Hi, Void War currently does not support macOS however in the future we will definitely release a Mac version. This will happen some time after the Steam release. If you have already bought the game here, we will be able to transfer your game to Steam when it eventually launches there.
If you want to get a refund the proper procedure is to contact Itch support about it: https://itch.io/support
Lastly, we have heard from some of our players that the Windows version of the game (the one you have) works with CrossOver, a Windows emulation software for Mac. We cannot guarantee it will work, but if you really want to play it right now on Mac, CrossOver might be worth a try.
I purchased this game two days before the patch #4 release, and was worried that I would have to re-purchase the game to get. Thankfully, I reread the patch, and you had explained how to update. Thank you for saving me a unnecessary re-purchase.
Love it, it looks like 40K ish meets FLT. Love the game idea and wish you guys the best. Looking at the alpha current content, looks alot. Kind of looks ready for Steam.
Hey there, I'm having trouble downloading the game trough itch's app. When I click on Install, the install field is empty and there is nothing to select from.
That aside, I could download the zip to play and I am certainly not disappointed, keep it up ! :3
I have been playing it successfully on linux, so the same should be possible on steam deck.
I launch the game using steam.
1. "add a non steam game" in the steam library and select the exe file 2. right click the game in steam library and select properties 3. in the compatibility section select the checkbox and the latest proton version 4. now you can launch the game like a normal steam game
Bought Alpha due to FTL nostalgia and some gameplay that was suggested on YT. Well for once the YT algorithm worked right! Hoping this project will evolve to the final release on Steam.
UPDATE: After few games I need to say this feels like a copy of FTL but in a good way. You will get yourself into the game in no time if you played FTL and there is additional layer of gameplay with equipment, much more complex boarding, some additional environmental issues you will need to work with.. I really enjoyed it so far, got to the last fight at one of my first playthrough and was close but not enough to complete (unless there is another phase).
I dare to say this is the game we as fans of FTL were wishing to be released.
TLDR; This game is fantastic and has a lot of promise. Right now its a 7/10 but with some polish can hit a 10/10 easily.
So most of the "issues" i talk about below are resolved the moment you get to Torment 1, which is kind of like difficulty. More like a new game plus.
New Score 8/10. Keep polishing my dudes!
Boarding I agree with the other comments that Boarding is the most effective strategy, that also has the least amount of effort. Similar to the Stealth Archer build in skyrim. You can do it accidentally. Most situations are just easier to handle with boarding which most ships are able to do out the gate.
I think disabling the "recall crew" teleport back and requiring your crew to exit via the death sleds (loading them up then launching them back) would encourage boarding maneuvers with more expendable units. When they leave they should cause a breach. It would also make risking your valuable units/gear more interesting. Firing an empty sled at a more useful access point for an escape could be an interesting strategy.
The above would also increase the usefulness of teleporter tools. Perhaps a dedicated system for recalling units via teleport would help? It takes power, can be damaged, needs to be purchased, picks up 1-4 random allies in a room depending on upgrade level and power, etc etc.
Similarly, summoning minions (like thralls and undead) directly on the enemy vessel feels less cool than cramming them into a death sled and ramming it into the enemy. OBV this is a big nerf so if implemented I would expect some kind of charge or cooldown change.
While we are at it, make death sleds consume munitions and travel just a bit slower.
I really love boarding, but I think it needs a nerf.
Modules I think the faction members (blood cultists, death cultists, tech priests) should hand down their type to their summons/minions (thralls, ghouls, and husks) for the purpose of these modules. I would never expect a tech priest to outfit their husks with armor without first slapping some on themselves.
Commanders should probably have a type so they can benefit from some of these.
I love finding any module that isn't related to unit health (see boarding). They are so rare, it seems I only find them during events. I can't recall ever seeing one in a shop. This exacerbates the boarding issue above.
Psyker Support A system or room that decreases psyker cooldown times while powered could be fun. A ritual room? Perhaps it needs to be customized to the psyker types, so a blood cultists can't benefit from a ritual room configured for the death cult?
