CryoFall Dev.Blog #26 - Development Roadmap

Added on 26 October 2017 by Lurler.

Greetings, friends!

Today we would like to present you the CryoFall Development Roadmap! As we've always done with our blog, we want to make all of our ideas, planned features and information about current progress public.

Using this roadmap, you can vote on things you'd most like to see in the game sooner. With your input we will have better idea of what's important. Obviously it will go hand in hand with discussions on our forums. So you can create topics about any of the planned features to discuss them in greater details or offer your opinions.

Stay tuned for the updates and share the news with your friends!

CryoFall Dev.Blog #25 - Lighting system

Added on 4 October 2017 by Lurler.

Greetings friends!

Today we'd like to share with you our final big feature we've completed for CryoFall before the public release. And that is being the lighting system!

Do you remember our previously shared screenshots? Even though those looked rather nice (if I do say so myself), they were all taken during daytime - that's because they were taken before implementation of the lighting system. In fact, the image was rendered without any post effects or other visual changes. Thankfully, all of that is finally addressed!

With the lighting system addition, we can now positively state that there's now a working day\night cycle in the game as well. With that you can try sneaking up to people at night, and doing all sorts of interesting stuff! Or get eaten by wolves who quietly snuck up to you at night ;)

What's more, the new system also fully supports dynamic and multi colored lighting. Now all the flares from guns shooting or electricity flecks are looking really cool, especially in the night!

And as the system allows for (and requires) night lights to maneuver around dangerous fauna, we've added torches, oil lamps and flashlights.

For those with eyes keen for detail, we want to note that shadows are still something we need to work on, but those will be added to the game later on as well!

And with that we can conclude that yet another step was taken towards the first public version of the game, so stay tuned for our news updates and don't forget to share your opinion with us on the forums!

CryoFall Dev.Blog #24 - Ambient Occlusion

Added on 20 September 2017 by Lurler.

Greetings, friends!

This will be a short update on a small, but widely-used feature! Today we've finally added a separate layer for Ambient Occlusion effect to the game, which should make most of the buildings and other static objects on the ground seem more realistic and having more depth.

Here's a screenshot of "before" and "after" the effect. As you can see - it makes quite a difference. Without the shadow it looks like the crates just float in midair.

Anyway, this is only the first features related to visual presentation that we are currently working on for the upcoming public release. Soon to come are shader effects, dynamic lighting and more!

As always, let us know what you think in the comments below or on the forums.

CryoFall Dev.Blog #23 - Medical items

Added on 12 September 2017 by Lurler.

Today we'd like to continue with the topic of previous post and tell you more about the related features and mechanics.

To be specific - this time we'd like cover medical items in CryoFall. We've mentioned some of those items in some of our previous blog entries, but this time we have much more to show and talk about.

So, without further ado, here's a picture of some medical items currently used in the game:

As you can see there are numbers of different items from the basic herbs to a cutting edge anti-rad treatments and stimpacks. What are those for?

  • Herbs are used as a basic remedy for the everyday simple needs.
  • Concoction is a more advanced treatment used to restore health.
  • Hemostatic and Bandage are your first priority needs when bleeding.
  • First aid kit restores more health and removes some of the negative effects mentioned in our previous blog entry, like nausea, bleeding, etc.
  • Splint is used to fix the broken bones. Of course, as we have told you before - running is not an option when your leg is broken.
  • Painkillers are used just like in real life to remove the effects of pain - another negative you can get, when, say, your character's leg is broken.
  • Stimpacks are used when you want to restore your health very fast. But be wary: overdosage of stimpacks will lead to addiction and other negative effects!

Now we're getting to the interesting part! As you know, CryoFall will have places with technogenic effects like Radiation or Toxic pollution. Of course you will need to treat those somehow. But this is much more difficult, taking into account how dangerous those effects can be.

So, there are two main types of medication for these ailments:

  • Pre-exposure treatments - these are taken before the contact with polluted areas. They will drastically decrease the amount of exposure you will get while in the polluted area. There are Toxin pre-exposure treatment and Radiation pre-exposure treatment. What are they needed for? Well, those are needed to make you actually survive the contact with the pollution and make it out alive to get the next kind of medication!
  • Emergency treatments - these are taken after your exposure to either radioactive or toxically polluted areas. Effects of being exposed to either kind of this pollution are rather long-lasting, and negating those will help your character to get better faster. And of course, he or she won't die and won't be shining in the dark after taking those meds.

