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Full notes
Full Void Hunters update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Balance
- UI and audio
- Maps
- Store
Void Hunters changes
Hey everyone,
We are right in the middle of summer, but things are not slowing down on our side. And it is time to catch up on everything that happened throughout July 2026.
We started sharing our development progress regularly
We launched a new Discord series called The Hunt Report, focused on giving you a regular look at what is happening behind the scenes.
So, let’s go through some highlights from the first two issues.
One of the features missing from the Alpha version of the game was the Find System. For those of you who are not familiar with it, this feature will help you quickly identify specific modes, challenges, campaign nodes, or Hunting Grounds that can reward the resource you are currently looking for.
The upcoming playtest this fall should be the first time you will be able to test it for yourself and share feedback, giving us a chance to improve it further.
We are also expanding the PC settings with different graphics presets, much more control over audio, resolution options, an FPS limiter, and more. The goal is simple: to make the PC experience smoother and more comfortable.
In the previous Hunt Report, we also mentioned that we had started reworking the game’s intro.
We are happy to say that the project is moving forward nicely, and the first storyboards and visual iterations are already taking shape.
It is still early work, but seeing the opening of the game slowly come together has been really exciting for the team. We cannot wait to share more once it reaches the next stage of development.
Talking about the future of Void Hunters with Ash
We have been talking a lot about what is coming next for Void Hunters, and this time we had a chance to discuss it on one of the biggest hero collector YouTube channels, Ash.
Check out the conversation with Tomasz and Jakub, the minds behind the project, as they talk about the future of the game and what we are working toward.
Joining the biggest Polish gaming event on Steam
This week, we joined the biggest Polish gaming event on Steam, From Poland with Love.
We are honoured to be featured alongside some absolute classics from our country, and we want to thank Untold Tales for organising such a great event.
If you want to discover more games made in Poland, make sure to check it out here: https://store.steampowered.com/sale/frompolandwithlove2026
Void Cup and the biggest football competition in the world
July was also all about the biggest football competition in the world, the World Cup.
We decided to celebrate it with a small Void Hunters twist by asking our community to choose the perfect starting eleven made entirely out of Hunters.
Here is the final squad you came up with:
Pretty strong pack, huh?
We are already working on more community activities for our Discord, so make sure to join the server if you do not want to miss the next events.
Our newest devlog is live
Steam post image Now it is time for the main course, our newest devlog.
In this episode, Jakub, Game Director, and Olga, Narrative Designer, take a closer look at how we build the world and story of Void Hunters.
From the darker tone and morally grey factions to campaign structure, character dialogue, and hidden lore, this is a look at how the narrative grows from a few early ideas into something you can explore in the game.
A world shaped by the Void
We have always wanted Void Hunters to feel darker, more grounded, and more serious than a simple story about good fighting evil.
The world is dying, and every faction has its own understanding of the Void, what it represents, and whether it can truly be defeated.
The Holy Order, experienced Void Hunters, the Moonlight Clan, Pandemonium, and other groups all approach the same threat from very different perspectives.
Those differences shape not only the world itself, but also the conflicts between the characters you will meet throughout the campaign.
We will explore the factions in much greater detail in a future devlog.
More than one side to every story
The main campaign will focus on the conflict between the world and the Void, but it will also introduce characters with their own beliefs, experiences, and motivations.
Some of them will be familiar from the Alpha. Others will appear later in the story, and not all of them will be easy to judge as simply good or evil.
Along the way, you may also uncover answers to some of the world’s biggest mysteries, including the origins of the Void, the Stonegrasps, and Galen’s stones.
The answers will be there, but players willing to look deeper into the lore will have the best chance of finding them.
From story outline to playable campaign
Before a single line of dialogue is written, the narrative team maps out the most important events, builds a timeline, and shapes the story around a three-act structure.
From there, the story grows into a more detailed treatment that explains who is involved, where each event takes place, and how the main plot connects with its side stories.
The narrative then needs to work together with gameplay.
Campaign locations are designed around the events taking place within them, while the number of encounters helps control pacing.
A lore-heavy location may be longer and give characters more time to speak. A faster, action-focused section may reveal much less.
Writing characters, not just dialogues
Every character has their own background, personality, and way of speaking.
Galen is educated, elaborate, and slightly nerdy. Leo is informal, direct, and guided more by street smarts than books.
These differences matter. Dialogue needs to feel natural for the character, fit the situation, and never interrupt gameplay at the wrong moment.
Once implemented, every level is played repeatedly to make sure conversations flow naturally, match the context, and never assume the player knows something that has not yet been explained.
The campaign will evolve after launch
Most of the story will be told through campaign dialogue, but character biographies and a dedicated lore system will provide additional details for players who want to explore the world more deeply.
The Open Alpha only included a small part of the campaign. The full release is planned to contain around three times as many campaign locations.
And even then, this will only be the beginning.
Watch the full devlog to hear more from Jakub and Olga about how the world, campaign, and characters of Void Hunters are created:
Join our Discord to stay up to date:
Do not forget to add Void Hunters to your wishlist:
The hunt continues. Until next time!
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