[img]https://clan.cloudflare.steamstatic.com/images//35856769/4076fe020478f6cb223f43c7ab8685f41a194e26.jpg[/img] Hi everyone, We're thrilled to announce that Voidtrain is finally coming to Steam on May 9 with a sweet 10% launch discount prepared for you. Global release timings: [list] [*] May 9, 9:00 AM PT [*] May 9, 11:00 AM CT [*] May 9, 12:00 PM ET [*] May 9, 1:00 PM BRT [*] May 9, 4:00 PM GMT [*] May 9, 6:00 PM CET [*] May 10, 12:00 AM (Beijing)[/list] To mark this truly momentous occasion, we've released a brand new trailer that's now live on the IGN YouTube channel: https://www.youtube.com/watch?v=Zcm_54Pv5mw And if that's not enough to get your engines revving, here comes a sneak peek of what to expect from Voidtrain on release. We've grouped all the latest improvements into easily digestible blocks, so you won't miss a thing. [h2]Story[/h2] [img]https://clan.cloudflare.steamstatic.com/images//35856769/ee1296e4b3dd0b536225ecc41a1409a989198d5a.jpg[/img] We've added a new backstory, a prologue, and the first chapter to the plotline, which follows a group of engineers who find themselves in the mysterious Void. Using a scientist's diary, the heroes venture forward into the unknown to unravel the mystery of this world and what has happened to them. The upcoming version of Voidtrain features unique locations, quests, cutscenes, and lore presented through narration, diary notes, and visuals. [h2]Journal[/h2] [img]https://clan.cloudflare.steamstatic.com/images//35856769/9f714bc633e6fdd8b36fa268903c72e1a96756cf.jpg[/img] The journal (or more accurately, the diary of a scientist) is where all the quests, notes, and everything related to the plot is stored. However, from a visual perspective, we have made it more immersive than a typical interface, and it is now literally a journal in your hands, where the character not only sees their progress in the quests, but also makes sketches, notes, and collects materials found during the story. [h2]Game Balance[/h2] We have completely rebuilt the entire game progression and balance. This is reflected in the following aspects: 1) Progression is structured to introduce new mechanics or plot developments every game cycle, avoiding the frustration of stagnant gameplay bits and storylines. 2) Game balance has been improved by doubling resource stacks, reducing recipe costs, making moving objects on the train cost-free and rebalancing resources in the Void and other locations based on player feedback. [h2]NPC system[/h2] [img]https://clan.cloudflare.steamstatic.com/images//35856769/6dd574d0198649a02fab71b62e5030642f4e4624.jpg[/img] If you've played Voidtrain, then you already know who Rofleemo are, but if not - they're cute, big-eyed creatures that become your pets at some point in the story. Due to their popularity, they will be expanded upon in the upcoming update into a full-fledged NPC system. Rofleemo will literally become part of the train team, able to move around it, take care of everyday tasks, and more actively influence the gameplay with their specialization and presence on the train. For instance, they’ll be capable of resource auto-collection, teleportation of chests, and applying buffs to players. Oh, and no more cells - Rofleemo will be free to live, eat, and dance on the train! [h2]Depot Internal Parts Generator[/h2] [img]https://clan.cloudflare.steamstatic.com/images//35856769/8a60df723e5b2ea132c369e094328e61a4eb1116.jpg[/img] Previously in the game, pre-made locations in the form of several unique depots were used. We have revised this approach and now use modular generation from prepared areas that adapts to the player's progression. Quest-related areas are connected via plot location modules, while regular areas use a variety of location modules. This generates more variability in both gameplay and visuals, making each depot experience unique. No longer will players have to prepare for the same location pattern, as the generator assembles locations differently each time with a chance, creating a more dynamic gaming experience. On top of that, we've added a vending machine to the depot, where, if you are lucky enough, you can find the resource you need and exchange it for the one you don't. [h2]Prophecy System[/h2] [img]https://clan.cloudflare.steamstatic.com/images//35856769/1496b7b756bcd4cdaf5c9bf31ab7f2769a87edfb.jpg[/img] The core mechanic remains the same: find prophecies, apply them, and modify your path. Need more iron? Sure, but be ready for extra danger. Want more wood? The Void is generous, but it comes at a cost. We've improved the visual and narrative aspects of this balancing act, making it more engaging and immersive. [h2]Enemy AI[/h2] [img]https://clan.cloudflare.steamstatic.com/images//35856769/8812e04272b2c1050c3a72ed2a986d5127fe77a4.jpg[/img] We know that our audience has a demand for better in-game AI. And while the launch on Steam is not the end point for this area of work, we have made a number of improvements that will make battles even more interesting: 1) Added a new creature, the Tank Beetle, to the swarm of bugs on islands. 2) Improved AI, worked out wayfinding and navigation, and added new skills against multiple players for the swarm. 3) Reduced arenas to 5 waves and rebalanced battles for greater dynamics. 4) Made battles more challenging and added the Arena Master 5) Improved AI for soldiers at depots and outposts, including pathfinding, cover usage, hit reactions, and many other minor improvements that are part of the process of gradually improving the skills of opponents. [h2]Shark[/h2] [img]https://clan.cloudflare.steamstatic.com/images//35856769/755d17557a24c33241d10b984d1df861b1951875.jpg[/img] Separately from the general AI, it is worth noting this Void monster. We've improved its AI, which now builds a path to catch up with the player more accurately and observes their behavior before attacking. For future updates, we plan to introduce more mutations of the shark to make it an even more formidable predator. [h2]Train Modules[/h2] [img]https://clan.cloudflare.steamstatic.com/images//35856769/5875e1ea98944214ff9c6f0e3585f540cf35d84f.jpg[/img] The Steam release and new update bring expanded train modifications, including armor shields and battering rams. These upgrades will help you survive enemy train attacks and break through barriers on the tracks. [h2]UI and gamepad support[/h2] We are constantly working to improve the control system, both for individual game mechanics through interfaces (improving their UX and visuals), as well as overall game controls, including support for gamepads. [h2]Crossplay between Steam and EGS[/h2] If your friends have already purchased the game on EGS and you plan to buy Voidtrain on Steam, don't worry, as you will be able to easily synchronize and play in the same session as if you were playing on the same platform. [h2]Localization of the game into new languages[/h2] We have translated the game to 11 languages so that more people around the world can embark on an exciting adventure on their own train! [h2]Fixes and Optimization[/h2] The current public version of Voidtrain in EGS is 8678, while the version currently in the repository at the time of writing this sentence is 10679 - and this value increases every day. More than 2,000 commits with innovations, improvements, and fixes have been added to the project. Hundreds of bug reports have been taken into account in our daily work to improve the quality of Voidtrain. And although we understand that there will still be some shortcomings in the game's journey through Early Access, our small team is doing its best to ensure that our attentive and demanding players have fewer reasons to report bugs. — Quite overwhelming, huh? We hope you’re as excited as we are! Be sure to add Voidtrain to your wishlist and bring your friends to play together on May 9 - we’ll be waiting for you in the vastness of the Void! https://store.steampowered.com/app/1159690/Voidtrain/