Hello everyone! I wanted to quickly swing in here with an update on things. It's now been nearly a month since 1.0, how time flies! As promised, pretty much all my time has either been spent recovering from the lead up to launch or working on Controller Support.
So far, progress has been great! All Menus, Options, Unlocks etc are all programmed and working. Past runs, card overlays, Artifacts etc are all working perfectly across all screens also. I’ve currently got 2 big “screens” left to finish up, the first being the Map Screen which is about 80% done, and then the Battle Screen. I was able to set up a huge amount of automation which has helped a lot, but a lot of it is just trial and error, and seeing what feels right.
In terms of time remaining, I’m looking to post a Beta in 2 weeks time which should have everything fully done. The process has been pretty smooth, so I hope this continues, although the battle screen is obviously the most daunting.
Once Controller Support is done and shipped, then I can start pivoting focus back to content and balance updates. I’m sorry I’ve been tied up on this for so long, it's such a big process and I know it's not something that everyone will be excited for. However, I’ll be making it up to you all in the last few months of the year with more gameplay oriented updates -- promise!
Thanks again to everyone for a great 1.0 launch. Can’t wait to continue to push things forward!
All for now. - Josh
Update #58 -- Hotfix and Thank Yous
Wow, hard to believe it's already been 1 week since Launch! I thank all of you for the lovely comments and reviews -- they really help share and bring the game to new people, thank you all so much!!
I’m already hard at work on Controller Support, however I wanted to push in a quick update here to fix a few issues which have shown up. Overall, things seem to have gone pretty smoothly, however there are a few little issues laying around that have been fixed below.
Asides from that, two issues still stand which I’m chasing up. The first, is a soft crash on the Errant Scoutlight enemy. This seems to affect such a small margin of players (only 1 report so far), that I’m thinking it has to do with two artifacts clashing. If you’re having this issue, please reach out either via Steam or Discord!
The second is an odd crash that happens (again, softcrash, no error report) which seems to be tied in some way to Bleed. Sadly, this would also make it unable to continue the run on reboot. Thankfully that is fixed now, so anyone with this issue should be able to continue their runs without issue!
Again, both of these seem to be in the 0.01% of players range, but I’d love to solve them. If you encounter anything like this, please let me know!
Other than that, just a huge thank you to everyone again for making the past week very special. Can’t wait to keep going here! I'd love to do a full recap video at some point to express my thanks to you all, as soon as I can find the time!
All for now!
- Josh
Bug Fixes: - Fixed a bug with casting Dedication at 0 energy. - Fixed a bug with the Veilded Watcher on the right having a wacky hitbox. - Fixed Silver Spoon - Fixed a bug stopping you buying potions at the Potion Shop if you had the exact amount of dollarydoos. - Fixed an interaction with Stone Sling and Allomancy that, whilst TOTALLY AWESOME, wasn't intended :( Sorry - Fixed a bug caused by a soft crash on Bleed that won't let you continue the run. All runs affected by this should be safe to proceed now! - Fixed a really strange bug where Upgrading a card would remove a different card from your deck whilst giving you the upgraded version.
Update #57 -- One Point Ohh (Full Release!)
Hello everyone!
Wow -- the day is finally here!! To start, I knew I wouldn’t be able to form words when typing this so I decided to put together a little video! This is a chance for me to give thanks to all the thousands of players who participated in Vault's development throughout Early Access, as well as give some more behind the scenes stuff, including some early screenshots from concept builds from way back in the day! Vault of the Void was my very game, my very first attempt at programming -- and I can’t believe what has become of it. I’m very thankful and very excited for more to come!
Now enjoy a short video of goofy Australian!
New Deck Builder
Okay, so the first new feature I wanted to talk about was the Deck Builder UI. It's a well known fact that the UI for the Deck Builder was ... less than perfect. It's been on the list to revisit for a long time, but I also wanted to do it justice and do it right.
The new UI has the ability to search, filter and sort all cards very quickly and easily. It also has card scaling to allow you to set the perfect zoom level for your needs. Saving and Loading is much quicker now, no need to name decks or deal with popups -- it's literally 2 clicks.
Most importantly -- it uses ALL screen real estate much better, and scales to Ultra Wide!
I’ve limited the filter keyword dropdown to just the main ones, as the more that gets added the clunkier it is to use, but I’m not against sliding a few more in there. However, I’ve made all elements of the cards totally searchable, so you can quickly find results for “Rigged” or “Soultithe” with ease.
I hope this new UI is an improvement for you all! During testing feedback has been really positive. As always, lay your feedback on me though, and I’ll make improvements as we go!
Artifact Balance + 50 NEW Artifacts
In the words of Dani Rojas, “Football Artifacts is life!”. With the very nature of Vault being so grounded in open information, having variance in Artifacts and a deep pool to experience is very important.
The Artifact balance pass has been long overdue.
In the end, there was over 50 changes to the current Artifact pool, a few nerfs (some I’m sure you knew were coming), but also a lot of buffs. We listened to feedback and collected stats on all current pools, and made changes where needed!
But thats not all -- no no. Over 50 new Artifacts have been added, bringing the total Artifact Pool to well over 300!