As you can see, the medical aid system is finally getting into its finalized shape. It might be somewhat complicated, but as the game is quite realistic we wanted to make the ailments and their cure as close to reality as possible! Plus it just adds more depths to the game when you need to consider different consequences and possible course of action.

Anyway, don't forget to join our forums or leave your comments here!

CryoFall Dev.Blog #22 - Status effects

Added on 31 August 2017 by Lurler.

It's been a while since our last update... Sorry about that :)

But we've been working hard on a lot of new additions to the game in preparation for launch!

Wait... "Launch"?!

Yes! We are planning to make CryoFall public relatively soon. We feel there's enough content to keep people entertained for a while and we are constantly adding even more content, so it seems a good time to finally make the game available for public! Currently, I won't go into too much details regarding our release plans, but we will have a detailed post with more information within a few weeks. So, make sure to follow our blog!

Anyway, now onto the main topic for today. And that is character status effects!

It looks something like this in the game. Now, obviously you won't ever see madness like the above, at most I expect people to have 2-5 active status effects at any one time, but for the testing purposes I added most of the status effects that are available in the game just to show you how it looks :)

So, let's get into a bit more details about the stuff currently in the game.

We can start with the negative status effects (or "debuffs"):

  • Bleeding - This is probably one of the most common status effects in this type of games, so the explanation is unnecessary :)
  • Broken leg - This one is also pretty self explanatory. You can use a splint to fix the broken bone and this will change the status effect into Splinted leg, which will heal after some time. You can't run with either of the two effects.
  • Dazed - If you've been hit hard you will get this status effect for a few seconds. During that time you can't move or do anything else.
  • Hunger - If your food meter goes all the way down you will get this status effect. It simply means that you are losing health slowly.
  • Thirst - Similar to hunger, but the effects are more severe (as in real life).
  • Nausea - If you eat something bad there's a chance to get this status effect. When that happens you can't eat or drink anything else for some time.
  • Pain - This is quite an interesting one. You will get this effect as a consequence of some other effects and when you get hit. It doesn't do that much on it's own, but it indicates that "something is not right". Still, you can use some painkillers to completely remove it.
  • Psi - Now it's getting interesting! There are some areas and creatures in the game that will have psi powers! This is as much as I can say right now! :)
  • Radiation - This is the amount of accumulated radiation in your body. Essentially radiation poisoning or "dose". The higher the level the faster you will lose health.
  • Toxins - Similar to radiation, but the source of the influence are toxins. Quickly use some anti-toxin meds!

There are obviously some positive effects, including:

  • Energy rush - After drinking an energy drink or taking stimulants your fatigue recovery will be much higher and you can run for a very long distance without getting tired.
  • Healing - This simply means that you are recovering your health. Usually as a result of using a healing item (such as medkit).

And finally there are some "neutral" effects that don't do anything by themselves, but affect other things:

  • Drunk - This status has a bunch of different effects ranging from reduced pain to protection from psi.
  • Medicine overuse - If you keep using meds non stop - eventually your body will tell you "Enough!". In game terms it is simply a measure to stop players from abusing the meds and giving them excessive advantage.
  • Protection - From bleeding (by using blood coagulants), pain (by using painkillers), psi, radiation, toxins, etc. Essentially a protection from some influences.

And that's more or less it. Next time we will cover the actual items that help with those status effects (medicine).

And don't forget to join our forums or leave your comments here!

CryoFall - Second Closed Test

Added on 19 June 2017 by Lurler.

Hey there, friends!

Today we'd like to announce our second closed alpha test for CryoFall!

It's been quite a while since we launched our first closed test back in January, but after half a year of continuous development we have finally reached second stage of the project!

So, the test will take place quite soon (in about a week or so to be a bit more precise) and we'd like to invite as many people as possible. We will announce the exact date in a few days, so please follow the forums and our twitter.

Also, if you participated in the previous test - you are already set! Just download the updated client when the test is live. Otherwise you can sign up to be a participant on our forums right now. Anyone is welcome! :)

Either way - just follow the guidelines on the forum and you'll be good to go!

We hope to see you in the game!



The test is now live! Please update your client and join us in the game! You can also find more information about the test in the same topic on the forums!

CryoFall Dev.Blog #21 - Environmental assets

Added on 6 June 2017 by Lurler.