I am not sure if I just haven't bumped into them during any of my runs, but a psyker that has two psykic slots would be interesting. Some spells you want available but don't need all the time. Being able to cast while the other is on cooldown would be very powerful however. Perhaps the cooldowns don't tick while channeling?
Necromancer's not being able to have new psychic powers assigned feels odd. I see the utility in having a psyker with a tool slot but it feels more like a mistake than a feature.
BUGS and quality stuff When i drag a ship weapon, unit weapon, or tool from inventory onto an occupied slot, I expect them to swap places. Game crashed instead. (The auto save feature was great, only lost like 30 seconds of time.)
Temp units like subhusks and summonable units can piggy back to later nodes in the death sled. I initially thought that I was cheesing the system, but then they die as soon as they exit. So they just kind of took up space in there and prevented me from loading it with "real" units. I would prefer not to micro manage this.
When the deathsled is damaged, the units over its new cap die. I think this is fine, but seeing them pop out and die would be some nice feedback to know that it is happening.
Animations Love the warping animation. The portal looks so sleek! I with it was also used when you appeared at the next node instead of the zoom animation.
Many little animations are great! The psyker effects I have seen are great! I love the way the missiles pop out then start flying. Air flow for breaches and open doors looks great. UI is the perfect mix of usable and dystopian. Feels cluttered at first, but feels immersive shortly after.
Is there a plan to make the game moddable via resources (like Starsector, Rimworld or Stellaris)? New ships, new systems, new events, new weapons, new crewmates, new items, etc.
If there is enough interest from modders in our community we will absolutely add mod support. A couple of people in the Discord have already built a ship mod for the game.
Love the game can't wait for future updates and release. Where is the link for discord? Would love to include some feedback and odd interactions I've noticed.
Edit: Discord link is available in the main menu bottom right (found this info in the purchase email)
Just a mild QOL recommendation: please have a warning pop up if you try to Warp away without recalling your troops. I have lost more elite units than I'd like to admit to misclicks
well, having played a round of the game I have to say, this game looks interesting. it is very obviously FTL With a grimdark totally not warhammer 40k spin don't sue us GW with it's own spins and twists upon numerous systems, for the better or worse
many things I can simply note as "it is in an alpha, it makes sense that it is not fleshed out" since it released relaticely recently so I will not say much about features which might or might not be good
what I would like to note however is that currently, boarding is far too OP, especially considering that you can get equipment, while your enemy cannot. this leaves you with ultra tough warriors as you stack one or two sources of DPS reduction in a world where most enemies deal 3 DPS, get multiple weapons which either deal immense damage (arc rifle) or in fact just kill multiple people at once (the one that attacks the entire room) and you are left breezing through the game as you just launch your warriors to kill everyone inside the enemy ship with ease while able to recall them instantly, or if it is a demon ship you can just park them on the shields system and as long as a single person remains in that room it will not be rebuilt. the system of "death causes the system to be damaged" just makes it more egregious
psykers, though an interesting concept, are sadly not worth anything because you will practically never get anyone, even if you travel to a shaman (you just get the ghoul summoners most likely), even though it looks like they could be immensly powerful if you have the proper templates (since psychic bolts pierce shields, so you can just go for the shields system straight away)
all around a 3/5, needs a lot more work before I am interested in doing anything, since I will not restrict myself to only ranged combat when invasion is possible and intended. it does show promise however
aye, thanks for reading it. I do def recommend looking into either giving the enemy equipment or making it more dangerous to board the enemy as well as more reliable ways to get psykers (you could make it possible for the craft to either be damageable or for it to take longer depending on the strength of the enemy's weapons/shields/thrusters so that there is an incentive to first damage the enemy craft before sending in your people) (as for the second, mixing up the people available at trading stations could work - rather than having one type filling all three slots)
I def see potential with the game so I wish you luck sir!
window gets really tiny occasionally, this time it was after I left the computer and it went to sleep. I think before it happened when opening the game fresh
I've been encountering a bug where i can't click on certain unoccupied squares, it happened to my ship's command square and ended my run, and I've seen it happening on many other squares, like they get in a bad state permanently
Thank you for the feedback! It really helps us figure out how to improve the game.