Overkill -- A Daily Draft Scoring Change
In an effort to add a bit more variance to scoring in the Daily Draft, I’ve implemented an “Overkill” system that affects scoring. There was a lot of talk before pushing down this particular road about possible modifiers to go with, and in the end Overkill felt like the most natural.
A few notes:
Overkill is capped at a creatures Max HP
The Overkill bonus is 1 for 1, and is applied before your Speed Modifier
Damage instances inflicted after a creature is reduced to 0 HP isn’t included. For example, if you hit a creature with a Slash, at Combo 4, and it died on the second trigger of that card, the damage from the additional triggers would be ignored for this Bonus.
Challenge Coins
I quite often get asked to add more Challenge Coins! I’m so glad you all enjoy the CC system, and of course, what update wouldn’t be complete without some new ones! I’ve added 7 new Challenge Coins into this version, taking the full list to 30! There's some really wacky ones in there that I’m sure you’ll enjoy. A big thank you to the community suggestions with these, and of course full credit to Dabor for smoothing out the suggestions and creating the concepts for these amazing CCs!
Vault of the Void Soundtrack
As part of 1.0, I’ve added 5 new tracks to the VotV OST! You’ll experience these in game as you go, but if you’re interested in listening whilst not playing, I’ve also put the OST up for sale! I’m very proud of how the music has come out, and it was a blast working with Cody from Cpaws Music in making all these.
Monster Animations
As you know, I've been slowly getting around to cutting out all the monsters in Vault of the Void for animation for months now. Way back at the start, there was no thought to having these animated (I expected about 6 people to play the game to be honest!). Early on in EA, I cut one group out to see if it would work and how it would be received. The answer is very well -- and I'm pleased to say that all creatures are finally animated*!
* Except the Voidling, who requires a bit more attention from me!
A massive thank you to Sanjeev my animator for getting this done. He was an absolute work horse in the final few weeks and delivered the goods first time, everytime! (seriously, if you need Spine/After Effects animation -- go hire him!!)
Controller Support
This was the one thing I wanted to get done for 1.0, but failed on. Controller Support has been asked for, and I will be delivering it! I'm sorry I couldn't have it ready in time, but its going to be the focus of the next few weeks for me, and I'll have this ready as soon as possible!
Future Updates
So with 1.0 now officially behind us -- where does that leave Vault? Am I done?
Not in the slightest.
To be honest, I could’ve left Vault in Early Access for much, much longer. Everytime I work on the game, I notice something I want to improve, something I want to refine, content I want to add. I have many, many more plans for Vaults development and I wont be stopping here. Leaving Early Access is an important milestone for the game, and for players, as it signals a point where I really do feel the game is solid. For months now, people have said that the game doesn’t feel like an Early Access title, and I’m so very thankful for those kind words -- it really is what pushed me to leave Early Access. But -- whats next?
I’ve got a bit of a Wishlist, things I want to look into. Some things are guaranteed, and these are:
Controller Support
Better Steam Deck integration
More Alternative Artwork packs
New Classes (yes, plural!)
New Monsters (a few are already nearly ready to go, they just missed out on Early Access!)
Relooking at Spells, adding more, changing others.
New Event Rooms
New Challenge Coins
Mobile/Tablet?
New Cosmetic Unlocks
More Language options
When I started working on Vault of the Void, I was still working fulltime as a Freelance Illustrator. As time has passed, my time has shifted around to mean that Vault very much takes up a lot of my work days now, meaning I’m able to get much, much more done. I’m very blessed to have this opportunity and am very thankful for it.
However, being just me on the tools (and as inexperienced as I am), it can be hard to judge timing. Whilst Controller Support is my main focus right now, the truth is, I’ve never done Controller Support ever. I’ve used one a lot, but that barely makes me qualified haha. Whilst I’d love to say it would be done within a month, it may be closer to November/December before it works smoothly. I want to ensure its done right! As soon as something is ready and testable, I'll publish to the Beta Branch!
I’m so sorry I can’t give an accurate timeline on this. Once I’ve done it, I’ll know what to expect, but I’m literally going into this blind (pretty much like everything I did for Vault!)
When it comes to new classes, yes there has already been discussion and some concepts thrown around. Yes, it will be happening! I can’t give an accurate timeline right now but progress should start this year, and hopefully I’ll have more information come early 2023!
In Closing
In closing (as I know this has been a long one, sorry Translators!), thank you all so, so much for an amazing Early Access. It's hard to believe we’re here now, it felt like just yesterday when I put Vault out into the world. I couldn't be happier at the feedback, love, support and community that has arisen from it all. I’ve met some amazing people along the way, and I can’t wait to chat to more of you!
Every run, every piece of feedback, every review (good and bad!), have all gone into making what Vault is today. A big thank you to everyone who has purchased Vault, either today on 1.0 or during Early Access. A huge thank you to everyone who made videos, guides, streams etc about Vault. For all of you who posted a Reddit comment or told their friends about it.
I never thought I’d ever make a video game, let alone one as loved as this.
The best is yet to come...
All for now! - Josh
Full Patch Notes: (I'm sure I missed noting down a few things!)
