- The Void Project Patch v1.7 - 18 September 2025
Updated Game Engine to Godot 4.5 and with it added some performance fixes.
- The Void Project Patch v1.6 - 8 May 2025
Improved User Interface: Removed redundant buttons on the computer screen for a cleaner and more streamlined experience. Applied various UI fixes in the settings screen to enhance usability. Enhanced visual feedback for button interactions to improve player experience. Save System Enhancements: Changed the save file location to better align with our upcoming game release. Updated save file format from INI Config to JSON for improved compatibility and performance. Security and Cloud Integration: Removed offline score storage to mitigate cheating risks. Fixed an issue where Steam Cloud was not properly fetching and loading game settings. Encrypted our Game builds for possible Hacking AI and Gameplay Balancing: Rebalanced AI difficulty scaling to provide a more consistent challenge across levels. Adjusted enemy spawn rates to reduce difficulty spikes. Enhanced enemy pathfinding to prevent…
- Patch Notes v1.5a - 23 December 2024
whats fixed - Hellhound shrinking bug - stairs now disappear after u grab the tape in Dying Breath mode - skulls sanity recharge nerfed to balance the game design - glitch screen effect bugs out if sanity is low, making it forever stuck there known issues: - achievements are still bugged Additions: - Game Files have been encrypted with the key to prevent cheaters from decompiling the game.
- The Void Project Update 1.5 is OUT NOW!! - 19 December 2024
Hello, everyone! Welcome to another development update. Over the past few weeks, we've been working diligently to bring you this exciting update. We've received plenty of feedback asking for more content, and we’re thrilled to deliver a free update for both the Main Game and the Demo (note: the demo includes revamped level design and UI improvements). New Game Modes Tutorial Mode: Accessible anytime now. Endless Mode: Test your skills in an infinite challenge. Dying Breath: A thrilling new mode to explore. New Enemy Spinner: A fresh challenge to overcome. Lore Drop Monsterpedia (In Game Wiki for Game Monsters Logs of previous Subjects (who came before you in THE VOID PROJECT) Level Design Revamped levels for each of the game modes so u can enjoy more of the VOID instead of just plain ground and walls Bug Fixes Hellhound Invincibility Issue (possible fix) Hellhound becoming smol Issue BG…
- Major Content Update Launching Soon! - 6 December 2024
We're having a Next Big Update after the release, we hear you.. content was way too short, a mistake on our part.. Just wait a big more :-) Big Revamp from the old title you know.. u can call it TVP 2.0 but lets not go that far right now. - Now you are not limited to only playing One Game Mode. - Terminal finally have a use-case - Lore drop!!?? - few more stuff under the wraps for now ETA: 19th Dec. 2024 // that's it folks
- Update v1.0.7 - 9 November 2024
What's Changed: Fixed Urdu Localization in Win Screen. Fixed slyme death causing delay. Fixed Leaderboard Urdu layout in win screen. Fixed hellhound shooting while dying or teleporting. Fixed enemies not dying in tutorial.
- Patch Note 1.0.6 (Part 2) - 4 November 2024
some more achievement fixes
- Update v1.0.6 - 4 November 2024
- Fixed high score text always visible on win screen regardless of the score - Fixed some achievements not working
- Update 1.0.5 - 3 November 2024
New Additions Added “Who Killed Player” info on the Death Screen. Introduced a Leaderboard Screen on the Win Screen. Changes Revamped UI for both Death and Win Screens. Modified Damage Popups to appear only after enemy death (can be toggled in settings). Re added achievements and some of them have changed to make it more challenging Bug Fixes Fixed issue with Skull spawn timer counting down multiple times before spawning. Fixed multiple counting for Skull kills. Adjusted button placements in the menu. Cached Hellhound for reduced stuttering. Resolved issue with achievements auto-unlocking.
