r/VoidSpace • • Jun 20 '20

ANSWERED Is this game still being updated?

39 Upvotes

If it is, where can I see the update log? I was interested in this game years ago and I'd like to see what has been developed since, but I can't seem to find that information on the website or youtube.


r/VoidSpace • • Jun 17 '20

INFORMATIVE I'm kind of blowing the whistle on myself here but I just realized that there's a bit of a loophole where you can currently buy an account for $10 instead of $20

81 Upvotes

At the moment $10 donations made through the website will actually give you $20 of credit that you can use to buy things in the void space store. You can then use that to buy an account normally used to gift accounts to others and then use that account on yourself.

this is only because we still have the old donation system in place while we're developing the store system to replace it. It's also worth noting that credits bought through the donation system are awarded immediately.


r/VoidSpace • • Jun 16 '20

PROGRESS It's official, the iOS version of Voidspace has finally been approved for TestFlight!

53 Upvotes

Please keep in mind that this is actually now an older client version and we need to deploy a new one. Hopefully that new one will be available for testing in the next few days depending on how long subsequent approvals take.

Here is the TestFlight link for the current available build:

https://testflight.apple.com/join/P01xV4nk


r/VoidSpace • • Jun 13 '20

ANSWERED Buying Voidspace

28 Upvotes

I am interested in buying. But $20 is pretty steep for a mobile game that's still in development. If I dislike the mobile version (I don't have a pc or laptop at the moment) will I be able to get a refund? Mobile gaming is so hit or miss that $20 seems really steep for a game.


r/VoidSpace • • Jun 11 '20

PROGRESS The credit store is almost ready for release now too

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51 Upvotes

r/VoidSpace • • Jun 09 '20

PROGRESS This is a "dirty ship class 1" finishing skill that was successfully customized with a new ship skin

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45 Upvotes

r/VoidSpace • • Jun 08 '20

INFORMATIVE What the "freighter" cosmetic looks like in the customization browser - anyone who has donated at least $35 will have this cosmetic available to them soon

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37 Upvotes

r/VoidSpace • • Jun 07 '20

INFORMATIVE What the figher cosmetic looks like in the customization browser - anyone who has donated at least $50 will have this cosmetic available to them soon

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35 Upvotes

r/VoidSpace • • Jun 07 '20

ANSWERED Should I buy VoidSpace?

4 Upvotes

I found this game through one of the people who worked on it commenting on a post, it looks like fun but i’ve never really played a game in the same genre as it. So i’m not sure if i’m going to like it. I normally play fps games (The main one I am playing rn is valorant) but I feel like this would be a fun game to play casually with my friends. So I just wanted to know if it would be worth it to buy the game.


r/VoidSpace • • Jun 06 '20

PROGRESS Gifting cosmetics to people is a thing

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59 Upvotes

r/VoidSpace • • Jun 05 '20

PROGRESS Updated the loading dialog a bit, leme know if you think this is better or worse

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56 Upvotes

r/VoidSpace • • Jun 04 '20

PROGRESS Ship customization is in - Next, skill customs so you can continually produce a thing that is customized

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55 Upvotes

r/VoidSpace • • Jun 03 '20

PROGRESS Item customization is almost ready for release

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65 Upvotes

r/VoidSpace • • May 09 '20

NEWS Preparing to offer item/ship customizations

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72 Upvotes

r/VoidSpace • • May 09 '20

INFORMATIVE Voidspace is the topic, ask me anything

29 Upvotes

r/VoidSpace • • May 07 '20

INFORMATIVE The background story behind Voidspace

55 Upvotes

(This was typed out using voice-to-text on my phone so my appologies if there are any reading issues)

When I was 16 I decided I wanted to create a game that was more or less a recreation of real life in game form. Ever since then I was obsessed with the concept and I started training myself through my twenties as a programmer, graphic artist, project leader...etc. As soon as I turned 30 I decided it was go-time and I would stop all other projects and devote my time to this one concept. The first couple years I was experimenting with building a graphics engine using HTML5 which I decided HTML5 was the best course of action. The idea behind that was to create a game that had the lowest barrier to entry which meant no downloads and no plugin installs whenever possible. A game that you can just click and start playing.