Hey there!

Just a short one today. A small update on CryoFall visual content development and specifically environmental assets, decorations or just "props" as we call them.

If you were a part of our previous closed test you might have noticed quite a lot of different assets that made up one of the abandoned bases. Now, we continue working on those.

However, in this case the most interesting part is the fact that they aren't really just decorations - they do in fact have a very specific purpose in the game. And that is their radioactivity!

Besides cool rugged looks that our artist managed to depict quite well, they will also be emitting a substantial amount of radiation wherever they're placed. So, old laboratories or abandoned bunkers (with lots of loot) could be quite dangerous - beware!

CryoFall Dev.Blog #20 - Production chains

Added on 31 May 2017 by Lurler.

Greetings friends!

In today's blog entry we'd like to tell you a bit more about the production chains in CryoFall.

So, imagine your character is in dire need of a new suit of armor. Now, what can you do? Well, you can make the most with with what you have, but something more advanced will certainly require a whole set of advanced materials, right? But how can you get those?

That's what the production chains are about. From the very beginning we said that we wanted to create a bit more involved crafting with interesting production chains, complex recipes and also keep it as close to real-world equivalents as possible.

So, let's see that on an example. What do you need to create water-and-gas-proof fabric for your new hazmat? Well, you will need some kind of rubber, right? Combined with a woven fabric base you will get your composite material. But where do you get the rubber? For that we will first need to find a rubber tree!

Then in a chemical laboratory you can cure the natural rubber with sulfur to produce vulcanized rubber (the kind or rubber we mean when we say "rubber").

Now, combine it with a fabric base and the end result will give us tarpaulin, which can then be used in other manufacturing recipes, like the hazmat suit mentioned earlier.

This case in point brings us to the following notion: if you enjoy games with involved mechanics (and not only crafting) CryoFall will provide you with ample opportunities to tinker with things. Although, doing it all entirely on your own might be a bit difficult, just enough to stimulate various degrees of interaction between players, like specialisation, trading and, well for those who just wants the world to burn - brigandism and marauding to either re-sell the goods or to use those themselves.

Anyway, that's all we wanted to share with you today! Please follow our blogs for more updates on CryoFall and stay tuned for our second closed test that's happening this month!

CryoFall Dev.Blog #19 - Cooking

Added on 5 May 2017 by Lurler.

Hey there, friends! Today we have some tasty news to share with you - we've completed our cooking system and are now adding more tasty recipes to it. Now your character can eat not only some meat cooked on a stick over a fire, but also some proper and tasty things as well. Let's get more into it.

Let's take a look at the image above. It is taken straight from the game and highlights some of the many recipes and ingredients currently available in the game.

So, how it all works? First of all, you will need some basic components for cooking, like berries - then, after some cooking magic is done and other components added you can make it into a jam. And after that, this jam can be used in other recipes as well (or eaten right there on the spot). So, what it means is that there's going to be layers of recipes that can be used in other recipes, and the results can be rather unique. Obviously, different food will have different effects and nutritional value as in real life.

We are also trying to balance the system in such a way to make it interesting for everyone, there are going to be many recipes and they will all be useful, so even if you personally don't want to become a full blown chef, you can always do it as a hobby and\or to get some additional income by selling the food to other players.

And lastly, we'd like to remember about our previous entry - Farming. As you can understand, these two systems will be intertwined with each other deeply, creating a sort of ecosystem where either one player can be involved in all of this or provide one more basis for players' cooperation and interaction, where players can divide their duties and specialize in something. We believe that adding to and expanding this ecosystem will make the world of CryoFall feel more natural and more involving. We want to give everyone something they could find interesting. And more importantly we want to give you something new to do every time you start a new game!

So, what do you think? Share your opinion with us in the comments section below or on the forums and tell about our game to your friends!

CryoFall Dev.Blog #18 - Farming

Added on 26 April 2017 by Lurler.

Greetings! Today we'd like to share with you another update on our fruitful work on Cryofall!

This time we'd like to talk about Farming. The poll we've conducted some time ago showed us a clear interest in the activity so it made sense adding it sooner than later. Although it was a bit more difficult than we initially anticipated. But more importantly it's finally done!

Let's see... first of all, we added all the necessary parts: you have soil (or "farming plots"), you have seeds, watering cans, plants themselves, fertilizers and so on.