The bug where squares can no longer be clicked should be fixed in the latest version, Alpha v0.0.3d (your current game version is shown in-game at the bottom left corner of the screen).
You can always download the latest version by going to your Itch library and re-downloading Void War from there. If you are running the latest version and still getting this bug, please file a bug report in our Discord (Discord link is at the bottom right corner of the main menu).
By the way, if you hold down LEFT ALT you can temporarily hide unit tooltips. This can be really helpful when their tooltips are getting in the way.
Devman, I love you and wish to serve the Space king just as you have in developing this game, please never lose hope or faith in developing this project. you have finally made grim dark FTL and I love you for it.
Never really could get into FTL, but this take on the concept has me hooked. One thing, though, is that it won't install via the Itch app. Perhaps setting the platform for the download might fix this issue?
Void War is about making starships, lasers, and powered exoskeletons fight against necromancers, occult magic, and demonic summoning. It's a universe that goes way over-the-top in mixing dark fantasy/sci-fi themes together and seeing what comes out. Dark magic ritual sacrifice. Expendable cyborg meat slaves. Arcane starship modules that make all non-lethal spells lethal using the power of hate. That sort of thing. It's so dark it's silly, and that's what makes it fun.
This has a lot of implications for gameplay, but one of the big ones is an extremely fleshed out crew combat system. Over 70+ unique crew types, 140+ wargear options for outfitting your crew, consumable equipment, psychic powers, customizable commander units, and more.
I bought the game, got to the end on my first try (honestly lucky for me) and beat it. I really enjoy the game a lot especially after thinking it was going to be very barebones being in alpha but it was pretty fleshed out overall.
One thing is I can't open the discord link using wine in linux; I know linux isn't planned yet and well that's fine given the state of the game but could there be a another way of getting the discord link? BTW the game runs great with wine/linux besides that.
Amazing work! Although I only finished a few runs, more variety of weapons, equipment etc. would be great, but I'm sure you guys already planning for it :)
As a huge FTL and an ex-fan of 40k, I really like this game so far. It has a lot of little differences from FTL too besides the style. It's funny how in a gothic space-future with only war, you actually hire the crew with crew contracts, something FTL failed to mention. I also like how you can board a ship to take a relic and instantly recall your crew. I also like kitting up my crew for fighting. I can't wait for the steam release.
Awesome! Love to hear it. If you have any feedback or suggestions for us you can always reach us through the Discord link at the bottom right corner of the main menu. Have fun!
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Comments
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i purchased the game but i can't run it on macOS
any hopes adaptation on macOS in the future?
or could i maybe get my money back 🙏
Hi, Void War currently does not support macOS however in the future we will definitely release a Mac version. This will happen some time after the Steam release. If you have already bought the game here, we will be able to transfer your game to Steam when it eventually launches there.
If you want to get a refund the proper procedure is to contact Itch support about it: https://itch.io/support
Lastly, we have heard from some of our players that the Windows version of the game (the one you have) works with CrossOver, a Windows emulation software for Mac. We cannot guarantee it will work, but if you really want to play it right now on Mac, CrossOver might be worth a try.
Thanks for the quick reply!
I think I’ll just wait for the Mac version, thanks a lot!
Your game is amazing! (:
Thank you.
I purchased this game two days before the patch #4 release, and was worried that I would have to re-purchase the game to get. Thankfully, I reread the patch, and you had explained how to update. Thank you for saving me a unnecessary re-purchase.
Love it, it looks like 40K ish meets FLT. Love the game idea and wish you guys the best.
Looking at the alpha current content, looks alot. Kind of looks ready for Steam.
Hey there, I'm having trouble downloading the game trough itch's app. When I click on Install, the install field is empty and there is nothing to select from.
That aside, I could download the zip to play and I am certainly not disappointed, keep it up ! :3
Currently the game isn't integrated with the Itch app but we will be looking into it soon! Thanks for playing!
