- Unity CVE Patch Fix - 3 October 2025
Hey there! Been a while. I'm coming at you with two fixes: - fixed major CVE by upgrading version of Unity - fixed some potential bugs when Steam is offline - enemies wouldn't die... Stay tuned for more and you should join my development discord to keep up with what I'm doing. Have a great weekend! https://discord.gg/ugPsYQNk88
- The Dead Sun Upate - 5 May 2025
Hey guys! Been a while, but here we go again. This is a pretty considerable update because there is now a final boss you can try to tackle. It is quite difficult and requires good item synergies, so get crafting. :) There are also two new characters: - The jellyfish gains increased firerate, but also has a chance to spawn lightning when you hit an enemy. This chance can be increased by a certain module. - The crab has a lot of armour, and has a chance upon kill to spawn a smaller crab on your side. This crab follows you around, equips a copy of your weapon and has a set duration of a minute. The chance can also be increased by a module. (might be a bit busted, oops) The ammo system has been scrapped: I felt that it didn't add anything besides annoyance and it would ruin your run whatever happened if you ran out of ammo. Alongside this, the consumables also now don't get consumed, instea…
- Minor Patch - v1.1.0-354 - 7 January 2025
added fog of war added map computers - use a floor plan to remove all fog of war on the current dungeon changed hit effects - funny colours when you get hit! changed armour bar display, and made it so armour only replenishes after each stage clear and not after every clear massive performance improvements - no longer should you feel crazy performance impacts when further in the runs fixed critical damage calculations not being correct. Your character no longer has critical damage multiplier, and only weapons will. fixed controller crosshairs for fish and armadillo
- Minor Patch - v1.1.342 - 2 January 2025
- fixed picking up items on controller 3rd small patch, yikes.
- Minor patch - v1.1.0-341 - 2 January 2025
- fixed some really weird bug with armadillo where you wouldn't die and things would break o.o
- Minor Patch - v. 1.1.0-340 - 2 January 2025
- fixed small issue with environmental hazards like spikes and wires not doing damage to the player.
- AQUARIUM UPDATE - HITS ALL AQUARIUMS NEAR YOU - 1 January 2025
Hey peeps and a merry happy holiday season for all! A big update coming for you today. Before I get into things, if you enjoy Void Strife please remember to leave a review - it helps a TON! Sorry this took a while, but I have been really busy with university work. Now that I’ve come home for the holidays I’ve had a lot more time to work on Void Strife, and deliver a good update for you to enjoy. Patch notes: NEW ENVIRONMENT: Aquarium Alpha - defined by its sandy floors and the glass walls, you can now touch seagrass for once in your life. You will be able to see deep space behind the dungeon, and is where you will find most of the new enemies. NEW MECHANIC: Recombobulator - This machine combines two items and results in a third item, which is a combination of the two inputs. The first item will become the base, and effects/stats from the second item will transfer to the first item. The…
- November Void Strife Patch! - 20 November 2024
Hey guys! It's been a while - I've been terribly busy with University work and raising money for charity somehow :D Anyway, VOID STRIFE! I've finally found some time to fix some deadly and annoying bugs so here we go: - fixed bug where enemies wouldn't shoot you - caused by me changing how bullets worked for multi-projectile weapons. I created a flag of "useAmmo" which wasn't correctly set on some enemies, but now by default any enemies will just completely ignore ammo, as originally intended. - fixed bug where leaderboards wouldn't update - in the Steam API I am using there is a function to automatically submit a higher score, and otherwise reject lower scores. This doesn't work in my API for some reason so I had to implement custom comparing logic which wasn't too tricky. I did have to reset the leaderboards however - you shouldn't mind because your high scores probably didn't get upd…
- 1.0.1 September 28 2024 - Minor Patch - 28 September 2024
Changed ammo calculation for weapons - instead of always taking away ammo relative to how many bullets the weapon shoots (EG. the Trauma shotgun would use up 7 ammo each time you shot, by default) each weapon now has a “Ammo Used” stat, which will be the number of ammo you use whenever you fire. Cataclysm uses 2, Trauma uses 3, all other weapons use 1 Decreased the Bloater attack speed by 25% Fixed the fix for getting stuck - whilst in a dungeon area, it no longer teleports you to the start - it instead teleports you to the closest floor tile from where you got stuck
- Void Strife releases September 23rd! - 16 September 2024
