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Steam News17 June 202617d ago

Durability Toggle & Drop Stabilization

Hello, Managers. Thank you for all the feedback on durability and drops. These improvements actually went live back in the 0.0.0.

Full notes

Full VOID DIVER: Escape from the Abyss update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello, Managers.

What changed

0 fixes3 additions7 changes0 removals
  • Gameplay
  • Balance
changedThank you for all the feedback on durability and drops. These improvements actually went live back in the 0.0.0.96 update, but since the version notes alone didn't get the message across, we wanted to lay it out separately.
added■ Max Durability Loss on Repair — Now Optional We received a lot of feedback on the durability system added after the last demo update. We don't think this is a matter of right or wrong. VOID DIVER carries both extraction and action-RPG DNA, and how you view durability shifts greatly depending on which side you lean toward. So, just like Risk Level, whether repairs reduce Max Durability is now something you can choose for yourself directly through Ouldry.
changed■ Material Drop Stabilization Some material items obtained from tough enemies were tied to the same drop pool as other items, causing wide variance in how much you'd get. We've reworked these materials onto independent drop logic so you can gather them more reliably. We'll keep refining the drop pools going forward.
changedAlongside this, we've made some drop balance adjustments:
changedSlightly increased the chance of higher-grade items appearing from Toolboxes.
changedIncreased the chance of Blueprints appearing from Briefcases.

VOID DIVER: Escape from the Abyss changes

changedThank you for all the feedback on durability and drops. These improvements actually went live back in the 0.0.0.96 update, but since the version notes alone didn't get the message across, we wanted to lay it out separately.
added■ Max Durability Loss on Repair — Now Optional We received a lot of feedback on the durability system added after the last demo update. We don't think this is a matter of right or wrong. VOID DIVER carries both extraction and action-RPG DNA, and how you view durability shifts greatly depending on which side you lean toward. So, just like Risk Level, whether repairs reduce Max Durability is now something you can choose for yourself directly through Ouldry.
changed■ Material Drop Stabilization Some material items obtained from tough enemies were tied to the same drop pool as other items, causing wide variance in how much you'd get. We've reworked these materials onto independent drop logic so you can gather them more reliably. We'll keep refining the drop pools going forward.
changedAlongside this, we've made some drop balance adjustments:
changedSlightly increased the chance of higher-grade items appearing from Toolboxes.

Thank you for all the feedback on durability and drops. These improvements actually went live back in the 0.0.0.96 update, but since the version notes alone didn't get the message across, we wanted to lay it out separately.

■ Max Durability Loss on Repair — Now Optional We received a lot of feedback on the durability system added after the last demo update. We don't think this is a matter of right or wrong. VOID DIVER carries both extraction and action-RPG DNA, and how you view durability shifts greatly depending on which side you lean toward. So, just like Risk Level, whether repairs reduce Max Durability is now something you can choose for yourself directly through Ouldry.

■ Material Drop Stabilization Some material items obtained from tough enemies were tied to the same drop pool as other items, causing wide variance in how much you'd get. We've reworked these materials onto independent drop logic so you can gather them more reliably. We'll keep refining the drop pools going forward.

Alongside this, we've made some drop balance adjustments:

  • Slightly increased the chance of higher-grade items appearing from Toolboxes.

  • Increased the chance of Blueprints appearing from Briefcases.

  • Blueprints can now also appear from Safes.

■ Co-op Improvements

  • Individual VIP Negotiation: VIP negotiations are now judged per player. You can negotiate freely regardless of what other Managers do.

  • Capture Certificate Distribution: On a successful capture, Capture Certificates now drop in proportion to the number of participants.

■ Crafting / Disassemble

  • Weapon and accessory materials can now be crafted using only materials of a lower grade than themselves.

  • Disassembling weapon and accessory materials now extracts the material items needed to craft them.

We're continuing to work on various bug fixes and balancing. We'll keep listening to your feedback and refining the game.

Thank you.

Source

Steam News / 17 June 2026

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