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Hi, I have a few fixes for this small patch that couldn't wait until the next content patch: - Fix to issue in Main Quest that allowed the player to skip a combat mission in the late game. - Fix to issue that didn't allow proper file saving while on the Cluster Map. - Fixed an issue where larvas spawned by egg traps wouldn't be revealed on spawn and therefore cannot be targeted unless a soldier moves. - Fixed an issue where the mid-boss of the last mission wouldn't be visible while his dialogue plays. - Improved patrol routes for enemies in some of the missions of the Main Quest. - Minor edits to some dialogues. - Added logo to main menu. See you next patch, I'm planning to add a few new maps and encounters that I didn't include in the previous big patch due to time. Regards, Jorge
Hi
Sorry for the long delay. At the end of this article I'll explain why this took so long but if you only care about what comes in this patch here it is:
This big feature changes the linear format of the game for an open galaxy map that represents the star sector (or cluster) where the story of the game happens.
[img src="https://clan.cloudflare.steamstatic.com/images/39249648/2aa4af4ee02b12385319528336cd85bf1c28dfef.jpg"][/img]
You'll be able to pick a starting system and decide where to move based on the difficulty and wealth of the system (or if you have a pending quest in a specific system).
[img src="https://clan.cloudflare.steamstatic.com/images/39249648/9b895d759431affb85bf64724a4cce1918062796.jpg"][/img]
Other big change is the new main quest that expands the story and worldbuilding of the game. This campaign has several combat missions (boardings and space combat) where the player will learn more about The Omen, its purpose and value to the powers of the galaxy.
[img src="https://clan.cloudflare.steamstatic.com/images/39249648/93c7bf0888fc57eea6cbcd73cdd44f605e29382e.jpg"][/img]
The missions of the campaign are spread randomly across the new map. I won't spoil much but there's a good deal of new maps, dialogue lines, mini bosses, enemy ships and the last mission has changed a lot.
Adding to that, now the game has 3 endings depending of what you decide to do in the last mission.
Modified the camera behaviour so it uses a center point in the screen as pivot (basically I changed it so it works more like other games of the genre).
Added new map: a spaceport in a populated planet.
[img src="https://clan.cloudflare.steamstatic.com/images/39249648/a76b986e6abd7479de1178fd08a16d731eaf6732.gif"][/img]
New Faction Reputation mechanic that changes prices of items in certain systems and affects some encounters (it might replace the Infamy mechanic later).
Added new voice lines for the soldiers on misses, kills and revealing enemies.
Added new voice sets for the soldiers, 2 new males, 3 new females (they can be changed in customization).
Added random nicknames to soldier generation.
Added new map: hunting Krell'Sha Warchief in Jungle planet.
Added 2 new achievements related to the endings of the main quest.
Added a UI panel to keep track of quests.
Added a UI panel to see an overview of your campaign (number of missions, cargo and reputation with factions).
Added new enemy scav ship in space encounters.
Added option to bribe CDF space patrols.
Added more vegetation to jungle maps.
Added an alien station to Alien Diaspora systems:
[img src="https://clan.cloudflare.steamstatic.com/images/39249648/b5168f92c0d2e9011957a500166af65bf9afd619.jpg"][/img]
Added a way to convert old saves to the new format (saves made before this patch are not compatible with the sandbox map so they need conversion if you want to recover your soldiers and inventory, that said it's strongly recommended to start a new game with this patch).
Changed Retaliation action so it works only once per turn.
Fix to retaliation not aiming properly to target.
Fix to AI freezing sometimes after retaliations.
Fix to rockets flying way beyond their targets or going in other direction.
Changed pistol shot animation for Krell'Sha Warchief.
Added GPU Instancing to deal with performance hot of too much vegetation in jungle maps.
Fix to bug where bullets of "Spray and Pray" and "Suppressive Fire" action go in the direction of the last rocket launched.
Fix to text scrolling during intro and endings.
Like I said, I'm really sorry about the delay and while the typical issues of burnout and scope creep (this patch really went out of control) are always present, this delay was mostly due to a simple reason: I was broke so I had to divide my time between the project and some freelance work. The game just doesn't make enough.
Why I didn't say it before? because I figured that some players would assume I abandoned the project if they knew I was working in something else so I wanted to avoid that drama (or at least postpone it until I had something to show). Luckily now my financial situation is better so I can go back to giving my full time to the project and finish it once and for all.
