HARD VOID v0.14.4 minor update: Added the new astro damaged graphics. Small tweaks to combat animations. Added text/indicators for guiance for help/extra information when doing certain actions (load, deploy, etc). Added new inverted icons as an option toggle. Added some missing a
HARD VOID v0.14.4 minor update:
Added the new astro damaged graphics.
Small tweaks to combat animations.
Added text/indicators for guiance for help/extra information when doing certain actions (load, deploy, etc).
HARD VOID v0.14.X arrives! Now, astros can have moons, which will participate in combat. Also, every astro has now HP and can be destroyed. Full extra feature list: - Moons and asteroids - Astros can be targeted and destroyed - Multi astro combat - Multiple factions in same comba
HARD VOID v0.14.X arrives!
Now, astros can have moons, which will participate in combat. Also, every astro has now HP and can be destroyed.
- Improved resupply mechanics (It will be explained in the manual later)
- Resource transport in ships
- Graviton drill
- Improved hangar mechanics, now units can load and unload other units.
- Other smaller updates
Now I will add a few missing assets and descriptions, and update the manual in following small updates.
For the next update, the plans are: - Area damage mechanics - Advanced production buildings (midgame) - Space deploy, and some "QoL" deploy mechanisms - Recycling of space debris. - Warp Ramming and melee combat - Ramming special modules - Improvements to the ship/unit generation.
Added new OST for battle Now you can rename fleets in strategic layer Added color coded items in the research queue Fleet movement can be cancelled by moving to the same astro.
Added new OST for battle
Now you can rename fleets in strategic layer
Added color coded items in the research queue
Fleet movement can be cancelled by moving to the same astro.
Hello! I am just here to announce the plans of HARD VOID. Development continues steadily, and I want to thank you all again for your support. This is a full solo project: I code, write the lore, design the UI, direct the art style, compose the music, make the 3d models, and do th
Hello!
I am just here to announce the plans of HARD VOID.
Development continues steadily, and I want to thank you all again for your support. This is a full solo project: I code, write the lore, design the UI, direct the art style, compose the music, make the 3d models, and do the marketing by myself. Even the game engine is a custom one. It's a lot of work, but HARD VOID is my work of art.
Your bug reports, comments, feedback, help, support, and enjoyment mean a lot to me. Thank you. Also, I will be grateful if you could add a review when you consider it appropriate. It will help me a lot.
With the latest updates for HARD VOID v0.13.X, ramming was introduced, and the tech tree advanced to the mid-game range. Also, the previous update included the design of ground units: Tanks, sea ships, aircraft, and submarines. This marks one of the roadmap points, and HARD VOID is near 50% of development completion. I recognize that the roadmap is ambitious, but that reflects the experience I wish you to have about HARD VOID. Even if it takes me more time than expected, I will deliver.
Right now, I am working on the next update that will consist of astro destruction, some refinement of the economic management, and the unit deployment mechanics. After that update, I will continue with the Lovecraftian update that is really needed at this point to be properly called a Lovecraftian game :)
Latest update battle demonstration (yes, another one!)
Here is a brief description of the design philosophy of HARD VOID:
What does HARD VOID put on the table? Freedom. One of the game's main tenets is freedom; most in-game systems have only a few hard limits. For example, you can design your spaceships with a huge selection of ship systems: weapons, defenses, engines, power sources, and more! Ship with no engines? We warned you, but here you go. The procedural hull generator produces a unique hull for your designs.
All game concepts and gameplay mechanics used are either based on HARD sci-fi or Lovecraftian works (or both).
The game economy works with production chain mechanics and logistics. Gather several materials and abstract resources, like Iron, Copper, Labor, etc. You can build any number of ships your colonies can, but you must supply them; every nuclear missile your ships fire must be built in one of your space colonies, and you must load uranium to fuel your nuclear reactors. There is no free lunch!
Multiple dimensions, Multiple FTL travel methods, Megastructures, etc. Almost all the sci-fi tropes, the freedom to play, and role-playing as you want. Of course, fully custom species will be implemented. But its not just flavor level role-play. Everything should impact the gameplay.
