Changes Increased probability stat on 'Cinders' Offering. Tweaked explosion damage stat on 'Explosive Cinders' Offering. Fixes Fixed 'Cinders' collision trigger. Fixed 'Cinders' applying incorrect damage. Fixed 'Total projectiles deflected' not being added to total stats. Fixed '
Changes
Increased probability stat on 'Cinders' Offering.
Tweaked explosion damage stat on 'Explosive Cinders' Offering.
Fixes
Fixed 'Cinders' collision trigger.
Fixed 'Cinders' applying incorrect damage.
Fixed 'Total projectiles deflected' not being added to total stats.
Fixed 'Void Fountain purchases' not being added to stats.
Fixed 'Total Offerings collected' sometimes not being added to stats.
Reduced the elevator travel time at the end of Tomb of the Sacrilegious to prevent player from bonking their head in the ceiling bounds.
Disabled 'Floor is lava' in Scoria Ruins.
Disabled 'Floor is lava' and 'Tight Deadline' in the NG+ starting room.
Fixed 'Tight Deadline' not resetting upon death.
Fixed projectiles not colliding with the big pillars in Tomb of the Sacrilegious.
Changes The final boss now takes 50% reduced damage during the phase transition. Updated the exit game prompt in the pause menu to clarify that only meta progression will be saved. Fixes Fixed the tutorial Offering not disabling the controller cursor when closing the menu, causin
Changes
The final boss now takes 50% reduced damage during the phase transition.
Updated the exit game prompt in the pause menu to clarify that only meta progression will be saved.
Fixes
Fixed the tutorial Offering not disabling the controller cursor when closing the menu, causing the controller input to not work properly.
Fixed FOV not resetting after performing a Void Dash with controller.
Fixed chest in The Shadowed City not spawning enemies.
Fixed a bug that caused Offering orbs to not be destroyed when pressing escape as the menu is being closed.
Fixed a secret room in Sacred Grove unloading unintentionally.
Fixed 'Void Laser' Offering on Essence Disruptor not being cancelled if the Ultimate version of the gun is being destroyed.
Fixed rare case of the Petrified Tombwarden being moved outside the arena.
After 18 months of early access, Voidborn has finally reached 1.0! This update completes the full run of the game, including all main areas and bosses, and aims to set a polished and consistent quality standard all the way from the main menu to the end credits. Thank you so much
After 18 months of early access, Voidborn has finally reached 1.0!
This update completes the full run of the game, including all main areas and bosses, and aims to set a polished and consistent quality standard all the way from the main menu to the end credits.
Thank you so much to everyone who has supported Voidborn during it's Early Access period. As a solo developer on this game, creating it has been very tough at times, but mostly a lot of fun. I am very proud of what I have been able to achieve with this game, and I hope you will enjoy playing it as much as I enjoyed developing it.
The final location of the game blends together interior- and exterior levels of the castle in a pseudo-randomized order with seamless level transitions, all in the pursuit of creating an exciting climax to the voidborn's quest, and putting all the player's skills to the test.
New introduction levels
Blending into the Dungeons of Decay map pool, these levels act as a new introduction to the game, and do a much better job of getting the player familiar with the fundamental gameplay mechanics.
Controller support
Voidborn now features full controller support for Xbox controllers. This was a feature that was promised much sooner than delivered on, and I apologize for that. The reason being is that I simply underestimated just how extensive of a feature this was to implement, especially since the UI was not designed to be able to be used with a controller which meant I had to make a few compromises in the implementation.
Voidborn should be fully playable now on Steamdeck, but I don't have one myself to test it on so I can't confirm, and it has not been officially verified by Steam, but I am working on that.
Trials of the Scarlet Curse
All difficulty modifiers for Trials of the Scarlet Curse have been added.
New weapon aspects
There are now 8 total weapon aspects, two for each weapon. I wanted each weapon to have three aspects, but unfortunately the ones that I had planned to add ended up being too ambitious to finish in time for this update. So maybe in the future?
Steam Achievements
Voidborn now has 24 Steam Achievements in ranging difficulty.
New music
Dungeons of Decay
The soundtrack for Dungeons of Decay was made by me over 3 years ago, and quite frankly, it does not hold up. So, this soundtrack has been replaced with a new banger created by Crisp.
The Black Castle
The final location in the game features two new music tracks also created by Crisp.
Go check out his other music: https://soundcloud.com/stillcrisp
New Amulets
These amulets can either be found or unlocked through Trials of the Scarlet Curse.
New item icons
All items in the game now have a unique illustration displayed in the inventory.