General
- Brand new Deck Builder interface -- with zooming, sorting, filtering and searching! - 7 new Challenge Coins to enjoy! - 56 new Artifacts! - Many updated image animations for enemies. - 2 new Alternative Artwork packs for Afflictions! - 2 new Instability modifiers. - Balance pass given to the Blessings, some removed and new ones added! - Overkill system for Daily Draft scoring. - 5 new Music tracks plus OST release! - Added the ability to Re-Enter a lot more Event rooms. - Reduced the price of the Artifact Salesman.
Card Changes
- Shield Wall: Changed from 15(18) gaining +1(+2) to 13(16) gaining +2(+3)
Artifact Changes - General
- Drinking Alcohol: Starting from turn 2, draw 2 extra cards at the start of your turn, but gain 2 less Energy. - Suspicious Blade Oil: Changed 7 to 8 - Square Peg: Changed 8 to 10 - Lucky Tooth: Added "and Block 3" to it - Potion of Sourcery: Added "and the potion isn't consumed" - Blood Bait: Added "The first time an enemy reinforcement spawns in each fight, apply Slow 1 to it." - Jar of Hearts: Changed 5 to 7 - Mobius Bracelet: Added "If you start your turn with 4 or more Energy, Block 2." - The Lost Sword: Changed "Cloned" to "Upgraded and Cloned." - Recycling Bin: Added "The first card you Purge each Battle will be Upgraded. - Coin of Good Fortune: Changed to "After winning a Battle, gain 100 Essence if it was Perfect. Otherwise, Heal 8." - Crystal Lake Hand-Me-Down: Added "The first time each Battle you play a Heavy card, Upgrade it and add a Red Void Stone to it." - Lightning Bolt Keychain: Changed to "The first 5 times each Battle you Purge a Heavy card, Overcharge 1 and deal 6 damage to all enemies." Execution Order: Changed 50% to 65%, and Weak and Vulnerable 3 to 8 - Hand Mirror: Changed 4 to 5 - Silver Medal: Reworked completely to "You can spend this at a Well of Stars to pick a second option from the top row." (Ban from well) - Keg of Lucky Rum: Added "When you Brew a Potion, Delay Block 8. When you use a Belt Potion, Block 8." - Stew of Bad Memories: before "your Spell's cooldown will be reset" added "Rage 50% and." - Dwarven Beard Knot: Changed from 250 to 350 - Wizard's Hat: Added "If you end your turn with 5 or more Energy, Delay Rage 25%." - Band of Resilience: Changed from every 6th to every 5th - Aegis of Ifraem: Changed 10 charge cost to 9, and Max 15 charges to 18. - The Watcher: Block +1 - Frozen Sphere: Changed 35% threshold to 50% - Apple A Day: Changed the condition to "Each time you gain a Void Stone that isn't already in a card," (Queen, Well, Stone Salesman, Soul Collector, Void Stone Bar, Matron) Spiked Pommel: Reworked to "The first time each Battle you play a Heavy card, Block 10 and deal 10 damage to all enemies."
Artifact Changes - Hidden
- Exploding Pomegranate: Changed 3 to 4 - Light Blub: Changed "At the start of each turn" to "The first time each turn you play an Attack card" - Amulet of Speed: Changed "first" to "second" - Cutting Fan: Changed 10 to 12 - Strange Stimulants: Changed Max Combo lowering from 2 to 1. - Four Leaf Clover: added "and apply Bleed 2 to all enemies." - Trustworthy Fishhook: Changed "2 Hidden Blades every turn" to "3 Hidden Blades every even turn" - Thorny Bramble: Changed to "The first time each turn you apply Bleed to an enemy"
Artifact Changes - Tempest
- Iron Scabbard: Changed 5th to 4th - Anointed Breastplate: Make the Clashing Steel it gives Upgraded - Paired Rapiers: Changed from 4th to 3rd
Artifact Changes - Enlightened
- Foot Wraps: Reworked to "Whenever you play a card that doesn't match your current Chain, Block 4." - Overstuffed Pouch: Changed from Turn 3 to Turn 4 -
Vault of the Void -- 1.0 Release Trailer & Date
October 4th! Thanks everyone for an amazing EA experience -- I'm excited to share 1.0 with you all! - Josh
Update #56 -- New Tempest Cards, Bug Fixes and 1.0
Hello everyone! Here we are at the start of September (already!?), and Update #56 puts a bow in the big class balance updates that have been going on. Tempest is the focus, and I’ll preview her stuff here shortly, but firstly...
The Road Ahead
651 days ago, I pushed a button in the Steam backend that pushed Vault of the Void live into the world. (No seriously, I pushed the wrong button and set it as a 1.0 game, not an Early Access title.) The time has come to push that button once more!
Today's patch will be the last patch in Vault of the Voids Early Access lifecycle. Of course, I’ll probably be hotfixing a few small issues over the weekend, however the next time you hear from me, will be with the long awaited 1.0 release! I’m nervous, excited, terrified and anxious all at the same time, but this day was due to come eventually. Bringing VotV through EA, gathering player feedback and watching the community and game grow over the last 2 years has been mind blowing. Of course, 1.0 won’t really change much. I’m still going to be actively working on the game full time, and commited to providing updates at the same speed!
Such a change visually!
In terms of a specific date -- that information should be public next week (along with a snazzy new trailer!). I’ll be able to preview new features then as well (yes, the new Deck Builder UI will finally be released to the world!)