We are in the last stretch after all, the remaining patches are definitelly not as big as this one and while I still have some content to add, the priority right now is fixes so the game's launch is as smooth as possible.
[hr][/hr]Thanks for reading and please feel free to share any feedback (or berate me for the delay, I kinda deserve it haha).
Regards,
Jorge
Hi I wanted to tell you about many big changes that are coming to the game in its last patches before launch and how this basically changes it into a new experience. Let's go in detail:
Hi In this patch I added achievements, a new map and some changes. Let's go in detail:
In this patch I add 2 new maps and a few fixes and changes:
For this week I have more fixes but also new skills for Human and Void Spawn Mercenaries:
A few fixes for this week's patch:
Hi, This patch replaces the old station menus for 3D environments with NPCs. It also adds new missions in new environments, new enemies and fixes. Let's go in detail:
Hi
I'm hard at work making the next big content patch so I wanted to inform you of what's coming.
The main idea behind this long promised "space station overhaul" is to replace the current space station user interface with small 3D environments and NPCs but not just a cosmetic change, in this way the stations can be different depending of the type of system you are visiting, for example: a pirate lair not only should look differently from a corporate space station but both should offer different services and missions.
Hi This patch has some minor features and content that I'm releasing while I work in a bigger patch. Let's go in detail:
Hi For this patch I have several new skills for the soldiers (and changes to some existing ones), some major fixes to combat using height and even changes to some existing maps to take advantage of these fixes. Let's go in detail:
Hi, For this week I have a few extra bug fixes that couldn't wait until the next medium or big patch:
Hi For this week I have a few more fixes and minor changes to release while I work in a new content patch. Let's go over the changes in detail:
Just a few bug fixes to finish a productive week: - Fixed a missing parameter preventing Ship Support from being used in the volcanic planet map. - Fixed incomplete dialogue text and options when encountering a populated and protected planet. - Fixed a serious bug where using heavy cannons and rocket launchers too much during a single mission makes rockets explode prematurely. - Fixed a bug where customizable accessories wouldn't disappear when evacuating a soldier. - Fixed a bug where some soldiers would get stuck in animation when reaching the retreat area. - Fixed some rifle aiming animations for security guards and Krell'Sha Raider. - Fixed cover animations of Techno Sorcerers not putting arms in the right position. Regards, Jorge
Hi This patch took a considerable amount of time but I think it has been worth the wait since I'm adding a lot of customization options for all the human classes. Let's go in detail:
Hi I just wanted to give you a quick update on the promised new customization features I'm adding to the game in the next patch.
Hi Here I am with a new content patch, this time I'm adding content for space combat like new enemies, weapons and some mechanic changes. I'm also adding a new "Death's Door" mechanic that gives a chance to every soldier to avoid death during combat (more info below).
Hi I'm back with a new content patch. Like I mentioned in a previous dev diary, I'm adding a new enemy faction called the Alien Diaspora. These enemies come with their own missions and loot and because of this the campaign has been extended, it went from 7 star systems to 9.
Hi I'm here with another dev diary, this time to share details about the content I'm making right now. This content is separated in short term (that is content that will be available in the next patch) and long term (content that will be worked on in parallel to future patches because it will take longer but at the same time it shouldn't lock me from working in other patches):
A quick patch for this week with a few fixes and changes:
- Added a new Keybindings panel in the Options menu so you can change most of the keys used in the game.
- Added shortcut key (by default Enter) to go to Next Turn (in both combat and Star Map).
- Fixed an issue where you could jump to next turn while your ship was still moving.
- Fixed a bug where the "Camera Aiming" for a soldier (when you are targeting an enemy) would get interrupted when another soldier reaches his movement destination.
- Now you can't switch soldiers while the grenade animation is being performed (this is to avoid a bug where the grenade wouldn't trigger properly if the switch was too fast).
- Added fire effect to hacked workdroids on death.
- Made some minor changes in Squad Selection stage.
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This is just a small patch that I wanted to release while I'm busy working in new content. Luckily the content I'm making can be kept separate from the main project until it's ready, in that way I can keep releasing these minor patches while you wait for the big one.