Void Strife releases September 23rd Hey there! It's been a while. I've still been working on Void Strife though! In exactly a week time (maybe a bit less) you will be able to buy and download Void Strife. It will not be very pricey as it's still a relatively small game. Currently I am still ironing out a bunch of bugs and doing small refining of various features like dungeons, boss arenas, bosses etc, but it should be a pretty good build for people to play on. Of course, you can always join my discord or leave a review or find a way to contact me to give feedback so Void Strife can be the best it can. I will do my best to stick to one or more updates a month, hopefully each update being quite decent in size, but given it will be my second year of University I don't yet know what my workload will be, which is partly why I wanted to release it around this time. If I left it any longer, it…
- Second content patch is here! - Patch 0.1.59 - 16 April 2024
Hey! It's been a while since we last spoke. After a git-pocalypse today (all safe now), I bring to you the second content patch for items, and a boat-load of bug fixes. Some major bugs/features besides items include: - you weren't able to shoot grenades - keeper questline to unlock armadillo was broken after the first dialogue box - music was annoying and is now hopefully less annoying - Brainiac's boss health bar didn't trigger in its first phase - you didn't know what to do (there is now a indicator as to what to do when you are at different stages of the game) - Payne Jones' mines and explosive barrels didn't do the appropriate explosion damage - missiles exploded twice on contact As for the new items, we have a bunch such as the Cerebral Juice which increases a lot of your stats, or the EMP Headset shocking enemies upon killing one. I won't go in depth for all the new items, but rig…
- The Armadillo! - 27 March 2024
Added dramatic direction pointers to tell you what you should be doing (temporary until i can figure something else out, but it sounds cool ) Added another dungeon type (darker, cave like - set in an asteroid!) Changed the floor for the blue station environment Changed the environment generation - now dungeons can have corridors which span more than the closest room, meaning more “organic” layouts for corridors Fixed bleed damage multiplier Added The Keeper NPC - finishing his quest (temporary atm) unlocks the Armadillo Added the Armadillo Playable character - more damage based on your current speed
- CONTENT!!!! - 16 March 2024
Okay so this is quite a big update, as it has the most new items I’ve introduced at once. I’m not sure if this is a good idea as it is much more likely to have bugs, but at least it should make the gameplay much more interesting. Let me know what kind of cool combinations you find! Added Armourer’s Vial - Temporarily Increase armour but reduces speed Added Electric Boogaloo - Bosts attack speed Added Great Banner - Increases health regen Added Osseous Enhancements - Increases max health Added Temporal Cartilage - Reduced weapon cooldown Added Void Snail - slows down enemies on hit Added Steel Ailerons - Increases damage based on movement speed Added Sterile Slippers - Increases healing Added Sanguine Devices - Chance to explode upon bleeding an enemy Added Parasite - leeches health from nearby enemies Added Party Socks - Increases explosion damage Added Red Power Boots - Increases numbe…
- Some demo patches - 11 March 2024
Added Electric Boogaloo Consumable (temporarily increases attack cooldown) Added Armour Vial Consumable (Increases armour but reduces speed temporarily) Added Earthen Amulet (Creates a healing area upon killing an enemy) Added Boots of Regret (Reduces armour but increases damage against bosses) Added Energy Core (Increases movement speed on hit) The Standard Jacket and Helmet now belong to the SteelSkin set (Increases armour) Crits now work as intended Added a new Burst status effect (After a certain amount of time, the enemy will explode - damage and radius will scale with however many stacks of Burst the enemy has) Added Leeching Fire gun Computers can now have up to 4 modules each available for the player. The player is allowed to buy these modules with credits, however their modifiers will also apply to future enemies. Added a victory portal which will spawn every 4 stages - enter t…
- Almost done with systems! - 20 February 2024
As you may know, the systems in a game all serve the player content. The way the player receives the content obviously depends on the systems within that game. If for example Risk of Rain 2 had no chest system, the player would not be able to get any items and it would become an entirely skill based game. As in other games, my game has quite a few different systems. First, there's the item system. Whilst I'm still trying to refine it into something very robust, it already lets me do quite a number of things. For example, I could make a weapon which used the same attack as the Brainiac boss's third wave of attacks, or a weapon which spawns homing missiles, and when those hit something, they could trigger some other effect like spawning even MORE missiles... You get the gist. Then on top of this Compound Attack system, I have the stats system for weapons. Each weapon has a varying amount…