One small note on this -- I touched on a potential price rise coming for Vault a long time ago when I added the Tempest. I never actually got around to that, but now is the time to square that away before release. From this weekend, Vault of the Void will be moving from $14.99 USD to $17.99 USD. Wanted to give a quick warning for any last minute purchases!
Thank you everyone for so much support over the last few years. I’ll have much more to come, including a video showcasing the evolution of the game, a peek inside the fabled notebooks and more!
Tempest Changes
Last class, but not definitely not least -- the Tempest finally has her balance pass! The Tempest card pool was definitely lacking, so that was hit pretty hard. She has a total of 18 new cards to play with, and some global balance changes as well! Also, the Tempest Void Touch is now available in the Void fight!
For those wondering about the Artifacts, the full list has had a pass over and new ones are currently being added as well. That big balance pass will all be a part of the 1.0 patch as well :)
Infinity Wars
Fellow Aussie developer Lightmare Studios have been working hard on their CCG, Infinity Wars Classic. They have just launched a Kickstarter for their next set, and have opened up free access to play the game right now!
Some of you will already have unlocked the Infinity Wars Deckback inside of Vault (use code “Infinity'' if you haven’t!). Whilst that was cool -- it's time to step it up to celebrate their launch! I’ve included some limited time Alternative Artwork packs that you can pick up right now -- for 0 Void Points! The artwork features card art from their game, and there's both one for Afflictions and Sins! They’re both available now under the Unlocks screen.
Also, be sure to check out the Vault of the Void cross over promo card, alongside it's in game custom battlefield in Infinity Wars Classic today.
Profile Restore
One issue that has plagued the game since inception is the wild case where, sometimes, for unknown reasons, during a power outage or computer crash, your profile may be deleted. I’ve always taken backups for this very reason, but restoring your Profile could sometimes be a bit of a problem -- no longer!
I’ve now added the ability to restore your Profile from one of the backups automatically from the Options menu. Also, if the game detects your Profile was deleted and it has backups available, it will prompt you at the Main Menu and restore it for you!
And that's it from me! I’ll continue to monitor any issues that come up over the next few days, and hotfix if they do. A big thank you to all the really kind reviews recently as well -- it helps so much when it comes to spreading the word of Vault around.
Next time we speak -- it’s 1.0 time!
Thanks everyone -- all for now <3 - Early Access Josh
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Newish Stuff - New Tempest Cards and balance changes! (see below) - Potions have now been added to the Compendium - All "Highest HP" effects will now ignore Immune targets. - Added a Profile restore system for those rare times when your Profile is corrupted by a computer crash/power outage. - Visual Effect added for Ignite - Visual Effect added for Swamp Witch. - Vision cards can now been seen in order when you click on your Deck. - Added visual effects for when cards are played and the location they go to. - Can now re-enter the Sins event - Tempest Void touched is now in the game. - Changes to the tutorial to ensure certain cards aren't shown which may overwhelm newer players!
Tempest Things - 18 NEW CARDS! - Rebuke: Changed Zeal from 1 to 2 and damage from 22(30) to 24(32). - Forked Thrust: Changed "adjacent" to "other" and damage from 7(11) to 9(13) - Static Sabre: Changed damage from 8(12) to 8(10), but added "Apply Shock 2(4)." after the damage. - Conduit: Changed damage from 26(30) to 28(32). - Cadence: Now costs 1 less. - Stalwart: Now costs 1 less. - Eye of the Storm: Now costs 2 less. - Overload: Changed from "all enemies" to "the highest HP enemy." - Imbue Weapon: Changed damage from 13(20) to 10(16), but changed the +1 per Overcharge to +2. - Neutral All Alone: Made the base damage hit all enemies. - Zeal: Righteous Aura changed to "At the end of the turn, deal damage equal to half Zeal (rounded up) to all enemies. Affected by Rage." - Zeal: Hollow Vengeance gained "Overcharge 1". - Zeal: Sacred Rays - +1 damage - Zeal: Righteous Aura - +2 damage - Zeal: Sacred Flare - +3 AoE Shock - Zeal: Augment Armament changed to "Upgrade 1 card from your Deck" - Zeal: Augment Arsenal changed to "Upgrade 2 cards from your Deck"
Bug Fixes - Fixed an issue where Forceps interacting with a Black Void Stone does not cause it to become Inert. - Fixed the Rune Smith's re-roll to now be seeded - Fixed some logic in reshuffle seeding - Fixed some ordering on Discard effects for things like Diversion Upgraded + King Stone - Fixed tight pockets showing the wrong amount on Re-Rolls at the Rune Smith, despite charging the right amount. - Finally fixed the issue with card freezing. - Fixed an issue where setting your Max Instability over 50 in the Options file wouldn't stick. - Fixed various issues to do with large font. - Fixed an issue with Language Options and missing text. - Made the tooltip for the Map Icon still accessable when disabled (between floors). - Fixed an issue with Button text sometimes going beyond the button size - Fixed an issue with Puncture working when you hit a targets Fortitude. - Fixed an issue with Medals and Leaderboards going out of sync. All players will have their Medal counts corrected on next login. - Fixed Mind Shatter so that the second portion of its damage is effected correctly by Rage. - Fixed an issue with No Kando and the Future in Flux Challenge Coin. - Fixed an issue with Upheavel and Diversion with a Blue Stone. - Fixed a damage projection issue with Unholy Creations and Sneak Attack. - Fixed an issue with Ballet Shoes and not being able to recur on the first turn. - Recycling Bin and Foreceps will now flash when still ready to be used. - Fixed an issue with Void's minions being insync when playing with Ambush on. - Fixed cards doing a funny jig sometimes when choosing one to discard/add to bottom of deck/expel etc. - Fixed an issue with the Black Coach ignoring the Bleed transfer from Gutted. - Fixed damage projections with Red Gemmed Surge. - More optimisation fixes.