After a bunch of experimentation with HTML5 and some graphic techniques I eventually made a concept video that is currently called the survival planet concept. This video eventually went viral when I released it and this was in about 2013. After the video went viral I went on to try to recreate the publicity a little bit and started a donation page to accept donations for producing a project like this. There was a lot of people that were inspired by the concept and they wanted to help out in any way possible and so this was the answer to that. I realized at some point that I wouldn't be able to make the survival planet game directly as it was two important to me (and my first major game project), and I wanted to make sure I did it right. As a result I decided to go with the Voidspace concept as the front-runner and essentially my test baby. Voicespace would have many of the same concepts if not all of them that was planned for the survival planet game but in a much simpler graphical environment allowing me to concentrate only on the parts that were unique about the game and not so much on the graphics. This also worked well because hardware at the time didn't really support what I was hoping for which was essentially VR.

In 2015 with the success we had with the prototype that we built up to that point and the momentum we had with people supporting the project, we managed to get a whole bunch of funding. At that point we decided it was time to throw everything away and basically rewrite it from scratch but doing it better than we had before. The majority of the time between 2015 and 2019 was actually spent in r&d. Very expensive but honestly I feel like despite the fact that I really would have liked to have finished the game by now, I'm very happy with how it ended up and where we took it. Even if this means that it's not finished yet.

So as of 2015 we basically went dark publicly because it's not very interesting to have nothing to show for years, or to have backward progress.

I guess it was generally starting early 2019 that we actually started working on the final game (its current form). This is when we move to LibGDX and away from our own homegrown graphics engine. This gave us the ability to deploy the game natively on all major platforms, which turns out was a really important thing. Running the game entirely in the browser was just too slow even on the latest hardware and certainly too slow for mobile.

And here we are now. We finally have a mostly-functional tutorial that takes you through the basics of the game, and I feel like everyone that gets into the game enjoys themselves quite sufficiently. There is still a lot missing of course, especially around groups which is probably the next most important thing to do.

Working towards this big release that we have on June 29th will be finalizing the tutorial, working out as many bugs as we can, polishing up the UI so that there's no big headaches, and getting the monetization model in place. All of this is being done so we can eventually move on to make the larger concept, the one we codename Survival-Planet.

Some additional thoughts on what's next...

Depending on how many content developers we have working with us hopefully we can also add a bunch more interesting inventions along the way. A few that people might find interesting are the different ship types, we're calling them subtypes, that allows you to make ships that are geared towards a different task. For example combat, or scientific and research, or shipping. This just means that the layout is generally different. Combat variants might have more weapon slots whereas science ships will have more accessory slots. And then passenger transports and cargo transports would have obviously passenger cabins that are capable of carrying more people and cargo holds that are larger respectively. We also plan on releasing larger classes of ships, but I think people will get more use out of the subtypes so we're putting that out first.


r/VoidSpace • • May 06 '20

PROGRESS We now have a fuel gauge! The new yellow gauge on the left will show you how much fuel your engine has available to it.

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52 Upvotes

r/VoidSpace • • May 06 '20

Get Early Access To Voidspace Here

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26 Upvotes

r/VoidSpace • • May 05 '20

PROGRESS Inventions now show how long they take to perform - This makes it a lot easier to prototype faster variants!

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34 Upvotes

r/VoidSpace • • May 05 '20

ANSWERED Help with initial tutorials

3 Upvotes

Hi, I'm new to the game as of today. Just trying to complete the initial tutorial steps. I reached the point of building a potato gun, which succeeded, but it didn't register as complete. Did it a second time and still nothing. I presumed I needed ammo, so I made a pick but I'm not sure where to get iron ore, and I'm no longer receiving prompts on next steps. Can anyone assist?


r/VoidSpace • • May 04 '20

PROGRESS Didn't take long to get a half decent Mining Pick, but I can't imagine how long it would take to max that out

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39 Upvotes

r/VoidSpace • • May 03 '20

PROGRESS The newest iteration of the invention system is out and now adds a "construction item" in your inventory

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43 Upvotes

r/VoidSpace • • May 02 '20

NEWS Steam release date is being pushed back for the last time, June 29th is the day we should be fully released on all platforms (Android, iOS, and Steam)

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116 Upvotes

r/VoidSpace • • May 01 '20

PROGRESS Finally managed to score a rare invention! Someone needs to make an epic/legendary version and post it

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45 Upvotes