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Void CrewNewsHutlihut - Space Log #13: Release of 1.0 and exciting things to come
Community

Hutlihut - Space Log #13: Release of 1.0 and exciting things to come

Void Crew · published 19 Dec 2024, 20:10 UTC

All newsPlayers around this dateRead on Steam

By-the-way: Just in case you might have missed it, we just released a big Patch, filled with more than 200 bugfixes, improvements and balancing. Read details here: Void Crew - Patch 10 (1.0.3) >>

...

Content Creator Compilation!


It's been daunting/hilarious/fun to see so many Content Creators playing Void Crew 1.0! We have done Devs playsession with many, such as Jesse Cox (aaalways be scooping) ...aaand many others. So naturally, a shoutout to all of you: THANK YOU!

To celebrate this, we've put together a compilation video of some action reactions... it's all good fun!

Big Shoutout to below... for all the great streams and fun!

  • Pressea: / twitch.tv/pressea
  • LDSylvr: / twitch.tv/ldsylvr
  • JoeFudge: / twitch.tv/joefudge
  • 二喵二汪: https://space.bilibili.com/298591899
  • GoofGuy: / twitch.tv/goofguy
  • Dexbonus: / twitch.tv/dexbonus
  • Alphacast: / twitch.tv/alphacast
  • Hermit: / twitch.tv/hermit
  • Beardageddon: / twitch.tv/beardageddon
  • Flamuu: / twitch.tv/flamuu
  • Bonjwa: / twitch.tv/bonjwa
  • Sterdekie: / twitch.tv/sterdekie
  • BagheraJones: / twitch.tv/bagherajones
  • ...aaaand many, many more!


Watch on YouTube
To our great Community: We would appreciate your help...
Poke your favorite streamer to play Void Crew!
Plus, let us know in comments: Who is your favorite Content Creator/ Streamer you would like to see playing Void Crew?

Post 1.0 thoughts


It's always interesting to see all the cool stuff/reactions to an update, and the 1.0 release was by far the biggest all-round package we've released. And with it, we've loved to hear and see the reactions from new and old players alike, ranging from embarrassing airlock mishaps, to discovering a way to break our balancing with a grin, leaving our designers thirsty for stronger coffee.

And, of course, despite spending lots of time in bug-fixing-mode, people still find the weirdest bugs ... But, it's all good! We had - even before releasing the 1.0 - planned to spend a bunch of time fixing whatever balancing/bugs was thrown back at us. In our case, this resulted in a hotfix (thanks for the community for helping us iron a few things out ) and a huge patch, released .... today!

And if that wasn't enough, we recently unlocked our Holiday Event (with additional cosmetics, of course!) to make sure as many Ectypes as possible get into the holiday spirit ... by destroying stuff in space. Note: Today's patch tweaks the way the Holiday Objective spawns, so you're no longer at the mercy of the gods of randomness - you should see the Objective at least once per biome now.

Next steps


Now our patch has dropped, and we've dived into the next content update! HUTLIHUT ! So, what exciting things is coming ?

Disclaimer: Here's some insights on what we are working on. Things are WIP and may be subject to change, so no promises just yet!

Payloads and the Payload Launcher


As hinted in our recent dev stream, one thing we are working on is what we call the "Payload Launcher"! With it comes a series of carryable items ("Payloads") that can be inserted into this launcher module ... and you guessed it, LAUNCHED!

I'm not going to lie - this has been on my list of must-haves for a long time, but didn't feel like a must-include for the 1.0. So I'm very excited to bring this to life in this coming update!

At the moment of writing, we can already cram things like the Decoy into the Launcher and deploy them into space! Here is an in-development screenshot that hints at some of our prototypes (but, remember, they may or may not eventually make it into the game!)

But that is not even the best part - Those items are not LOCKED to the Payload Launcher ... Nooo - you can prime all Payloads with your BARE HANDS! You pick em' up, PRIME them (by holding LMB) and THROW them (Looking at you, Long Throw Perk)! After a few moments, the Payload will TRIGGER (if it's in space) and start doing it's thing. Yes - this also means the Decoy will no longer automatically start attracting enemies just because you happened to throw it outside - you have to intentionally Prime it first.

Mutators


Another topic (tada, reveal!) is MUTATORS! (say it with a deep booming voice)

So, what exactly is a Mutator? In short, it's a global rule that affects your session. Usually making things harder, or maybe just different - either case, they switch things up, and will bring some much-requested spice to your play-sessions.

But we'll save some juicy details on this for later ...

Auto-Mechanic Mk II


Acting on another oft-repeated request from the community, We've made the Auto-Mechanic upgradable! It is still in the early stages, but our current model is that Mk II has two levers instead of one, meaning you can get twice the amount of work done!

Next next steps


Keep posting feedback! We have no lack of things we want to do, but we also believe that the community should weigh in what they are truly longing for, so keep posting feedback, bugs, wishes and so on! Of course, we can't cater to everyone, but we do try and be present on various media, and trying to understand how the game is perceived from players ... if we have learned one thing, then it is that players tend to play the game differently than us! Live and learn, live and learn ...

In other words, parallel to working hard on sending more content your way, we are also evaluating/discussing internally on the subjects we want the future to hold.

Now, go check out the patch, and join the coop chaos on our Discord!

Until the next rambling...

// Daniel, Creative Director, Hutlihut Games

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