Hey folks! Today’s patch is something of a mixed bag, lots of little tweaks and changes -- the last patch probably before the Tempest gets her new cards + balance changes! For the first time, I’ve managed to actually document pretty much all the changes I made as well (woo, I’m learning!). I’ll highlight a few of the major ones below and then dump the full list as well.
Spell Changes
One of the major changes to this patch is really something that has been on the cards for a few months now. Spells will no longer have their cooldown persist between combats. You’ll no longer need to draw out a fight for an extra turn of two to reduce the cooldown on your favorite spell.
As a result, the cooldown of a number of starting spells has been bumped up by 1 (few exceptions to this). Coupled with the price reduction at the Spell Child, this will make inroads on having other spells compete with the starting spell. However there is still a big balance pass coming to all Spells soon to level the playing field where possible!
New Cards
4 new cards have been added to the Daughter of the Voids card pool! Girl’s Best Friend, Spite, Final Repose and Alms are a couple new Corruption Attack cards to help flesh out that need!
Card Scaler + Card Stacking
This is partly in preparation for the big overhaul to the Deck Manager UI (which has this same functionality), but all Deck Viewer screens now have the ability to scale the cards to suit your preference. This of course will save, so you’ll be able to find the perfect setting for you!
Another thing which has been extended this patch is the card stacking feature! Previously, this had just been for token cards (Hidden Blades and Silent Shivs). This has now been setup to work for all cards! You can still disable this in the Options menu if you like, and I’ve also added a “Threshold” setting, so you can customise when and how the cards stack (default setting is 5).
New Alternative Art Pack
A new Sins pack has just been released, done by the very talented Wilfred Dajotoy. I know at this stage things are starting to skew heavy on the "Sins" side of things for Alternative Artwork, I'm going to be focusing the new artwork on Afflictions moving forward now! Then hopefully start branching out into more cards as well!
Preloader
For some people on older machines, there have been reports of some issues when it comes to booting up the game, and having the preloader preload all the textures. This speeds up things by a huge margin for most systems, however some older graphics cards may have issues managing the load. If you’re having long boot times on the preloader, or even having the game crash out right on boot, I’ve set up a way to disable the game from pre-loading.
The byproduct of disabling this is that the game will now have those small hangs during game play as it quickly loads what it needs when needed. This will only be on first texture call and usually is perfectly smooth after the first combat.
To disable this option:
Head to your local Vault of the Void folder : %localappdata%\Vaultofthevoid
Open up the file called options.json
Look for an option called “preload” and set this to “false”.
Boot up the game!
Thanks everyone for your continued support. Next up will be the Tempest balance pass and a somewhat large injection of cards for her! Then, we’re on the road to 1.0, which is just around the corner!
Also, if you're not on the Discord yet, a new "Daily Card Discussion" has just kicked off and the community is working through each card one by one, sharing thoughts and strategies on each as they go. Please feel free to join and jump in on the fun! You can see which cards have been spoken about so far here.
Take care -- and happy Vault slaying!
All for now - Josh
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General Bugs and New Features - Added a Rarity icon on cards for easier readability. - The Card Bobbing option will now also disabled Enemy cards from bobbing up and down. - Pricing chart added to the Lost and Found. - 4 new Daughter cards added. - You can no longer view decks from the current day's Daily Draft, however you’ll be able to view them the following day as normal. - Eroditing Sanity now adds a debuff to your buff bar. - Under the hood changes made to Dolus's randomisation to remove extremes at either end. - You can now click a card and then click again to play it (right click to drop it) - For those who have issues with the preloader loading all textures to memory, there is now an ability to stop it. - Added a visual effect for Planar Shift - Random option added for Purge Effects - When doing a custom I+ setup, there is now a "Random" button which will give you a Random I+ setup at your current Max Instability. - Spells no longer carry their cooldown between fights! - Most starters Spells have had their cooldown increased by 1. - There is now a Corruption Stats tooltip when you mouseover the Corruption orb, letting you know the sources and stats of your Corruption gain during a fight. - Any "Deck Viewer" screen now has an option bottom left to scale the cards to your liking. - Fixed some issues with Threat Projection and Steath with debuffs. - Card stacking is now enabled on all cards. You can set your "Threshold" in the options menu. - Fixed a bug which caused stacks of cards to disappear on Purge/Discard - Fixed a layout issue on the Spell Book page when you started to get too many spells. - Fixed a display issue with Hidden Blades on the Fishhook challenge coin interacting with Shock. - Fixed a bug where Tea Leaves choice at the Matron would heal you if you were below Max HP. - Fixed the Puppet Masters "For my Next" act move, to do the Draw before he attacks. - Fixed Square Peg so it can trigger off itself. - Fixed a bug where re-entering the Matron could cause a re-roll. - Fixed a pre-fight display error when vs'ing the Void on Tempest. - Cards with Alternative Artwork inside the Deck Builder will now show their full text. - Fixed a bug on Japanese locale which caused a linebreak on a half space fullstop. - Fixed a bug which would cause the Purge Effects preview screen to go over the frame. - Ablative Pauldron will now round down in the players favour. - Random battlefield will now actually randomise!