You'll be able to make your own seeds from the harvest and then increase the yield and growth speed with mineral or organic fertilizers (produced from any extra organics that you have). And we're now discussing the looks of a dedicated crafting station for farming, where you will be able to work not only with plants but with animals as well (this is a feature we will be working on in the future). So, things are definitely going well and we can't wait for you guys to try it all out.

Just as a small taste of all that, here are some of the items that are already in the game:

Of course, we should mention our previous article about character skills. As this system is already up and running, farming has some dedicated skills as well. So, you'll be able to increase your productivity even more, harvest more, and plant even more by becoming a true "salt of the earth".

What we're liking the most about the farming system so far is that it's just as versatile as most of the mechanics in the game: it can save you from starvation, or it can be used for trading to make some good money, especially if you offer your products in a city where people are too busy to make their own food. And of course it can simply be a hobby for anyone tired of exploring new lands and fighting vicious monsters.

So, that was all we wanted to share with you today! Leave your comments and tells us what you think of Farming in CryoFall so far!

PS - we also have a section on the forums where we post additional info about the development that isn't big enough to post as complete blogposts, so make sure to join! :)

CryoFall Dev.Blog #17 - Character Skills

Added on 7 April 2017 by Lurler.

Greetings friends!

Sorry for no updates last week! But today we'd like to finally share some details on our skills system that we've mentioned in our last dev. blog entry.

Anyway, let's take a look at what we have!

On the picture above you can see that there are two main parts to the Skills menu - the one on the left shows all of your currently discovered skills as well as their level progress, and the one on the right shows all the detailed info on a currently selected skill and its possible effects.

"Wait, what's a skill discovery?" - you might ask. That's a very cool feature we've been working on - it will add a lot of fun in the game. See for yourself: just like in real life, skills are learned - it means that you will have to do something related to, say, mining in order to actually acquire the skill. As soon as you get enough experience in doing something, the skill will appear in the Skills menu and you'll be able to track its progress. This will also help new players as they won't be overwhelmed by dozens of skills at once. Instead, they will be discovering new skills as they play. It should give a good incentive to explore and try new things in the game.

And yes, the more you engage in certain activities, the better your character gets at it - in addition to the level bonuses every few levels each skill also gives you a special perk with a unique effect. It might be a yield-increasing perk or a special perk adding a chance to drop something rare, like a gem while mining and so on.

Obviously the list of skills you see above isn't exhaustive, we plan to add at least a dozen more as we add more features into the game. For example, currently we are working on farming mechanics. That feature will get its own skill as well.

What's even cooler about the skill system - it's totally expandable and moddable, same as everything else in the game! The players will be able to easily add their own skills with any custom effects.

We hope that you'll like this system as much as we do!

And as always, make sure to visit our forums or leave your impression in the comments!

CryoFall Dev.Blog #16 - Buildings!

Added on 24 March 2017 by Lurler.

Greetings friends!

Today we'd like to share another small update about the progress with CryoFall development!

After our first Closed Test we've received some feedback regarding the construction menu in the game. Obviously it was never meant to be a permanent solution, but it was something that clearly needed improvement. So, we decided to completely redesign it and implement a few nice things in the process.

You can see the result of this change below:

First of all, you can now find all the buildings easier with our categories tabs in the upper part of the screen. We are still not decided on a particular logic behind this separation, but it can be changed in minutes, so we will gather more feedback during the next test! Oh, and you can also use the search feature to find a particular building if you don't remember where exactly it is located.

Secondly, you can see that we've added tips about each construction - what they are needed for and what resources you will need to build them. This should make it easier to plan your expansion ahead and understand what each new building does.

Well, that's more or less it for the building menu! Very simple and hopefully - convenient!

Finally, I'd like to mention that at the moment we're working on the skills menu and the character skill system in general! If everything goes well we will be able to share more details next week!

I hope you found this interesting! Make sure to join our forums and follow us on Twitter and like our Facebook page!

CryoFall Dev.Blog #15 - Oil Industry

Added on 20 March 2017 by Lurler.

Hey there, friends!

As you might have noticed we didn't post any updates on the CryoFall progress for quite some time now. That's mainly because we were focusing on the release of "Pariahs' Bane" - a brand new expansion for VoidExpanse, with new storyline, quests, items, ships and mechanics! If you haven't checked it out yet, don't forget to do so! ;)


But as the expansion is now live we're finally back to our work on CryoFall at full force! And of course, we already have something interesting to show and tell you about!