I see, I'm glad it's not a me problem for once! :3
I just purchased the Alpha and am wondering if it can be installed on a steam deck?
Probably not. But we don't really know. It's just the two of us making this game and neither of us has a Steam Deck yet! If it works, let us know!
Works great! Just needed to install Wine to run the .exe
Awesome. Great intel. Thanks for the update!
I have been playing it successfully on linux, so the same should be possible on steam deck.
I launch the game using steam.
1. "add a non steam game" in the steam library and select the exe file
2. right click the game in steam library and select properties
3. in the compatibility section select the checkbox and the latest proton version
4. now you can launch the game like a normal steam game
thanks! I’ve been going to desktop mode to boot it loT
Question. Did you mangage to get the controlls workign with the joysticks and buttons working for clicking? If so what layoutdid you use and how?
Bought Alpha due to FTL nostalgia and some gameplay that was suggested on YT. Well for once the YT algorithm worked right! Hoping this project will evolve to the final release on Steam.
UPDATE:
After few games I need to say this feels like a copy of FTL but in a good way. You will get yourself into the game in no time if you played FTL and there is additional layer of gameplay with equipment, much more complex boarding, some additional environmental issues you will need to work with.. I really enjoyed it so far, got to the last fight at one of my first playthrough and was close but not enough to complete (unless there is another phase).
I dare to say this is the game we as fans of FTL were wishing to be released.
tengo una pregunta teneis pensado traducirlo a otros idiomas como el español
The Itch Alpha will be English-only but we will definitely translate to Spanish and other languages at some point after the Steam release.
TLDR; This game is fantastic and has a lot of promise. Right now its a
7/10but with some polish can hit a 10/10 easily.So most of the "issues" i talk about below are resolved the moment you get to Torment 1, which is kind of like difficulty. More like a new game plus.
New Score 8/10. Keep polishing my dudes!
Boarding
I agree with the other comments that Boarding is the most effective strategy, that also has the least amount of effort. Similar to the Stealth Archer build in skyrim. You can do it accidentally. Most situations are just easier to handle with boarding which most ships are able to do out the gate.
I think disabling the "recall crew" teleport back and requiring your crew to exit via the death sleds (loading them up then launching them back) would encourage boarding maneuvers with more expendable units. When they leave they should cause a breach. It would also make risking your valuable units/gear more interesting. Firing an empty sled at a more useful access point for an escape could be an interesting strategy.
The above would also increase the usefulness of teleporter tools. Perhaps a dedicated system for recalling units via teleport would help? It takes power, can be damaged, needs to be purchased, picks up 1-4 random allies in a room depending on upgrade level and power, etc etc.
Similarly, summoning minions (like thralls and undead) directly on the enemy vessel feels less cool than cramming them into a death sled and ramming it into the enemy. OBV this is a big nerf so if implemented I would expect some kind of charge or cooldown change.
While we are at it, make death sleds consume munitions and travel just a bit slower.
I really love boarding, but I think it needs a nerf.
Modules
I think the faction members (blood cultists, death cultists, tech priests) should hand down their type to their summons/minions (thralls, ghouls, and husks) for the purpose of these modules. I would never expect a tech priest to outfit their husks with armor without first slapping some on themselves.
Commanders should probably have a type so they can benefit from some of these.
I love finding any module that isn't related to unit health (see boarding). They are so rare, it seems I only find them during events. I can't recall ever seeing one in a shop. This exacerbates the boarding issue above.
Psyker Support
A system or room that decreases psyker cooldown times while powered could be fun. A ritual room? Perhaps it needs to be customized to the psyker types, so a blood cultists can't benefit from a ritual room configured for the death cult?
I am not sure if I just haven't bumped into them during any of my runs, but a psyker that has two psykic slots would be interesting. Some spells you want available but don't need all the time. Being able to cast while the other is on cooldown would be very powerful however. Perhaps the cooldowns don't tick while channeling?
