Void Inc · published
Thanks everyone for playing Void Inc!
I've seen quite a few things from people playing that I thought needed fixing, and there were a few other things that needed a bit of maintenance, I've been working on some changes since I submitted the demo, so I though it'd be good to post the whole list!
There's also a new game for infrastructure, as since every pillar really needs its own feel.
This patch includes:
Reworked Infrastructure Repair into a power-restoration puzzle using breakers, linked relays and backup power. Restore critical services while managing circuit load.
Brought staff scheduling and detailed assignments into the Day Planner, making them easier to access alongside your own work.
Staff initially have two four-hour blocks. Unlocking Team Planning expands this to four two-hour blocks.
Added Training and Rest as block assignments, replacing the planner’s separate training and rest buttons.
Scheduled training now handles costs, skill progression and interrupted sessions through the workday system.
Clicking a staff member in the planner opens a closable profile showing their skills, strengths, wellbeing and current activity.
Split the planner into Plan and Plan Impact tabs, allowing you to adjust assignments and compare their projected effects.
Added a Plan Impact button at the bottom of the planning screen.
Added an animated Today’s Impact summary using the four pillar icons, with indicators for expected gains and losses to the main planning screen.
Plan Impact now explains contributions from your work, staff work, uncovered demand and existing incidents.
Added projected customer changes, revenue, service costs and scheduled training expenses to Plan Impact.
Updated planning help to explain the new tabs, impact summary and confirmation flow.
Removed the Head portrait and redundant day, time and cash information from the planner header to free up space.
Made planner and end-of-day help more noticeable with bordered panels and question-mark icons.
Added ? buttons to reopen guidance after dismissing it.
Replaced the first end-of-day tutorial call with help inside the report.
Removed the introductory coffee call. Planning and checklist tasks now guide players through drawing, assigning and brewing coffee.
Removed redundant CEO lessons that repeated planner and staff guidance.
Notes and calls now take turns, with pending notes shown before the next call.
Replaced capability-point and coffee-upgrade guidance calls with a Void Supply popup ad. Hopefully this is more useful than the early 2000's popups that still haunt my dreams.
Added a new supply guide, that recommends Coffee & Wellbeing → Team Coffee Service. The guide distinguishes capability points from cash purchases, and explains the Better Coffee Machine’s benefits and cost.
Supply guidance updates to reflect available cash and already-owned upgrades, and can be reopened from the shop.
Replaced the first-release initiative guidance call with a company newsletter explaining larger initiatives and next-day pricing policies.
Added a Dashboard help button to reopen the newsletter.
Guidance popups now wait for notes, calls and other active interruptions to finish.
Strengthened rival companies’ starting positions and ongoing growth, making the top company ranking harder to reach without weakening the player’s company.
Replacement rivals now enter at a size appropriate to the current market. Existing saves receive the revised rival balance.
Reduced the strongest full-screen sanity effects, including affected lighting and dream effects, while retaining the UI’s sanity feedback.
Added a Sanity Screen Effects slider in Display options.
Filled missing Russian, Japanese, Spanish and Simplified Chinese translations across the planner, staff controls, help, reports, popups and options.
Fixed mixed-language messages and conflicting translation entries.
Updated translations for the four rewritten notes.
Fixed Textpad displaying English note text despite translations being available, including translated document titles.