Storyline
[p]Overall Balance and Resources
[p]The number of changes and improvements aimed at refining the game’s overall balance and resource economy easily goes into the dozens. It’s safe to say that if you played Voidtrain a long time ago, even your first few hours will feel significantly different now.[/p][p]Cycle length has been adjusted to better match player progression through the story and how actively the train is being developed. In most cases (about 90% of the game), the story and train progression are not directly tied to each other, giving you the freedom to choose your own playstyle. You don’t have to rush resource gathering or train upgrades if you prefer a more relaxed experience focused on the narrative. But if you’d rather sweep every location clean and push your technological progress as fast as possible — you’re welcome to do so.[/p][p]- [p]Magnetic pull with multiple upgrade tiers that attract nearby items.[/p]
- [p]Ability to pull heavy objects (like coal chunks).[/p]
- [p]Ability to destroy resource clusters directly.[/p]
Automation
[p]Without diving too deep into spoilers (and to keep some surprises for those who haven’t seen all the updates) let’s briefly go over the main systems that can now be gradually automated throughout the game. From your first minutes on the trolley to the late-game Tesla Era, automation becomes an integral part of your journey.[/p][p]- [p]Loot collection automation: Lootcatchers, whose number expands depending on technologies and engine type; Collector’s Stations.[/p]
- [p]Water collection automation via Condensers.[/p]
- [p]Train defense automation through turrets operated by Rofleemo.[/p]
- [p]Automatic access to train resources from any workbench type (by assigning a happy enough Rofleemo to it).[/p]
- [p]Automatic train cleaning.[/p]
- [p]Farming automation.[/p]
- [p]Rofleemo care automation.[/p]
- [p]Feeding automation: The Canteen needs occasional restocking, but even if you forget, Rofleemo will help themselves to food and water from storage boxes.[/p]
- [p]Power automation: The final step of resource and fuel management — conversion to Tesla-powered energy systems.[/p]
Inventory and Container Management
[p]Capacity, capacity, and more capacity. Throughout Early Access, we received a lot of feedback criticizing this aspect of the game, and we believe we’ve addressed it in nearly every possible way.[/p][p]From the very start of a new game, when loading an existing save, or even mid-session, you can open World Settings (more on that later) and adjust the Stack Size from 10 up to 50.[/p][p]Base container capacity has been increased, and you can expand it further by researching technologies. Version 1.0 introduces four container tiers as well as the final backpack, which unlocks all available inventory slots.[/p][p]Combat and Weapon System
[p]We spent a long time figuring out how to strike the right balance between satisfying combat feel and the development time we could realistically dedicate to it, since combat, while important, was never meant to be the game’s main focus. By the end of Early Access — and especially for the full release —we believe we’ve found that balance.[/p][p]World Settings
[p]GUI / UX / HUD
[p]We won’t go over every single improvement made in this area over the years — it would be hard to find a part of the game that hasn’t been refined in some way. Instead, let’s focus on the most frequently mentioned topics in your feedback: crafting flow, controller support, and general usability.[/p][p]The crafting menus have been completely redesigned since the 2023 Steam launch, and the number of crafting steps has been significantly reduced.[/p][p]Full controller support (Xbox layout) is now implemented.[/p][p]
Your Own Train
[p]From a humble trolley to a full-fledged Tesla Train, the 1.0 release features several distinct eras of train evolution, each bringing not only visual upgrades but also meaningful gameplay improvements — both local and global.[/p][p]- [p]Standard[/p]
- [p]Raider[/p]
- [p]Luxury[/p]
- [p]Ship[/p]
- [p]Viking[/p]
- [p]Royal[/p]
- [p]Asian[/p]
Other, But No Less Important
- [p]Technology rework: the entire tech tree has been reworked — not just in structure (split into Core, QoL, and Decor branches), but also in balance and progression. Previously, specific resources were required to unlock technologies; now it’s a Research Point system, allowing you to invest nearly any resources you gather.[/p]
- [p]Text chat for easier communication in co-op sessions.[/p]
- [p]New Void biomes.[/p]
- [p]Variety in depot generation.[/p]
- [p]Multiple outpost tiers.[/p]
- [p]Extensive enemy AI improvements, along with tuning options available in World Settings.[/p]
- [p]Complete visual update for player character models and their customization options.[/p]
- [p]“Boat Dance” mini-game (based on backgammon rules).[/p]
- [p]Void Shark mutation system — featuring unique abilities and improved behavior overall.[/p]
- [p]New Void creature — Electric Jellyfish.[/p]
- [p]Full overhaul of the Rofleemo NPC systems and their perks.[/p]
- [p]Significant optimization across all stages of the game for better performance on a wide range of systems.[/p]
- [p]Reworked Void Whale: new model, improved behavior, and a unique event encounter along the way.[/p]
- [p]Achievements.[/p]
- [p]Depot construction improvements: move wagons, relocate the engine instead of rebuilding it, and rearrange levers freely.[/p]
- [p]Hundreds of bug fixes and quality improvements.[/p]
[p][/p][p]These are just some of the key highlights — you’ll be able to experience the full version yourself on November 7.[/p][p]Current Voidtrain owners will be able to continue from their existing saves or start fresh to fully enjoy everything that has changed and improved.[/p][p]For those considering joining the ranks of Engineers and embarking on an interdimensional adventure — a 35% launch discount will be available on release day![/p][p]Post-launch, we’ll continue to provide support and hotfixes as needed. We also have some post-release content plans in the works, but more on that after release.[/p][p][/p][p]