void LINK v1.4 brings a revisited AI so Practice play should present more of a challenge for you. It also varies play-style randomly, so you will have to do the same to ace it. Enjoy!
Find details on this and other added features here:
http://steamcommunity.com/games/560550/announcements/detail/1592451506866171355
Update v1.3 released!
Committed to solo play, void LINK v1.3 brings 3 new single-player missions, hand-crafted to introduce select gameplay aspects, such as sensor ranges, tactical positioning and efficient harvesting.
Find details on this and other added features here:
http://steamcommunity.com/games/560550/announcements/detail/1592451506866171355
Update v1.2 released!
void LINK now let's you play 1-Player missions while Matchmaking, switching to 2-Player Encounters as they come in.
Find details on this and other added features here:
http://steamcommunity.com/games/560550/announcements/detail/1592451506866171355
Roadmap
The official void LINK Development Roadmap (to be updated incrementally)
Next up:
v1.6 - Proc Gen
May 30 [delay due to hiatus period]
Mission 'Scramble' evolved into 'Endless' play mode.
Missions 'Pathfinder' and 'Ambush' merged into 'Guerilla' play mode: procedurally generated strategical conundra.
Released:
v1.5 - Homework
Mar 8
UX: Rotate map at Encounter begin so local player always faces the opposing fleet.
UX: Dialog displays size and positioning adjusted for easier reading.
Tactics: Kamikaze ships with assigned hostile target won't try to avoid other hostile ship obstacles.
GUI: Navigate to title menu from main menu (by clicking the pylon).
Visuals: Propulsion exhaust glow removed before ship explosion.
Visuals: Module explosions correctly aligned with geometry.
Visuals: Sky unblurred only during Encounter play.
other minor quality upgrades.
v1.4 - Nitpicker
Mar 3
Practice AI picks and stages its battles more carefully.
Practice AI systematically searches the map for opposing fleet.
Practice AI protects its essential ships better.
Practice AI harvests more efficiently.
Practice AI varies playing style.
v1.3 - Solo me!
Feb 5
1P mission 'Pathfinder': Make it through an enemy-infested sector without firing a shot.
1P mission 'Ambush': Well-triangulated hit-and-run attacks to take back captured equipment.
1P mission 'Scramble': Mining at peak performance to withstand a series of incoming assaults.
v1.2 - Tiny Town
Jan 10
Matchmaking can continue in the background while (and interrupt) user playing 1-player content (or navigating other sub-menu).
Encounter victory conditions are more permissive.
Resource quantities are integer numbers
In-Encounter HUD introduced: view while holding down both triggers.
Hint on how to bring up Production Menu added.
Quality-up: Tutorial voice samples match captions.
Bugfix: Harvesters would occasionally stop harvesting.
Bugfix: Formation label would not show up at Action controller.
v1.1 - Early Access
Dec 27
Dialog captions placement adjusted.
v1.0 - Pre-Release
Dec 13
Finding peers to Play
To find peers to play void LINK 1v1 online, first of all ...
make sure that you have the latest version of the client!
As of Feb 5 2018 that's v1.3. Your clients version is stated behind the void LINK logo in the game title menu.
But if you still have a hard time finding anyone in the "Play Encounter" submenu, we recommend you ...
play during ' void LINK Hour '!
void LINK Hours are 2 times of the day (synced globally) with which we encourage all void LINK 'Coordinators' to align their play schedule, in order to find the most available 'Encounters' (1v1 peers) in the lobby.
void LINK Hour is daily ...
CET: 1am-2am and 1pm-2pm (Berlin, Paris, Rome)
EST: 7am-8am and 7pm-8pm (New York)
PST: 4am-5am and 4pm-5pm (Los Angeles)
CST: 8am-9am and 8pm-9pm (Hong Kong)
Times were chosen to accomodate time zones with the most players first. The choice is tentative and may change with evolving player bases. Apologies to Europeans who might have ended up with the least convenient times of day (but then you are a tough crowd, no?).
And, as mentioned before, for more individual planning consider posting on our official
Discord server .
Release 'Early Access' (v1.1)
A small step for mankind, but ... as promised, void LINK's public initiation happens tonight. Now.
We hope you all have charged your controllers, remember that space has always had 3 dimensions and come on over for some tricky spatial gambits. Rocks'n'Stars, Lasers, Shields, nothing unusual, but warped all across your living rooms.
Far from being done with development here we are keen to get your feedback and enter discourse on the future of this game. Please expect a roadmap (from here to Full Release) in one of our following posts here, which shall grow more detailed over time, cued by your input.
And off we go.
Discord server
Zentrifuge has created an official Discord server today, first and foremost to further aid void LINK players in finding peers for online Encounters.
Here's the invite: https://discord.gg/GcuxKbx
Welcome to void LINK
With the Early Access 3 days out it's about time to send a warm Welcome to all who follow this game and all who might join us later on!
You are here to weigh in on design decisions and balancing? To point out bugs or other issues? Or just to peek behind the scenes a bit? Please come in, make yourself comfortable, and - with a dose of self-moderation - speak your mind!
On this community site we try to answer your questions and to cater to your needs for enjoying our game. Please understand however that we might at times not be able to resolve all issues immediately. But we'll give our best.
void LINK has seen some 14 months of crafting by a minimal dev team (basically 1 guy with loving support from close friends and helping angels), and now we've finally grown confident enough to open up the first iteration of our casual space RTS to you players: The core experience is in place, ready to rock and we hope you'll enjoy it.
An Early Access release on Steam means that a game is still evolving, and rest assured this one is no exception: We have a long list of features and quality upgrades we are eager to bring you. Please find a brief summary in the Early Access section on our Store page.
That said, we want to point out that this game is meant as a casual experience and should not be expected to ever grow into a full-blown RTS title. On the contrary, one goal of void LINK is to avoid extensive knowledge often required by RTS games for playing them 'properly'.
Anyway, happy to see you here,
and looking forward to inspiring discussions,
Zentrifuge