Encounter Tweaks - Forgotten Goat: -2 AP on hard and Impossible - Forgotten Vulture and Game lost about 10% of their HP - Obsidian Golem has -2 AP on normal - Hag has a tiny bit less HP and doesn't hit as hard later in the floor - The Void has about 8% less HP across all difficulties - Dolus has about 8% less HP across all difficulties - Congregation Crows have -1 AP on Hard and Impossible - Piglet Explosions deal -2 damage on Impossible - Sisterhood Sisters have 15% more HP across all difficulties - Firebugs and Pyre have about 15% more HP on Impossible
Update #54 -- Hotfix, Route Planner and Humble Bundle
Hi there everyone -- just a small update post today, letting you know about a few bug fixes and updates that have gone through over the last week or so.
Route Planner
As many of you would have seen by now, there is a new feature I’ve just added named “Route Planner”, which enters a simulation time mode where you can traverse the Map, without risks. This is super helpful when learning Vaults slightly obscure map movement method. It’s also a great way to mark out a path for Veterans of the game!
Daily Draft Reset and Anti-Cheat
I’ve gone ahead and reset the Overall Top 100 Leaderboard as promised, some great new high scores already coming through! I’ve also gone ahead and updated the anti-cheat system a bit, and will continue to keep an eye on decks and ensure they are being played and submitted legally.
Swift Changes
A small presentation change of note. The Swift tag at the bottom of cards has been switched out to now be a keyword on cards. This should help new players onboarding when it comes to Combo and what cards get multi-triggered. Being a tag meant it often got missed, so moving into the body text of the card will help alleviate that problem.
Humble Bundle!
As many of you may have seen already, it was a huge honor to be asked to be involved with the Humble Bundle Deck Builder Bundle (try saying that 10 times fast!) that was released a few days ago. If you haven’t checked it out already, this is a great opportunity to score some awesome games, and support charity at the same time! A huge welcome to all the new players who have come across Vault from the Bundle as well!
Bug Fixes
I’ve been tinkering away at lots of little bug fixes over the past little while as well! From cards doing wrong damage (Grapeshot!) to other display issues, lots of things have been crossed off in the Discord. Thank you to everyone who’s been reporting things as wel go!
Thank you everyone for making Vault what it is, its awesome to see so many new players and active discussion happening around the game. There's a small card infusion coming for the Daughter of the Void, then we’ll move over to the Tempest for one last balance pass -- then, some exciting news regarding 1.0!
Thanks everyone! If you're enjoying Vault of the Void, please do leave a Review if you don't mind, it really does help a lot for small Devs like myself!
Thanks everyone - all for now! - Josh
Update #53 -- Daughter Balance, Visual FX Upgrades and Daily Draft Changes
Hello everyone! I hope you’re all doing well -- and a big welcome to all the new Vault of the Void players who have come by in the last little while! I’m very excited as usual to dive into this patch now -- lots of fun stuff, including the new VFX and Purge Effects -- so lets dive in!
Daughter Balance + New Cards
The main focus for this patch was obviously the Daughter of the Void, and her getting a nice balance pass and some new cards to play with! Overall, the Daughter wasn’t in too much of a bad spot, but as usual we passed over every card, gathered input from players and also analytics and made a bunch of little tweaks here and there.
One of the biggest changes, may also appear to be the smallest! Her class Artifact has gained a new line, and now reads:
This means Purging for Corruption, even when at full energy, has an extra bonus! This little boost should help kick start her Corruption gain even more, and speed things a lot.
As with all balance passes, there has also been some nerfs to certain cards and archetypes. Grasp, Masochist and Harness Sin all come to mind. Whilst they all did a thing well, they just tended to do it a little too well, and the community has helped shape some small changes in their direction, to hopefully help promote more deckbuilding.
For the first time, I’ll probably note that this balance pass isn’t 100% done. We’re happy with where it's at, but still think there is a bit more to tweak here -- maybe. Daughter is pretty complicated, and whilst all the testing has been generally really positive, there's still a few things we’d like to smooth out. Expect a few small changes and even a quick injection of new cards in the next week or so on top of what is here!
As with all balance patches, we don’t close the book here. We’ll be monitoring the numbers over the next week and making changes where needed. This goes for the Hidden and Enlightened as well, who will be getting another look over the new data and will have stuff bundled in as needed!
I’ll include a full list of all the changes at the bottom of this update!
New VFX Changes + Purge Effects
Okay -- so one thing which you may have noticed is small amounts of lag when first starting fights, when certain FX load etc. Also, due to Vault’s “2D sprite sheet” FX, I feel the game did tend to lack a bit of charm. When I first started working on Vault, I couldn’t figure out particle systems at all. I couldn’t make anything look good -- and pretty much gave up thinking it was a flawed system haha!