Please let me know if you have feedback regarding the keybindings, I kept some stuff like numbers and mouse axes and buttons out of it since I thought most players wouldn't change them but I'm open to include them in some way if you really need them to be editable.
Regards,
Jorge
Hi Let's go straight to the content included in this patch:
Hi Right now, my priority is to make the game feel less repetitive. To achieve that I'm working in these points:
Hi, For this week's patch I have several fixes:
Hi
This patch is mostly fixes but I also wanted to add the first of at least two extra starting ships: the Krell'Sha Assault Craft.
Finally! after a long time the space combat system is ready to be tried by the players. Let's see it (alongside other changes) in detail:
Hi It's been a while since I posted a Dev Diary or uploaded a new patch so I wanted to share what I'm doing, what I'm planning and what's a bit delayed in case you want to know what's taking so long (Warning: Text Heavy Article).
Hi This diary is to talk about what I'm doing right now but also to present a couple of ideas for future development and to see players opinions about them (we are talking long term ideas of features that I could add once all Early Access content and promised features are already done). Let's start with what is being done right now:
Hi
I'm about to start working in another big patch that will take time so before that I wanted to release a few improvements and a bit of extra items. Also fixes, always fixes...
- Added new Idle Animations to Squad Selection Screen (and a bit of random animation speed) so it doesn't look like the soldiers move in synchrony:
- Added new Gear 'Targeting Module': increases aim and critical chances.
- Added new 'Threat Detector Grenade': a reusable device that points where unrevealed enemies are in the map and also marks them.
- Added new 'Plasma Grenade': similar to the Frag Grenade but stronger and more efective against armored enemies.
- Added new item 'Armor Piercing Ammo': increases AP damage when shooting targets. Lasts for a single mission.
- Added new item 'Incendiary Ammo': applies 'Burned' effect to targets that the soldier shoots (unless they are immune). Lasts for a single mission.
- Added new Ship Component 'Advanced Scanner': this component helps to avoid bad outcomes when dealing with containers and escape pod encounters. It also allows the player to scan for targets from orbit (it works like an unlimited Threat Detection Grenade with cooldown but only in planet-based scenarios).
- Added new Unit Information Panel that shows detailed stats, skills and equipment about any unit that you click during combat (to show it click the green button with the '?' symbol and then click the soldier or enemy that you want to check):
- Added text notifications in the Star Map to show when a soldier is injured or killed by a random event.
- Now pressing F5 in the Star Map will quicksave the game.
- Now pressing F2 in the Star Map will open/close a Console/Command Line (this is just something that I needed to help me test but I include it here in case you press it by mistake).
- Added a button to see Skill Tree without need for Level Up.
- Fixed a bug where pressing tab while aiming a grenade would keep the range bubble fixed in position.
- Fixed a bug that made the 'Target Spotting' skill work only once per mission.
- Fixed a minor bug where using 'FFP' would cancel cover animation.
- Fixed a minor bug where Scav Encounter would show the incorrect spaceship during the boarding animation.
- Increased size of font in Save/Load Panel.
- Other minor changes.
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That's it for now, unless there's a critical bug that needs immediate fixing I'll take my time for the next patch. I would like to make something big that expands the game, one candidate is the Space Combat system but there's other ideas for content and mechanics that I could also pursue.
Whatever I decide to do, I'll let you know in advance with a Dev Diary.
Regards,
Jorge
Hi Got a few fixes and minor changes done during these last 3 days (thanks to a random surge in motivation and clarity) so here they are in detail:
Hi Finally the Patrols Feature and the new Assassin class are here! Let's see the changes in detail:
Hi I still have at least a week before I finish the patch with a new class and features so I decided to share a new Dev Diary to show what I'm making and what's ready.
Hi While I'm working on a big patch some kinda urgent issues came up so I decided to rush this minor patch to address those problems: - Fixed a rare bug where some soldiers could get stuck in animation after moving. - Fixed a bug where explosive deaths (rockets, grenades) wouldn't give experience points. - Fixed a bug where a mission wouldn't end right away after killing the last enemy with an explosive.
Hi While I continue working in big features like new missions types and mechanics, the growing consensus among players that have shared their feedback is that they want "more of everything" so now I'm also preparing two new recruitable soldier classes for a future big patch: Human Assassin and Krell'Sha Raider.
