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VOINNewsInferno Update has arrived
Major update

Inferno Update has arrived

VOIN · published 15 Jun 2026, 15:03 UTC · build 23744270

All newsPlayers around this dateRead on Steam

Vindicators,

Inferno Update (Version 0.5.0) has arrived.

The ground trembles and melts beneath your feet. A new force has awakened. Elemental fire itself has been summoned to aid you in cleansing the land of HER abominations and twisted magic.

Inferno is the new major update for VOIN, introducing enemy swarms, rebalanced difficulty levels, a new massive dungeon, new items, and many other improvements shaped by the community. 

Watch the new SICK trailer

Finish your journey in Grimmir Expense

The Cathedral at the top of the mountain is finally open for cleansing. Journey through it, find the keys and open your way to Atheneum.

Descend into the molten depths of the frostbound citadel

Step through the crystalline gates of The Thousand Names Atheneum and explore its mysterious, endlessly beautiful, and breathtaking halls. Delve into Veins of the Solar Forge and find your way to lava rivers. Fight through rage and fire to find the road to the searing heart of Inferno itself.

Face the Swarms

The Mother-Herald calls upon ever more creations to her side, shaped by HER twisted magic. Stand against waves of enemies unlike anything you’ve seen before; face up to 300 foes on screen at once, still able to move at Lightning speed.

Slay the new Terrifying Boss

Fleshsmith Ramzedram reigns over Solar Forge, and Inferno must end at once. He has never lost a battle, but he never faced you!


Inferno is a huge step toward the vision I have for VOIN. Much of what I’ve dreamed of for the final release is already here, but there’s still more to come, and I can’t wait to share what’s next!  

Your feedback is a gift I deeply value, and I intend to bring many of your ideas to life as we forge VOIN into something truly unforgettable.

To everyone who has already answered the call, I cannot thank you enough for your support. Join us in our sacred Discord, leave your mark with a Steam review, and prepare for what’s to come.

Full patch notes for the Inferno Update (Version 0.5.0)

Note: ⚡ indicates changes inspired by the community!

Additions 🆕

The Thousand Names Atheneum 🏰

  • Completely new, massive dungeon packed with beautiful scenery, menacing enemies and powerful rewards. The dungeon consists of 4 separate locations.

The Swarms ☠️

  • Instead of having 30 monsters in an area, how about 300? The new system allows for having ten times more monsters on the screen with the same performance as before.

New Items ⚔️

  • 10 new items. ⚡ The ideas from these community members were implemeted: @Spugelo. All newly implemented items can be unlocked only through exploration.

Tasks ✅

  • Each time you enter a level, new Tasks emerge across the map. Challenges that pull you beyond the main quest and reward those willing to engage. The selection shifts with every run, drawn from a pool of templates with randomized elements.

Changes 🔄

  • ⚡ Difficulty levels have been rebalanced to feel far more distinct. For instance, monsters on Toughness Level 6 now have 18 times more health, compared to the previous 7.5 multiplier. Rewards are bigger too!

  • ⚡ Fire enchantments effects were tuned down and optimized.

  • ⚡ The Enormity difficulty modifier has been renamed to Skill, and it now affects the time windows for perfect dodges and parries.

  • The increased chance of encountering brutal and terrifying enemies is now affected by the Toughness modifier, instead of Enormity.

  • ⚡ Item Exaltation past level 10 no longer has a chance to fail. However, the prices are much higher.

  • All dialogues and quests were removed from The Grimmir Expanse and replaced with Tasks (no more endless wandering through the Bizzards in search of quest items). The area is now far denser in content, enemies and rewards.

  • Save system was completely reworked; it's now ultra safe, secure and hitch-free. No more losing your progress due to power outages or experiencing lag every time the game saves.

  • Shader compilation is now much faster (the first compilation on DirectX 12 might still take a while, but any subsequent compilation will be much faster).

  • Attacks are now extremely precise and frame-independent, unlocking the ability to raise the attack speed way beyond what was previously possible.

  • The way attribute modifiers are calculated was overhauled (you may notice shifts in damage):

  • Old System: Used order-dependent inverse operations to "undo" modifiers, which often caused inconsistent attribute totals.

  • New System: Every change triggers a clean rebuild from the base value. Modifiers are stored as-is and applied in a fixed priority: Add/Subtract -> Multiply/Divide -> Set. Result: Deterministic attribute values that remain consistent regardless of the order modifiers are applied.

  • ⚡ Perfect Dash outline for the monsters is now more obvious and doesn’t get obscured as much by other effects like poison, fire, etc.

  • ⚡ The radius for automatic item pickup was doubled.

Bug fixes 🐛

  • Fixed an issue with the 'Drill' and 'Skewer' powers occasionally teleporting you through textures.

  • Fixed an issue with the movement speed decreasing upon equipping weapons in the inventory, even if they're not drawn.

  • Fixed an issue with items not receiving experience after the character reaches level 50.

  • Fixed an issue with 'Tissue Tearing' and 'Nasty Aftermath' augments working on all monster types, not just otvrats.

Follow VOIN on Social Media:

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