Fast forward to now, a few years more experience under my belt, I decided to dive back into the particle system and see what I could work at. Thats been a huge focus of my time, and I’m really happy to announce that almost all the 2D sprite sheet effects have been replaced with nice particles effects! This should be overall better for performance, I’ve cut texture pages down by over a third!
The byproduct of this little experiment means I got to have some fun with something that I’m really hyped about! A new Cosmetic Unlock is available under the Unlocks screen! Purge Effects give you a way to add some visual flair to your Purges. I have heaps of fun making these -- if you have any suggestions or ideas, please let me know! I hope you enjoy them !
If you have issues with the new effects on your PC or Laptop, there is a new slider under Options which allows you to scale down the amount of particles you see!
Daily Draft Changes + Leaderboard Reset
The Daily Draft has seen some changes reach its shores. It’s been on the cards for awhile, but the biggest and simplest of these is that each hex now includes a new card reward, so you’ll be able to deckbuild more as you go! Also, two hexes include artifacts, and there's been some visual tweaks to scoring to show where you’re at mid fight.
Once the dust settles and feedback is good on these changes, I’ll go ahead and put the Tempest (finally) into rotation!
Also a note, as is the way with Early Access, there will be an Overall Leaderboard reset coming in the next week or so. A lot of the top scores are from cards that no longer act the way they did, or relics from a scoring system that has been changed over time. Individual scoreboards won’t reset though, so you’ll still have all your medals!
New Alternative Artwork Pack
A new Alternative Artwork pack, done by the talented Adrian Bueno, has been added to the Unlocks! I love this set!
Large Fonts and Steam Deck
I've added a Large Fonts option in the Options menu now. This definitely helps out a lot on smaller screen displays. I'll continue to make improvements on this as I get a chance to play around with it more.
In conjunction with this, I actually just recieved a Steam Deck from Valve (thanks Valve!) to test and setup Vault on! I've had a quick play around already -- whilst a lot of the changes that will come with Controller Support will help in this case, it already works pretty well! I can definitely see a few imporvements that I can slot in quickly though, and will look to this over the next little while.
Of course -- bundled into all this is a load of bug fixes and performance tweaks. Thanks to everyone who has reported stuff, I'm always sweeping through and making changes where needed!
Again, big thank you for all the support and reviews! If you're enjoying Vault, please do remember to leave a review, it helps so much when it comes to spreading the word -- which is a massive thing for small solo dev projects like Vault!
Thanks everyone -- take care! - Josh
Full Change List (Subject to small changes)
Starter Artifact Void Manipulator: Added "Energy gained past the max turns into Corruption."
Unleash Darkness: Made the upgrade also increase Discard Corruption to 2. Cursed Shield: "Block 6(8). If Corruption is over 20, Block 3(4)." Void Kiss: 1 cost, Deal 9(10), Draw & Discard 1(2) Wreath, replacing Spirit Shield as 2 cost common daughter starter (in Corruption): Block 14(19). Opener: Expel and add 2(3) Void Coins to Deck. Grasp: Now deals 2 more base damage but only 25% Corruption damage normally - the upgrade increases the Corruption damage to 50% instead of increasing base damage. Harness Sin: Instead of giving the rage if you purge it while having 5+ soultithe, it's simply "gain 25% Rage if you have no rage", with the upgrade removing the "no rage" condition. Soul Kiss: The upgrade also increases the Rage to 50%. Dirty Soul: -1 Threshold, +1 Corruption, pre and post upgrade Dark Pulse: +1 Corruption on slay, has 75% Corruption base damage and upgrade is Solo: 50% Corruption damage, instead. Maddening: +1 corruption pre and post upgrade Debt Repaid: +2 its damage numbers, pre/post upgrade and both play and purge Strike with Blood: Upgraded to 35 damage. Allomancy: Changed to "add 2 Void Coins" (per damage) Proliferate: Changed damage to 7(9), Threshold to 4(3) and Block to 5(6). Flesh and Blood: Deals 125(150)% and Purge on base, the upgrade increases the Purge: Gain 1 Corruption to 2. Knife in the Dark: Deal 5(7) damage. Apply Vulnerable 2(3). (Apply Weak 1.) - Upgrade stays 1 cost. Wither Shield: Changed block from 10(14) to 12(15) Separated Soul: Added the Discard: Gain 1 Corruption to the base card, and then made it go to 2 on upgrade. Exploit: Increased the Rage in the opener from 50% to 75% and the damage from 8(12) to 9(13) Cycle of Agony: Changed it to "Soultithe 2. Deal 50(75)% Corruption damage. Loop." Ghost Walk: Changed to "Deal 50% Corruption damage. Gain 1(2) Corruption. Ghost. Inert." What Was Owed: +1 damage pre and post upgrade Limit: -1 cost Acquired Resistance: Changed to "At the start of each turn, Threshold 6(4): Block 8(9). Expel." Collect: Changed to "Gain 2 Corruption for each Affliction in hand. Deal 75(100)% Corruption damage." and make it an Attack. Discount Death: Made it an attack. Lower cost to 3. Lower damage to 150(200). Added "Draw & Discard 1." after the Corruption damage and before the cost modification. Unholy Cleansing: The upgrade is now the base functionality. The new upgrade is to lose Expel. Reap and Sow: Made the damage always be 75% - the upgrade instead increases Sift from 1 to 2. Null and Void: Extra 25% Corruption damage pre and post upgrade Deliver from Evil: +2 Block pre and post upgrade Blade of Darkness: +1 damage pre and post upgrade Shed No longer cost reduces on upgrade My House My Rules costs 2 more and will probably continue to explode the universe.