- Boss Update! - 2 February 2024
Changed the corridor generation so that it would be accommodating for larger animals Improved hiding of objects in shadows Optimized performance due to the above (If you want to get technical, I was doing something horribly wrong with raycasts by setting the distance to something much larger than the actual magnitude of the line between the player and the object, which made a lot more collisions than necessary - I was also using the entities layer which was pointless and added even more overhead) Changed the colliders on the horse - hopefully this makes it less weird to control Enemies/objects will now leave behind parts of themselves when dying… Changed the sprites of the medical bay floor from blinding white to something that fits the rest of the tiles Crowd now roars whenever you kill a boss You now get a selection of items to pick from when finishing a level Added new, unique attack…
- Direction change for Void Strife - 1 January 2024
Hello peeps! Happy holidays, happy new year! First of January today, so let's hit off 2024 with a bang. I have decided to take a different approach to Void Strife now. Whilst it's not updated in the store page, that will come through soon as I figure out some quirks of the new design. Void Strife, as the game is called for now, will revolve around you stampeding as animals throughout a procedurally generated stadium/arena, for the entertainment of the world in a dystopian future where people don't like violence on people, and robots don't like violence on robots. So what's left? Animals! The mega corporation Pets O' War has decided to strap weapons on cybernetically enhanced animals, and let them fight through non-sentient androids to try and generate as much ad revenue as possible for the ad participants. The ad participants, or shareholders as I will call them in game, will provide th…
- Cohesive Artstyle, Finally! Among other, definitely minor things! :D - 8 November 2023
Heya! There hasn't been a weekly dev update for a while (I moved to university!) but I promise you I'm still working on Void Strife. Scope changes! So let's start with the most hard hitting news - Void Strife will no longer be fully story focused. Well, not static stories anyway. It's going to turn into a roguelike, because frankly I have been working on this game for far too long on my own, and on some further reflection I realized that I was not able to carry out my initial vision for Void Strife on my own. I decided to decrease the scope of the game to a roguelike kind of similar to Binding of Isaac. So here's the main gameplay loop I'm currently thinking of (Remember, this is still a heavy WIP): 1. Player starts the game - each run, the player will be assigned a different kind of story to follow. This means that the starting level and what the player does inside it will influence th…
- Weekly Devvin' Pt 4. - Enemies! - 2 September 2023
Today we talk enemies! Welcome back! Just a tad late, however there was the crucible post as well so I think this is fair :D... I did mention the new enemy AI in one of the earlier posts and also alluded to it in the crucible announcement, but what kind of enemies do we have exactly? Well, I'm aiming to answer that today. Above we can see the enemies in the game currently (apart from one whoops). First, let's tackle the normal enemies and then we'll do the bosses. In the bottom right, we have two similar looking dudes - they're bouncers. They're part of Payne Jones' team (We'll get to him later) and they're your basic enemy types. The one with the slight blue dots on him is a communications officer variant, which can call in backup so you definitely want to prioritise him first. The normal bouncers however are highly agile and will sometimes dodge to avoid getting shot. Both of them how…
- Crucible Gauntlets! - 30 August 2023
Hey there! We have quite a bit of an update today... I have added the Gauntlet system, which will be a wave based competition between players on each of their saves. You fight increasingly difficult waves of enemies in locations (so far just Crucible is available so the only leaderboard you will need to check is Crucible), and you get placed on a global leaderboard ranking how many waves you reached. You should get a notification on the left of your screen notifying you of any new ranks you achieve, and if you access any computer you can type in the command "leaderboard Crucible" to see the top 10 leaderboard for that location (in this instance Crucible) and also your personal rank afterwards. There have also been some MASSIVE improvements to enemy AI, which consist of them not being stupid anymore and actually fighting (most of the time). They can take cover sometimes during combat, th…