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Full Void Hunters update
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What changed
- Balance
- Server
- Compatibility
- Gameplay
- Maps
Void Hunters changes
Hey everyone,
With the Alpha tests now behind us, it is time to catch up on all the community news that has been building up throughout June 2026!
Alpha summary
You did not make this easy for us, with so many fresh accounts created just to grab those legendaries, but after feeding our tools with loooooads of data, we managed to pull out some really interesting stats. Let’s start with your insane engagement.
During the Alpha, you took part in 4.6 million battles. If each battle lasted just a minute on average, that would mean almost 9 years of constant fighting. And to the player who spent almost 12 hours in Void Hunters in a single day, that was a looong shift. We really hope you stayed hydrated.
You also launched the Alpha more than 383,000 times. That is like someone launching the game once a day for more than a thousand years. You unlocked 230,278 characters, and it seems Reed was your roster favourite. On the other end of the chart, Raven closed things out, and clearly took a bit more effort before she got her chance to shine in battle.
The roadmap
First of all, this summer is all about you, the community. Those of you who have been with us since the early days of the server will remember our regular content drops and behind-the-scenes updates. There will be a lot more of that. We want to keep development as transparent as possible, keep you close to the process, and make sure you know what is happening and what is coming next. Our second devlog, this time focused on the environment, is already in production. Then, moving into Q4, we will run a more focused playtest built around an overhauled Hunting Grounds.
And now to the question we know many of you have been waiting for. Beta. As you can see on the roadmap, it is still planned across Q4 2026 and Q1 2027. There is a reason for that. We decided to expand Beta with a completely new mode that was not part of the original plan. It does not even have an official name yet, but it is a Guild vs Environment mode that will test your commitment, coordination, and teamwork against some of the toughest content Void Hunters will have to offer.
And last but not least, the release window. Plans changed here as well. At first, we were aiming for a soft launch in selected markets, but your level of support gave us the confidence to go for something bolder and aim for a global release after Beta in late Q1 2027. As a quick note, this is still game development, so everything written here is subject to change while we keep building and improving the game. We’ve gone through all of your Alpha feedback and suggestions, and we will be addressing the most common ones in upcoming updates from the team.
How we make environment in Void Hunters
Our new devlog is now live, and this time we are taking you behind the scenes of how the environments of Void Hunters are created. If you have ever looked at one of our locations and wondered where it actually starts, this is the moment to take a closer look.
Every environment begins long before it reaches the game. It starts with ideas, mood, worldbuilding, and a lot of questions about what a place should feel like, what story it should tell, and how it should fit into the world of Void Hunters.
From there, the team moves into references and early exploration. Sometimes those references come from other works, and sometimes from real places. In the devlog, you can even hear about one example inspired by Fort Saint Elmo in Malta.
Then come the first sketches and blockouts. This stage is especially important for Void Hunters, because the game uses a static camera, which means the environment cannot just look good on its own. It also has to work well with the characters, leave enough room for gameplay clarity, and support the overall rhythm of combat.
As the location starts taking shape, concept art helps define the forms, materials, mood, and visual direction. Not every concept needs to become a final polished illustration, because its real purpose is to help the rest of the team understand exactly what kind of space they are building.
That is where the 3D Environment Artists step in. This is the moment when the world starts becoming real, through assets, architecture, textures, and the full layout of the scene. A lot of decisions happen here, not only about how something should look, but also about how to build it efficiently and how much detail the game can afford.
That matters even more because Void Hunters is a cross-platform game. The locations need to keep their dark fantasy atmosphere, but they also need to stay readable and perform well across different devices. In the devlog, we also touch on how the team works with Tech Art to find that balance.
Lighting is another huge part of the process. It is one of the things that gives each environment its mood, depth, and identity. The video shows how different lighting solutions are used depending on what a location needs, and how much that changes the final feeling of the world.
And of course, there is still polish, iteration, internal feedback, and QA before the environment is ready to fully land in the game. What you see in the final build is always the result of many smaller steps, decisions, and revisions along the way.
So if you want to see how a location grows from the first idea into a finished part of Void Hunters, make sure to watch the devlog here:
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Void Hunters Until next time!
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