Hi
Here's a new patch with a bit of everything:
- New Ironman Mode: stops you from saving manually (make sure you have autosave enabled so there's at least one save in case of any problem).
- New Personal Shield Gear: protects from damage by giving you a shield bar with 4 hit points. Melee attacks ignore shield.
- Added "ragdoll deaths" and extra death animations for most enemies so they don't look always the same and the bodies fall more naturally.
- Added Xeno Eggs special loot that can only be sold at a special lab encounter.
- Added "Passengers" loot (basically a way for the player to get some money from evacuating people in certain special scenarios).
- Added new lab encounter: now you have 50% chances to find a lab orbiting a gas giant that can buy your xeno eggs or that you can raid for loot.
- Added new action to Human and Void Spawn Mercenaries: Hail of Bullets.
- Removed Void Roar action from Void Spawn (if you have a previous save file with it you can still use it though).
- Added sorting buttons to soldier list.
- Added option to invert mouse zoom.
- Fixed a bug where some enemies could perform a double movement melee attack and then still have an action.
- Fixed a bug where dialogue screen would still be active after returning to Main Menu during Tutorial scene.
- Fixed a bug where pressing Escape during an enemy animation could cancel it.
- Fixed a problem with grenade trails doing a circular animation.
- Some other minor fixes and changes.
Hi Here's a small patch with some minor fixes: - Fixed issue with the Krell'Sha ship encounter having enemies being revealed through walls and doors. - Fixed issue with the missions counter for soldiers having a number bigger than reality.
Hi
It took me longer than expected but here's the patch I promised last week with new content and many changes.
Besides content this patch adds a new ship bombardment mechanic that can be used in ground operations (it can't be used when boarding enemy ships). For this mechanic to work you need to buy and install the "Siege Cannon" weapon that can be found in space station markets in the late game (so after the 3th or 4th jump). For now this mechanic only works as a ship bombardment action but the idea is that later you'll have access to other ship components that can help during combat like: advanced scanners, deploying support and maybe even deploying additional troops and turrets.
Hi Now that the game's been out for more than a week and many players have shared their opinions I can start setting priorities. While I have many plans for the game it seems more varied content and anything that improves replayability needs to be addressed first (according to player's feedback) so I'm preparing a patch with new combat encounters, items and a few new mechanics:
Hi
I decided to rush this patch instead of wait till next week because some issues were a bit urgent. I still hope to have a patch next week with at least some new content instead of just fixes and QoL improvements. That said, this patch has a new feature that players were requesting a lot: Double Movement.
Now you can move your units quicker and can also use two moves to perform a melee attack at distant targets with the Raider class.
Hi For the first public patch of the game I decided to make some quick but necessary changes:
After a year and a half of development, Void Marauders is finally available on Steam.
Now it begins the Early Access process where I hope I can get enough player feedback to take this game in an interesting direction but even without feedback I have several ideas about content and features that I would like to add to the game.
Finally! after several delays the game is at last coming to Early Access on March 29.
First I would like to apologize for the constant delays, I was expecting to have an Early Access version during last year but the project kept growing and needing fixes and even now it still needs a lot of work before I'll consider it finished.
As a one man developer I know I should try to keep my ambitions in check but making big games is just something I enjoy doing (and frankly all my ideas are kinda ambitious).
Hi As promised I'm publishing a new Demo version. This build has many changes to gameplay so I hope you give it a chance and share your feedback.
Hi Now that Next Fest is over and I received some useful feedback about the demo I'm finally ready to start making real progress. The first stage of my roadmap before the Early Access Launch is pretty big so I won't be making an update to the demo soon, that's why I decided to start making Developer Diaries like this one, so I can keep you updated and you see that I'm hard at work improving the game.
Hi Next Fest is almost over so it's time to plan my next moves. One thing I would like to know is if people want the demo to stay up and that I keep updating it or I just focus in the Early Access version. I rushed this demo to participate in Next Fest but is not really a complete snapshot of the final gameplay since it lacks many features and polish, that's why it needs to be updated or removed in my opinion. Of course, updating the demo will still be an investment of time so that's why I want to know if people are really gonna try an updated demo in the future or I shouldn't bother with it.
Hi
Next Fest is almost here so I'm releasing my Alpha Demo to get any last minute feedback before Next Fest.
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