But wait, how is this Lovecraftian? I did not mention the eldritch horrors lurking in the vast darkness of space. They don't hate you, they don't even care about you, but if you draw their attention, good luck surviving. There are ancient artifacts that [maybe] can give you enough power to resist, or more probably drive your civilization to chaos and madness, if the procedural event generator didn't already do that with its cosmic horror events.
You can try the free demo on Steam, and join the Early Access if you want to support me in my endevour. My goal is to put many wild and experimental ideas together to push inovation, even if just a bit, in the space 4X game genre. Also, feature suggestions and discussion are welcome!
V0.13.15 available is now available Added another batch of text descriptions Added button in colony view screen to switch between list and supply chain mode view. More small fixes/polish for battle animations Fixed issues in the tooltip for production summary of buildings.
V0.13.15 available is now available
Added another batch of text descriptions
Added button in colony view screen to switch between list and supply chain mode view.
More small fixes/polish for battle animations
Fixed issues in the tooltip for production summary of buildings.
Fixed bug in ship design interface that prevented proper ship design creation. Added another batch of text descriptions. Fixed bug that covered tag controls in ship design interface. Minor improvements and fixes to battle animations.
Fixed bug in ship design interface that prevented proper ship design creation.
Added another batch of text descriptions.
Fixed bug that covered tag controls in ship design interface.
Minor improvements and fixes to battle animations.
Added the first batch of text description for ship systems. Bugfix, Tachyon beam is now available after researching tachyonics. Some added details on tooltips.
Added the first batch of text description for ship systems.
Bugfix, Tachyon beam is now available after researching tachyonics.
HARD VOID v0.13.X is live and on sale! This will be the last sale before the updated price. HARD VOID Early Access is approaching 50% of development, and the price will reflect that with a price bump after the sale ends. The development continues full Steam ahead. Thanks for all
HARD VOID v0.13.X is live and on sale!
This will be the last sale before the updated price. HARD VOID Early Access is approaching 50% of development, and the price will reflect that with a price bump after the sale ends. The development continues full Steam ahead.
Thanks for all the support! I really appreciate every comment, suggestion, and bug report, including knowing you are enjoying HARD VOID.
I hope HARD VOID will meet and surpass everyone's expectations!
HARD VOID v0.13.0 is live! Added new ship systems modifications, a new tooltip indicates possible range of values for each parameter. Added new more advanced techs and the corresponding ship systems. Added more detailed damage model, each ship system has HP and has a chance to be
HARD VOID v0.13.0 is live!
Added new ship systems modifications, a new tooltip indicates possible range of values for each parameter.
Added new more advanced techs and the corresponding ship systems.
Added more detailed damage model, each ship system has HP and has a chance to be damaged, based on size and other factors.
Added ship systems traits: electronic, biologic, gravimetric. those affect the chances of module hit from weapons with the corresponding counter-trait: anti-electronic, anti-biologic, anti-gravimetric.
Added ship ramming and orbital building drop, in two phases: kinetic shock based on ship mass and speed, if one of the ships explodes the remaining ship takes explosive damage based on exploding fuel, power sources, and current ammo detonated.
Added more juice in combat (animations, flashes, etc)
Updated new graphic view for colony supply chain.
Colony REPEAT button that repeats all building orders.
Updated new view for research.
Flamethrowers
(missing text descriptions, the manual, and other details will be updated in minor updates in the next few days)
HARD VOID update v0.12.0 brings a lot of new content for ground battles. Procedural oceans: Oceans are now implemented. Three types of oceans: water, ammonia, and methane. Composition has little effect now, but mechanics will be added later. Also, long naval and air unit design i
HARD VOID update v0.12.0 brings a lot of new content for ground battles.
Three types of oceans: water, ammonia, and methane. Composition has little effect now, but mechanics will be added later.
Also, long naval and air unit design is available: sea ships, submarines, airplanes, and helicopters.