- Devlog #5: Game Release and What to Expect in Future - 31 October 2024
Hey everyone, It's been a long time since the development of TVP. we are finally here at the RELEASE DAY. TVP has finally been released but it's not the end of the road. Let's begin with the devlog... Demo Update We're with the game, constantly updating it with the base Game. Our main goal is to keep the demo fresh with the game so it doesnt feel outdated at all. Enemies would remain the same with 3, But the main release will be having more enemies in the future, with the addition of a Final Boss. Future Roadmap https://media.discordapp.net/attachments/1136763835680833627/1301493460750303333/Frame_69.png?ex=6724adbd&is=67235c3d&hm=b189ee30bbdf6c7143d6d570c52fd7ac51f2606904d6d2603df506561379b241&=&format=webp&quality=lossless&width=364&height=701 ok this was a short one, didnt have time to really delve deep into the devlog due to game release.. See You in the Game
- We're Participating in Steam's October Next Fest - 5 October 2024
Hey everyone, it’s been quite a while since the last devlog. But this is not the devlog tho, it's more of an announcement post about Steam Next Fest! Starting Oct. 14th, at 10 AM PDT / 10 PM PKT What's New ✨ 🎉 The entire UI/UX has been revamped and completely changed from the previous demo version! 🎨 We've added a new option called "Customizer" in the menu, allowing you to create your own unique art style for the game. 🔧 A lot more accessibility features have been included in the settings, which you can toggle on/off to completely change the game's look! 📖 A tutorial scene has been added, complete with an English voice-over to guide you. 🌫️ Visuals have received an upgrade, featuring volumetric fog and Screen Space Ambient Occlusion (SAO). 👾 Enemies have been refreshed with new AI and visuals for a better challenge! 💪 The overall game feel has been drastically improved! 🔫 Weapon…
- Devlog #4: Significant Game Design & User Interaction Changes - 31 July 2024
Hey everyone, it’s been quite a while since the last devlog. Before we begin, let me thank you all for supporting us. We have almost 500 wishlists right now. I know it's not much, but we are grateful that 500 individuals think our game is worth checking out.
- Devlog #3: Demo is out Now! What to know before diving in - 10 June 2024
Hey everyone, it's going to be a short one.. some stuff about demo, tips and tricks Demo vs Final Build There will be some major changes to the final build like New Enemies, New Maps, Ability to change game's whole art style, UI Changes, Mechanics and alot of new stuff. We'll be updating demo with the final build of main game too.. like less stuff but up to date with the main game. to give everyone a chance to try before purchasing and supporting.. Tips and Tricks We've added 4 sign boards for tips in the game so there's that.. for beating the timer fast? yea i dont think there is.. try to beat it without any glitch hehe... (clickbait intensifies) ok i think thats it for this devlog.. it was just here for the demo announcement.. Enjoy, Good Luck and Have Fun :D Play Demo
- Devlog #2: Game Updates and Current Progress - 20 May 2024
Hey everyone, it’s been a while since our first devlog. I’ve been busy with real-life stuff, but now we’re back with Devlog #2! In this update, I’ll share our progress, game updates, and the main goal of the game. Also, get ready for the third devlog, which will come out with the demo. Let’s dive straight in! Wave System and the Game's Objective We're adding a twist to arena shooters! Typically, these games have endless waves of enemies until you die. While our game is also an arena shooter, it’s not endless. Instead, you’ll face only 5 waves of enemies (3 in the demo). You start in an arena like usual, but the key difference is in how you play. The goal is to clear these 5 waves as fast as you can. When you start a run, a timer begins with the first wave. It's all about speed and efficiency. As you progress, each wave presents new challenges, and you’ll need to be quick and strategic t…
- Devlog #1: Final Art Style, How and Why! - 1 May 2024
Welcome to Devlog #1, well the second devlog to be exact.. this devlog will be more focused on how we achieved this pixelated dual-tone art style for our game. Note: this shader was not entirely ours as we vastly expanded upon a similar in nature shader with CC0 License. Here's a breakdown for the shader.. Understanding the Foundations At its core, achieving that retro look comes down to three key elements: Pixelation: We deliberately reduce the resolution to make the image blocky. Think of the iconic chunky pixels of early game characters! Color Banding: The smooth gradients that we take for granted today simply weren't possible. Colors transition in distinct bands, creating a bold, almost posterized effect. Dithering: To soften the harshness of the color banding, old games use dithering. This involves strategically placing pixels of different colors from the palette near each other, t…
- Devlog #0: Playtesting to Release - 1 May 2024
it's a reupload from playtest community page (yea i accidentally posted it there oopsie) To our incredible playtesters & supporters: we couldn't have made this game, this special without you! Your feedback, enthusiasm, and support mean the world to us. And of course, thank you to our families and friends for always believing in us. Let’s move on to the devlog! Playtesting Update Playtesting phase has ended and with that we were able to fix and modify alot of stuff that was not annoying to us but to others.. this playtest helped us identify all those cracks and fix it. First playtesting was a disaster with almost 80% users couldn't play the game.. we fixed this by migrating to a new project as it was some Godot Engine's bug that made it occur. then the playtesting went fine.. well it was joined by many but all of us know not everyone is dedicated and are there just for fun of it.. we had…