Void Crew

Void Crew

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i really like the game but...
I think this games foundation is great but its desperately lacking in content.

i played for about 10 hours and seen all there is in terms of loot and weapons. i played in all variants of player amounts and in all ship configurations. all my friends i played with love the concept, but there isnt really much reason or excitement to replay at this stage. Dare i say: void crew is the Least replayable Rougelite that i ever played (at this moment in time).

BUT iam pretty sure that the devs have plenty of new content planned to come in the future and as i stated above, the foundation feels very strong, fun and polished, its probably the most bug free coop game i played all year (besides the occasional loss of animations on player characters).

Here is a personal Wishlist for future content:
- More weapons and modules, maybe even with random stats.
- More ships
- More mission types
- EVA activities that are more involved (where combat outside of eva might not be a focus in that type of mission) ,like raiding a big derelict ship that got traps and Puzzles to overcome, Rebuilding/refuling a outpost or space station, just to throw in some ideas.

i also got a very Personal gripe with the game, which i dont think will get much change in the future: I wish the Ship flying was less rigid.
Iam a HOTAS enjoyer, i play flight sims and Space flight sims and just love flying in general, you see me play a game where you can pilot something, you bet iam piloting something.
BUT that being said, i dont think i will see Elite Dangerous kind of space ship control in this game and thats OKAY.
just right now flying feels like iam piloting a helicopter in Battlefield with even more flight assist and not like a spaceship.
trying to Dodge stuff (especially with the bigger and slower ship) feels most of the time pretty impossible against most enemies. and since we suffer permanent damage over the course of a run with no way (besides blessed plates) to recover from this damage, being able to avoid said damage with some skilled piloting should be a key gameplay component (or add mission node choices that just heal some of your HP like in FTL or Hades)

Thats all i could come up with for now and hope that this may be some helpful feedback.
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Showing 1-4 of 4 comments
Jimmi G지지지 Dec 14, 2024 @ 8:41am 
Helicopter is not off. I felt more like I've been navigating a light cruiser on water. Pretty similar feel I guess. But yes, I think more ships; some that specialize in armor/shields and are slower as well as faster ships that focus on evasion and maneuverability would be good.

Ultimately you want multiple playstyles to be viable rather than the game devolve into a few niche builds.
Sasha Mason Dec 14, 2024 @ 8:57am 
Personally, my issue isn't even that things repeat a lot quickly, it's that the game very quickly becomes hilariously easy. Like I relatively quickly get to the point of having very strong B.R.A.I.N. turrets that make quick work of anything really.

It doesn't matter what it is I have to blow up because regardless of whether its Comm Array, Void Conduit or the Hollow Cubes, the missions all play the exact same, I go there, shoot at it for 5-10 seconds, it's gone and done.

I do know that there are some unique aspects to it, but I kill things so fast that they never show up. What does it matter what the Construction Cube splits into smaller pieces and builds things, or that the Comm Array has a chance of calling in 3x reinforcements potentially. In a group, there would at least be multiple arrays, but solo, it's just 1, same with the cube.

The other issue is that it takes an insane amount of time to max out your ship fully, to the point where almost all of my runs end because I've been at it for 3-4 hours and want to do something else. At least when playing solo, after 3-4 hours, I still havent had the resources to fill out all the module spaces I have on my ship. I feel like there needs to be some way to save the game so you can continue your run another time rather than needing to commit to 6-8 hours before you get to the point of having nothing left to upgrade anymore.

Not that it matters because I become so strong relatively quickly that I trivilize all missions with how fast I can kill things, so what upgrades would I really even need or want?


EDIT: To add to the Hollow Cubes, usually I'm done with the mission before the NPC person has finished their briefing about the mission. Or what something about making sure I don't get overwhelmed while I destroy them? Well they're already gone so WELP, doesn't really matter now.
Last edited by Sasha Mason; Dec 14, 2024 @ 8:58am
I think what the game needs beyond more weapons, enemies, or mission types, is ways for the individual classes to interact with the game to be more meaningful. As an engineer, I feel like I'm just an enhance/repair/trim bot. I'm not really making any meaningful decisions. There should be some in-depth mini-games onboard the ship that allow for greater functionality of the ship. Like, you should be able to reroute power at a terminal instead of manually turning off/on turrets. You could make decisions about which side of the ship you wish to engage with at any given time. An engineer and pilot working in sync like this would be nice.

The gunner similarly feels like they are meant to sit in a turret the entire game. I think if the gunner could access a tab view similar to pilot, and then remote control the turrets, that would be far more rewarding. The game should feature enemies with varying health pools more often (shields, armor, normal), but allow greater access to weapon types so that your run consists of having multiple weapon types rather than having one or two singularly upgraded turrets. The gunner would juggle cooldowns, targets, and would have to knock shields out first before doing meaningful damage, etc. Also some crowd control turrets could be fun.

Also if 4-player EVA missions existed, the gunner could also be better at shooting space blasters or something.

More EVA missions need to exist for the scavenger to scale. Missions where you don't even fight enemy ships.

Right now the pilot is the most impactful role and that needs to change.
Also scooping could be its own mini game, or controlled system. Obviously for solo it should function exactly the same as it is now, but being able to control the scoop for drive-by scooping would be welcome.
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