We've completed another important technological milestone in the game: oil processing.

This production will allow players to get the oh so needed oil, used in various advanced recipes, granting access to further technological advancements like gasoline, plastic, etc.

So, how does the oil production cycle work? Well, first of all you will need to find an oil seep on the map. This particular resource deposit will be quite rare, so players will have to control it to get the oil. Hopefully it might serve as a points of conflict between different groups of players who may want to control this resource or alternatively a trade hub for oil-related products if a powerful group of players establishes a trade center around a large enough oil field.

When the oil seep is found, you will need to construct an oil pump atop it, in order to get some crude oil out of the seep. This process won't be too fast as well, so that controlling the territory around the pump during the process would actually be important.

When the oil is extracted, players will need to deliver it to the oil refinery to finally get some good crafting products out of the resource. Of course one can simply build a refinery close to the pump, but this might not always be possible… or logical.

Another option is to build the whole settlement around the Oil seep, which will of course lead to many consequences, both positive (trade?) and negative (raids?). We certainly can't wait to see how it will turn out :)

Now, that's about sums up this week's topic. But that's just one of the many things we're currently working on. We will share more information on the upcoming second closed test and new additions to the game in the coming weeks.

Follow our blog and forum to be the first to know more! :)

VoidExpanse: Pariahs' Bane is Live!

Added on 7 March 2017 by Lurler.

Great news Void Explorers!

"Pariahs’ Bane" Expansion for VoidExpanse is now live! You can purchase it on Steam or directly in our Store right now for $4.99!

In this expansion you will face a new threat to the sector - a group of renegades know as Pariahs, led by the infamous Shank Twice. Pariahs are in the habit of asking favors no one can't refuse, and you might become one of those unfortunates. Dive into a brand-new storyline involving pirates, sabotage and gang wars. Join the merciless crew of the Pariahs and see where this all leads.

  • Completely new storyline that is about twice as long as any given storyline in the original game. This storyline runs in parallel to the original game, so you are completely free to choose what to do first.
  • New playable faction - Pariahs with their own star system, unique station, characters, quests and everything.
  • More unexpected encounters, references, humor and quirky characters!
  • New ships, new items, new stuff in general. And speaking of ships - we heard you and we added our first capital ship to the game!
  • New music from the same great composer who created tracks for the original game!
  • And more!


Please find more information about the Expansion, including a detailed list of changes on our forums!

Want to support our team directly? Purchase the game in our Store right now to receive your copy as well as an additional Steam key!

Are you a member of the press or a youtuber? Feel free to get in touch with us to receive your press copy of the game.

VoidExpanse: Pariahs' Bane

Added on 1 March 2017 by Lurler.

VoidExplorers, the time has come!

Today we’d like to officially announce that an Expansion Pack “Pariahs’ Bane” for VoidExpanse is ready for release and will be coming to our store and Steam on the 7th of March at the price of 4.99$ (with regional prices on Steam adjusted accordingly).

“Pariahs’ bane” expansion introduces a new playable faction, Pariahs, to the world of the VoidExpanse. Pirates, guns for hire and scum of the Void all came to respect and fear Pariahs, as they carved their way to power under the leadership of ruthless Shank Twice. Something is brewing within the faction and you will have the opportunity to find out what’s going on in a stand-alone storyline!

Some of the key features include:

  • Brand new faction storyline exceeding even the original game in length.
  • New playable renegade faction - Pariahs.
  • All new faction ships, ship equipment and items.
  • Quirky new characters to interact with and receive quests from.
  • New soundrack for both exploration and combat.
  • You asked for it - you got it! New capital ship is waiting for you! Unparalleled firepower, unique ship-computer with all new voice and more!

With the release of the expansion the original VoidExpanse game will get a massive update as well! The update is absolutely free for anyone who owns VoidExpanse.

Key additions in the update include:

  • The long-awaited crafting system - players can now use their mined ore to create components
  • Station management - players can install better defences on any station
  • New character skills and class - the Industrialist
  • Visual, UI and networking improvements
  • And much more!

Please find more information about the Expansion and the update, including a detailed list of changes on our forums!

Can't wait to give it a try? Prepurchase the game in our Store right now to receive your copy the second it is released as well as an additional Steam key!

Are you a member of the press or a youtuber? Feel free to get in touch with us to receive your press copy of the game.

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