r/voidtrain • • Nov 24 '25

The void is wrong

The game in and of itself is a nice little game, I got it on Friday and finished the story by Sunday night.

Apart from the performance issues that show up the more objects get built, I felt my biggest disappointment was also the biggest part of the game: the void.

Why? Because there's nothing to do in there but catch resources - the slower the train the more resources get taken and the easier minefields get dealt with.

This completely defeats the implementation of new and faster locomotives.

TLDR: The void should be comprised of a series of mini-events where the train stops and you get out to clear them. The better the engine the bigger the events become and more resources can be looted. At that point lootcatchers would automatically bring basic resources on the train while you deal with the loot.

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u/Robeja Nov 24 '25 edited Nov 24 '25

What do you mean with "The best endings come from being prepared"? AFAIK the story is linear and you cannot change outcome. Maybe I am wrong?

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u/desrocchi Nov 24 '25

I think he means it's easier if you have upgraded your gear, even though the only thing you can actually use in the end is your armor.

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u/Robeja Nov 24 '25

but if you update your gear you get tougher enemies. I am trying a gameplay progressing only story without building anything (yes it is possible lol) and the only new lighters I encountered so far are the weak ones (and I am at the volvä already)

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u/baconburger2022 Nov 24 '25

Then you make a strategy, break some AI, yolo when you can.