All illustrations for the game have been made by Huhrizon: https://www.instagram.com/huhrizon/
Many changes, improvements, and bug fixes have been made throughout the whole game. These are some of the major ones, please view the full patch notes at the bottom of this post for the complete list of changes.
The Shadowed City main gate
The main gate to The Shadowed City can now be opened to provide a shortcut. The lever to open the gate can be found somewhere inside the citadel.
Ultimate rework
The Ultimate has been reworked. Instead of slowly charging up over time, the player must now charge it by dealing damage to enemies. When the Ultimate is not being charged, its charge will slowly drain over time. This change has been made to promote more aggressive gameplay.
Improved levels
All levels in the game have received lighting and texture improvements to look, play- and perform better. This includes higher quality baked lighting, adjustments made to lighting to make the game easier on the eyes and improve visual clarity, and general performance improvements.
Balancing
Because this version now features the complete run, I have basically had to rebalance the entire game. This includes tweaking number of enemy encounters per location, enemy spawns, enemy damage, enemy health, weapon damage, balancing powerps, adjusting weapon unlock- and upgrade prices, etc. This has been a very tricky task but hopefully I've done a decent job, regardless I will continue to balance the game based on player feedback.
For full list of balancing changes please view the full patch notes at the bottom of this post.
A lot of the work that went into this update was making the game consistent throughout the entirety of it by bringing all of the gameplay systems to a standard that feels complete, both in terms of how the game plays, and how it affects me working with the game. This means going forward, making any changes or adding new content should be much easier to implement.
However, going forward my main focus will shift from Voidborn to a new project that I have been developing on the side since late 2023. But Voidborn will still continue to receive quality of life updates. There are still more things that I want to add to the game in the future, but I cannot make any promises on when or even if that will happen as my next game will likely take up all of my game dev time.
But as it is now, I view 1.0 as the complete Voidborn experience, which is much bigger than I had first envisioned when I began developing the game in late 2021, and that is large thanks to those who have supported the game since before it was even released, and throughout Early Access, so once again big thanks to everyone who has supported Voidborn.
My new game will be announced very soon, so to stay updated please follow my socials :)
Note: The release date has been pushed from April 4th to April 7th I am excited to announce that after 18 months of Early Access, Voidborn will finally be launching into 1.0 on April 7th ! This update will complete the full run of the game with the final area, along with many oth
Note: The release date has been pushed from April 4th to April 7th
I am excited to announce that after 18 months of Early Access, Voidborn will finally be launching into 1.0 on April 7th!
This update will complete the full run of the game with the final area, along with many other additions, changes, and improvements throughout the entire game.
The final area of the game, atop which the final demigod awaits you...
In preparation for 1.0 release
Launch discount
1.0 will launch with a 20% discount. If you planned to pick up the game, I would advice to hold off until the release.
Pricing changes
After the launch sale is over, you can expect Voidborn to increase in price by around 15% depending on your currency. These pricing changes will also include new prices for the regions Latin America and Middle East / North Africa.
Demo
After the update the demo will no longer be available to download from Steam. But if you already have it installed you can still continue to play it as it is DRM-free, as is the full game!
Wishlist Voidborn to get notified on release! I hope to see you all there :)
Fixes Fixed enemy spawners sometimes spawning a broken version of an enemy. Fixed a bug that allowed player to get multiple upgrades from the same Offering. Fixed Petrified Tombwarden sometimes not dying after destroying its laser eye. Fixed holes in level geometry in Dead Man's
Fixes
Fixed enemy spawners sometimes spawning a broken version of an enemy.
Fixed a bug that allowed player to get multiple upgrades from the same Offering.
Fixed Petrified Tombwarden sometimes not dying after destroying its laser eye.
Fixed holes in level geometry in Dead Man's Passage
Voidborn, the path ahead lies beneath the mist… …take the plunge and you will discover… Dead Man’s Passage. Take out the guardian and venture deeper through the tomb, and you will find your next target deep below the surface.. Upgrade your weapons with… Void A new upgrade type th
Voidborn,
the path ahead lies beneath the mist…
…take the plunge and you will discover…
Dead Man’s Passage.
Take out the guardian and venture deeper through the tomb, and you will find your next target deep below the surface..
