blunt here. mainly because i'm mad.
i literally have not gotten to the game yet.
the tutorial for the signals is genuine ass.
what does ANYTHING mean?
how does polarity work?
what does a successful signal look like?
genuinely how do i do ANYTHING without relying on the internet and bullshit explenations on reddit to function in THE FUCKING TUTORIAL?!
pleasei beg of you

FIX. THIS.
i barely understand THE THING MEANT TO EXPLAIN THE GAME TO ME.

i got this game for free and i still want a refund.

i suck at explaining things
but god i am mad.

that's all i can say.
that, and that i'm really fucking dissapointed.
i understand making a game is difficult. really, genuinely, i do. that shit harder than mount everest sometimes.

BUT CAN IT BE THAT DIFFICULT TO MAKE A FUNCTIONING TUTORIAL.
IT'S A TUTORIAL
EVEN EA DOES IT BETTER.

but, if you want me without frustrations...
i'll put that below.
not above. below.like my expectations for this game after the tutorial hit me with a crowbar over the head.


the tutorial for signals and polarity is barely passable. i can't click "next" anywhere to go to the next instructions. i have trouble understanding literally anything it's telling me.

i can't even give feedback on the rest of it because i haven't gotten past polarity yet.
and i refuse to cotninue trying at this point. i feel like i've wasted an evening trying to understand something rather than playing a game.
and i really hate that feeling.
i get you work hard on this game.
so let me give an example.
a parkour game.
as the game's creator, you know where all the jumps are, how the mechanics work, where the secrets are.
new players do not know any of this.
trial and error is not always a valid teacher in a game like a platformer, espescially not if the player just got here.
nor it is always a valid teacher in a game that requires precision, like VoTV.
that is what i think.
and i refuse to keep playing untill it's adressed, because i CANNOT keep playing until it is.
and if you need at least one suggestion?
try adding pictures.
they tend to help.
sometimes.

(+2)(-4)

I agree.

The most ridiculous thing is that on YouTube, after the release of the latest version, there are just fucking guides on how to complete the tutorial. GUIDES ON HOW TO COMPLETE THE FUCKING TUTORIAL. Even more annoying is that the tutorial can't be skipped - so what the fuck is the point in it if people go looking for guides anyway?

It's so STUPID. I played really challenging games and learning the mechanics and gameplay was much easier than here, it takes a lot of fucking PATIENCE hardskill not to turn off the game. And that's without considering that management is a complete ass.

AND a separate kind of shit is the dudes who resort to whining under every such post " OH WHAT NOW, what did you not understand there, the game is fucking awesome, the tutorial is super, everything is super, everything is done simply and clearly, it's just you're stupid!" I hope by the next update they'll have Google banned so they can figure out for themselves what was deeply in shit made in the new tutorial again.

Sorry, the tutorial really pain in the ass. Like, you know, half of the fuckin game which I loved.

(+1)

Noticed a small visual bug, the killer wisps. For whatever reason, sometimes they'll look fine, all bright and glowy with a sparkly trail and everything. But sometimes they end up just appearing as 3 yellow orbs. Confused me at first, I figured I just ran into a new entity that I couldn't find anywhere on the wiki, so I went to check it out and got killed and got an achievement, yup, it was a killer wisp. Tried messing with the graphic settings a bit to see if I could fix it, doesn't seem like nothing helps. Anyways just posting this here, it seems to only affect the killer wisps, all the others I've seen look fine.


...Also those Rozitals need to hurry up and take care of these damn things, my base has a killer wisp infestation and I can't leave to do work, one of them keeps patrolling around my building, it's driving me crazy. lol

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