Neutral Changes
Blood for Blood: Change the damage to 12(16) Do Over: +2 to damage pre and post upgrade Supernova: Make this do +8 damage pre- and post- upgrade. It's a neutral brute force AoE *rare*! Riposte: Add +1 to both damage and block, pre and post upgrade
Update #52 -- Alternative Artwork Packs!
Hello everyone!
Today's update sees something I’m really excited to finally share with you all -- the new Alternative Artwork system!
Amongst a handful of bug fixes as well, from today you’ll be able to find a new kind of Unlock under the Unlocks screen -- Alternative Artwork packs!
The artist in me is really excited for this update :) I have a number of very talented artists working right now on new packs in a variety of different styles, so this really is just the beginning! However, there is some great stuff already in there.
This system also continues my precedent to have no meta progression in Vault of the Void. Everything in Vault will always be cosmetic unlocks, including card backs, battlefields, alternative artwork and perhaps even alternative monster artwork in the future! It was a decision I had to make at the very start when it came to Vault and its unlock/progression -- and this is the way I decided to take things. So hopefully I can deliver some great content in this regard -- let me know if you have any ideas for more cosmetic unlocks!
A huge shout out to Joi Rudin, who is a long time Vault player who reached out right from the start to get involved with an Alt Artwork pack! Their pack is now available to buy with your hard earned Void Points -- check out Twisted Reality now in game!
Also, as promised, our friendly Treasure Goblin pack is now in game! As many of you know, the Treasure Goblin pack started as a thank you to the Community for reaching 1000 reviews! Since then however, the counter had to be taken down from the game. I still wanted to show my appreciation however, and so for the next 2 weeks, I’ll have the Treasure Goblin Affliction Pack in game for 0 Void Points. After that time, it will remain unlockable, however will be back up to its regular costing of 200,000 Void Points.
For those who don’t own Vault of the Void yet - - just a very quick disclaimer to let you know that Void Points aren’t a paid microtransaction currency! It’s just a progression currency earned in game by playing runs! Don’t fear -- still no microtransactions here!!
The other thing to note is that the Community Reward for 750 Reviews, which was the alternative Hidden Blade artwork, has been moved outside of being a Code unlock to being available all the time, at the cost of 0 Void Points. I also painted up a Silent Shiv to add to that pack!
A huge thank you to all the artists involved, and of course my amazing animator Sanjeev for his incredible skill bringing the Treasure Goblin to life! Much, much more to come with this system -- I hope you all enjoy it as much as I’ve enjoyed getting it put together!
If you're an artist and are interested in working together to make an Alternative Artwork pack of your own, please reach out to me and lets chat!
Next on the list will be the Daughter of the Void balance pass, and a special announcement regarding 1.0!
Thanks everyone -- take care! - Josh
Update #51 -- Hotfix!
Hello everyone! Thank you all for the support over the last few days, really appreciate it -- and a big welcome to all the new players!
This is just a quick hotfix to address a few issues that have shown up in the latest patch. Thank you to everyone who has reported issues. I would have loved to have posted this earlier but I fell sick over the weekend sadly, only just getting back into things now!
Fixes:
The hitbox on the Vault Guardians once inside the Vault has been adjusted to scale with resolutions.
Fixed a bug which could cause the window to squish and lock up when switching between Fullscreen.
Limited the amount of times the Treasure Chest can "creak".
Added a UI Scale option for different resolutions. This enables sizing up or down (or both), but is dependent on the resolution you're running. (Some physically can't go any higher in scale, and some become too small otherwise). This is very experimental, so please send any feedback my way! There's a few images I know that don't quite fill out the screen on some of the weirder combinations, I'll work through those this week!
Fixed a bug with Squid Stance and X cost cards.
Fixed a bug where players were unable to purchase Challenge Coins nor switch their Deck Back.
Changed the Focus spell so you can now cast, even if you don't have cards to Vision.
Fixed an issue with cards being interactable outside of the window bounds on the Deck Manager.
Investigating a bug where a tile that is vertical from your current spot and shout be accessable, becomes locked out. This currently can be sloved by returning to the Menu and loading up again, however I'm working on a fix.
Garnet Band is taken into account now for next turn Threat calculation.
Living Blood Artifact taken into account when you have Threat, and its interaction with Bad Trip.
Future Strike numbers will turn green on turns they're going to trigger via Time Warp.
Fixed a bug the broke card text alignment on Streamer Mode, when playing in smaller resolutions.
This patch is currently on the Beta Branch, you can access this by right clicking the game in your Steam Library, heading to the Beta tab and opting in. All data is cross compatible between Branches! I will sync this to the Live Branch in the next 24-48 hours :)
Thanks everyone for all the great feedback and lovely reviews! I’ll be back soon with more updates and more content!