Upgrade your weapons with…
Void
A new upgrade type that embues your weapons with powers of the v̶̡̖̞͓̊͐̋̒̐͑̾̈́͛̔͒̕͘͝ ̶̡̢̜̗̫̱̹͇̜͙̠̔̓͠ǫ̶̤̯̟̠̋̈́͌̀̊͒̒̔͘ ̴̧̡͈̠̻͉̯̪̹̰̖̲̣͍̅̃̓͜í̸̧̧̱͉̝̖̮̳̓̌͋̑͐̒̿̍̀̽͂̔͜͠ ̵̱̼̠̥͔͙͒̏͊͂͋̓͒̌̃̆̋̃̅̌͝d̶̨̡̼͖̦̹̩̲̲̺̘̰̮̲̾̿̑̄̐͘ͅ
Void powerups introduce a new status effect that many of the powerups revolve around, and creates new ways to effectively clear waves of enemies, such as explosive lasers, homing missiles, black holes, and more…
Fixes Fixed missing textures in Bloodrain Valley. Fixed a bug that caused item description pop-ups to close instantly. Fixed a bug that caused chests in Sacred Grove to reset when reloading the area. Fixed the player meleeing when interacting with objects. Fixed Void Dash being a
Fixes
Fixed missing textures in Bloodrain Valley.
Fixed a bug that caused item description pop-ups to close instantly.
Fixed a bug that caused chests in Sacred Grove to reset when reloading the area.
Fixed the player meleeing when interacting with objects.
Fixed Void Dash being able to clip through certain objects.
Fixed issues with boss enemy movement in The Shadowed City.
Fixed mini-boss in Lake Scoria spawning multiple times.
Fixed offerings for the Regal Blade not appearing in equipment.
Changes
Made it possible to close the pause- and settings menu with escape key.
Added short loading screens in various levels to prevent rare case of player falling out of bounds.
Blossoms of Depravity is finally here! A new location that changes over time, new Chaos and Lightning upgrades for the Regal Blade, a new Amulet, melee and Void Dash rework, and various other changes, improvements, and fixes. Look out for a fountain similar to the one in the bann
Blossoms of Depravity is finally here!
A new location that changes over time, new Chaos and Lightning upgrades for the Regal Blade, a new Amulet, melee and Void Dash rework, and various other changes, improvements, and fixes.
Look out for a fountain similar to the one in the banner of this post, there you will find the golden key that leads to Sacred Grove.
This is a bit of a smaller content update in preparation for the next major content update that will be coming sooner than this one, which among other additions, will be including the next main area of the game.
Merry Christmas, and thank you for supporting Early Access!
First of all, thank you everyone who has supported Early Access so far! The game has already done way better than I expected, which makes me even more excited to bring more content to the game. Now, what to expect from the upcoming content updates. Possible spoilers ahead The fir
First of all, thank you everyone who has supported Early Access so far! The game has already done way better than I expected, which makes me even more excited to bring more content to the game.
Now, what to expect from the upcoming content updates.
Possible spoilers ahead
The first content update is already in development and is expected to be finished by the end of next month! Here are some of the major the things it will include.
Sacred Grove
A new shortcut level that connects the start of of Bloodrain Valley to Vincent's sanctuary, with a bigger focus on platforming.
Void Offering
A new type of Offering that will bring new upgrades to all weapons in the game, as well as character upgrades. This offering type will have a focus on piercing logic, along with some other interesting stuff.
Additionally,
the update will have reworked melee. The Regal Blade will be getting both Chaos and Lightning upgrades, and hopefully the game will get controller support. Along with other fixes, improvements and balancing changes.
I hope you are looking forward to this update which is coming soon before...
Content Update II
A larger update, featuring the next main area of the game after The Shadowed City. Expected to release some time this winter.
Additions 'Regal Blade' now gives off an ambient light that increases in intensity when blocking. Changes Enemies Phantoms Decreased attack speed. Increased projectile damage. Decreased spawnrate. Thumper Decreased spawnrate. Set a max spawn limit to 2 per wave spawn. Warlord Lut
Additions
'Regal Blade' now gives off an ambient light that increases in intensity when blocking.
Changes
Enemies Phantoms
Decreased attack speed.
Increased projectile damage.
Decreased spawnrate.
Thumper
Decreased spawnrate.
Set a max spawn limit to 2 per wave spawn.
Warlord Luther
Decreased projectile speed.
Phantom Knight
Decreased damage taken by explosions.
Other
Updated 'Split Shot' weapon aspect description.
Fixes
Fixed 'Split Shot' weapon aspect not splitting the bullets of the 'Chaosrepeater' and 'Doomscatter'.
Fixed damage indicator going off if player takes 0 damage.
Fixed dash missing I-frames.
Possible fix for doors in Dungeons sometimes not opening after completing encounter.
Changes Increased the time it takes for the Chaosrepeater to start overheating. Launch pads dropped by enemies now start flashing 1.5 seconds before they disappear. Made Uncommon, Rare, and Legendary Offerings more common. Chasing enemies now have a short delay before they can at
Changes
Increased the time it takes for the Chaosrepeater to start overheating.