Naval units have a large load capacity, but are slower than ground units; on the other hand, aircraft are the opposite. Naval and air unit agility depends on the amount of ocean or atmosphere, respectively.
A start condition menu is also added, you can select difficulty and universe size for the moment, other configurations will be added later.
Do you like classical old-school manuals? Due to the sheer amount of details not properly explained in HARD VOID, I am working on a pdf manual detailing many of the internal mechanics. It is not complete yet, but i will be updating regularly to include more details, lore, and oth
Do you like classical old-school manuals?
Due to the sheer amount of details not properly explained in HARD VOID, I am working on a pdf manual detailing many of the internal mechanics. It is not complete yet, but i will be updating regularly to include more details, lore, and other stuff, alongside development.
Here is a list of planned major features for HARD VOID release. The order is approximate, and may change. The final decision on when to implement the features is based on keeping the gameplay coherence and making development easier/faster. The pseudo-roadmap will be updated later
Here is a list of planned major features for HARD VOID release.
The order is approximate, and may change. The final decision on when to implement the features is based on keeping the gameplay coherence and making development easier/faster.
The pseudo-roadmap will be updated later, adding more features or expanding current ones, as soon has its clear how to integrate and commit to them.
Feel free to discuss anything about them in the discord channel or steam forums!
This update fixes several bugs and other issues found by the community. Thanks a lot! Changes should be compatible with savegames. Also the are some changes to UI and QoL features like: Vision in universe view of dark matter (that affect warp speed) DPI aware fonts Measurements o
This update fixes several bugs and other issues found by the community. Thanks a lot! Changes should be compatible with savegames.
Also the are some changes to UI and QoL features like:
Vision in universe view of dark matter (that affect warp speed)
Fixed bugs Fixed bug of non-working WASD keys for universe view movement. Added missing Sublight movement indication in ship design screen. Some sporadic AI behaviour bugs fixed. Some small interface updates in ship design screen made.
Fixed bugs
Fixed bug of non-working WASD keys for universe view movement.
Added missing Sublight movement indication in ship design screen.
Some sporadic AI behaviour bugs fixed.
Some small interface updates in ship design screen made.
Fixes: Fixed bug that stuck the enemy AI production frequently. Rehauled auto build/produce algorithm for production and build selection. Fixed Titanium production chain bug other known issues working on: Not following the tutorial precisely (wandering menus/screens) may crash th
Fixes:
Fixed bug that stuck the enemy AI production frequently.
Rehauled auto build/produce algorithm for production and build selection.
Fixed Titanium production chain bug
other known issues working on:
Not following the tutorial precisely (wandering menus/screens) may crash the game.
In a previous update, the astros irradiation was increased without taking into account habitability penalties. This caused out-of-range value bugs and even showing '?' habitability in fully explored astros. To fix this, the habitability penalties due to irradiation were greatly r
In a previous update, the astros irradiation was increased without taking into account habitability penalties. This caused out-of-range value bugs and even showing '?' habitability in fully explored astros.
To fix this, the habitability penalties due to irradiation were greatly reduced and adjusted for the new irradiation value range.
HARD VOID Early Access v0.11.1 is available! The changes consist of the expansion of ground unit mechanics, including ship/unit landing and take off. Also a complete rebalance of ship/unit systems is done to accomodate the changes, some UI rework, performance improvements, and bu
HARD VOID Early Access v0.11.1 is available!
The changes consist of the expansion of ground unit mechanics, including ship/unit landing and take off. Also a complete rebalance of ship/unit systems is done to accomodate the changes, some UI rework, performance improvements, and bugfixes.
In this update, the procedural generator of ground units its fairly functional, the division between ground and space units its blurring. You can design tanks and other ground units that can take off into space, use their warp engine, and land in enemy colonies. There is no distinction between ground and space modules; any unit can have any module within the unit size constraints. The unit load capacity granted by land mobility modules allows units to move on the ground and resist gravity. if the unit load capacity is insufficient for the unit mass and gravity combination, it takes an agility penalty and damage proportional to the difference on landing.
In the next updates, sea and air units will be included.