Launch pads dropped by enemies now start flashing 1.5 seconds before they disappear.
Made Uncommon, Rare, and Legendary Offerings more common.
Chasing enemies now have a short delay before they can attack after spawning.
Fixes
Fixed enemies sometimes spawning in the same location, causing numerous issues.
Fixed 'Dithering' checkbox not being correctly loaded in when opening settings.
Fixed lightning beams from lightning explosions not connecting with hit enemies.
Fixed player being able to get negative items from purchases.
Fixed being able to lock in rewards in 'Trials of the Crimson Curse' without any difficulty modifiers.
Potential fix for NPC dialogue sometimes not working.
Potential fix for exit doors in 'Dungeons of Decay' sometimes not opening after completing an encounter.
Additions Added a 'Next' prompt when a line of dialogue is completed. Changes Increased damage of thrown sword Increased damage of sword projectiles The players fireball ability is no longer based on the players velocity. Increased sound radius of blacksmith hammering in Scoria R
Additions
Added a 'Next' prompt when a line of dialogue is completed.
Changes
Increased damage of thrown sword
Increased damage of sword projectiles
The players fireball ability is no longer based on the players velocity.
Increased sound radius of blacksmith hammering in Scoria Ruins.
Fixes
Fixed Offering duplication glitch
Fixed Amulets acquired from 'Trials of the Scarlet Curse' not appearing in amulet stations.
Fixed missing collision on building in 'The Shadowed City'.
Fixed Offering buttons scaling improperly if less than three are available.
Fixed weapon aspects showing values in decimal form instead of percentage.
Fixed enemy spawners in 'Bloodrain Valley' skipping over a round if player falls off island.
Voidborn Early Access is finally here! To celebrate, there is a 15% off launch discount lasting 7 days. Thank you for supporting the development of this game, and please leave a positive review if you enjoy it! Official Voidborn Discord Twitter YouTube
Voidborn Early Access is finally here!
To celebrate, there is a 15% off launch discount lasting 7 days.
Thank you for supporting the development of this game, and please leave a positive review if you enjoy it!
Endless mode New and improved levels Completely reworked powerups Overhauled weapons with new aspects Scoria Catacombs New tutorial level Updated Dungeons of Decay New textures and updated models, more detail, smoother geometry and collision Updated UI Weapon upgrading, powerups,
Endless mode
New and improved levels
Completely reworked powerups
Overhauled weapons with new aspects
Scoria Catacombs
New tutorial level
Updated Dungeons of Decay
New textures and updated models, more detail, smoother geometry and collision
Updated UI
Weapon upgrading, powerups, and a new inventory and equipment screen
Reworked save system with save profiles
Updated Bloodrain Valley
Take a look at the updated version of Bloodrain Valley, coming in Early Access
What's new? Three new power-ups, two of which are alternative fire modes for the rifle and shotgun, and one Void Dash power-up. Improved levels with much higher detail and better lighting. Reworked "Big Orange Ball" boss battle, now known as "Left Eye of the Crimson Void". Boss l
Three new power-ups, two of which are alternative fire modes for the rifle and shotgun, and one Void Dash power-up.
Improved levels with much higher detail and better lighting.
Reworked "Big Orange Ball" boss battle, now known as "Left Eye of the Crimson Void".
Boss levels now have a small peaceful room before the battle with a Void Fountain and a health potion, restoring up to 25 health.
Reworked dash system, you can now properly dash on inclined surfaces.
Added directional sliding, you can now slide in all 8 movement directions.
Sliding now takes the players movement velocity and kinetic energy into account.
Improved visual clarity. Chasing enemies now have a different color from casters, dead enemies stop glowing, fireballs have a slighlty different color making them more distinguishable from lava and torches.
Added custom key binds in settings.
Added weapon swapping with scroll wheel (can be disabled in settings).
Added cooldown displays on the HUD for abilities.
Made it more clear when you picked up Essence.
Hitting the fireball with the revolver now creates a more powerful explosion.
Other noteworthy fixes and improvements
Improved performance.
Improved wall-jumping/sliding accuracy.
Fixed certain enemy attacks and particle effects being tied to the framerate.
Nerfed Decay Demon's laser attack and overall damage.
Decreased enemy spawns in certain levels.
Decreased costs of Void Fountain upgrades.
Increased pick up range of Essence.
Increased melee damage.
Bosses take increased damage from explosions and lightning attacks.
Falling off the bridge in Bloodrain Valley now teleports you back.