Necromancer's not being able to have new psychic powers assigned feels odd. I see the utility in having a psyker with a tool slot but it feels more like a mistake than a feature.
BUGS and quality stuff
When i drag a ship weapon, unit weapon, or tool from inventory onto an occupied slot, I expect them to swap places. Game crashed instead. (The auto save feature was great, only lost like 30 seconds of time.)
Temp units like subhusks and summonable units can piggy back to later nodes in the death sled. I initially thought that I was cheesing the system, but then they die as soon as they exit. So they just kind of took up space in there and prevented me from loading it with "real" units. I would prefer not to micro manage this.
When the deathsled is damaged, the units over its new cap die. I think this is fine, but seeing them pop out and die would be some nice feedback to know that it is happening.
Animations
Love the warping animation. The portal looks so sleek! I with it was also used when you appeared at the next node instead of the zoom animation.
Many little animations are great! The psyker effects I have seen are great! I love the way the missiles pop out then start flying. Air flow for breaches and open doors looks great. UI is the perfect mix of usable and dystopian. Feels cluttered at first, but feels immersive shortly after.
Fantastic game! Keep up the good work.
Great feedback. Thanks for your support!
Is there a plan to make the game moddable via resources (like Starsector, Rimworld or Stellaris)? New ships, new systems, new events, new weapons, new crewmates, new items, etc.
If there is enough interest from modders in our community we will absolutely add mod support. A couple of people in the Discord have already built a ship mod for the game.
Love the game can't wait for future updates and release. Where is the link for discord? Would love to include some feedback and odd interactions I've noticed.
Edit: Discord link is available in the main menu bottom right (found this info in the purchase email)
Just a mild QOL recommendation: please have a warning pop up if you try to Warp away without recalling your troops. I have lost more elite units than I'd like to admit to misclicks
We'll look into it. Thanks for your support!
well, having played a round of the game I have to say, this game looks interesting. it is very obviously FTL With a grimdark totally not warhammer 40k spin don't sue us GW with it's own spins and twists upon numerous systems, for the better or worse
many things I can simply note as "it is in an alpha, it makes sense that it is not fleshed out" since it released relaticely recently so I will not say much about features which might or might not be good
what I would like to note however is that currently, boarding is far too OP, especially considering that you can get equipment, while your enemy cannot. this leaves you with ultra tough warriors as you stack one or two sources of DPS reduction in a world where most enemies deal 3 DPS, get multiple weapons which either deal immense damage (arc rifle) or in fact just kill multiple people at once (the one that attacks the entire room) and you are left breezing through the game as you just launch your warriors to kill everyone inside the enemy ship with ease while able to recall them instantly, or if it is a demon ship you can just park them on the shields system and as long as a single person remains in that room it will not be rebuilt. the system of "death causes the system to be damaged" just makes it more egregious
psykers, though an interesting concept, are sadly not worth anything because you will practically never get anyone, even if you travel to a shaman (you just get the ghoul summoners most likely), even though it looks like they could be immensly powerful if you have the proper templates (since psychic bolts pierce shields, so you can just go for the shields system straight away)
all around a 3/5, needs a lot more work before I am interested in doing anything, since I will not restrict myself to only ranged combat when invasion is possible and intended. it does show promise however
Definitely recommend giving the Torment modes a try if you're an expert player who has no problem with Normal. Adds a lot more content and variety.
Thanks for the feedback!
aye, thanks for reading it. I do def recommend looking into either giving the enemy equipment or making it more dangerous to board the enemy as well as more reliable ways to get psykers (you could make it possible for the craft to either be damageable or for it to take longer depending on the strength of the enemy's weapons/shields/thrusters so that there is an incentive to first damage the enemy craft before sending in your people) (as for the second, mixing up the people available at trading stations could work - rather than having one type filling all three slots)
I def see potential with the game so I wish you luck sir!
window gets really tiny occasionally, this time it was after I left the computer and it went to sleep. I think before it happened when opening the game fresh
Absolutely love the game. Suggestion: being able to create unit groups so you can press hot keys to automatically select all units in that group.
We'll look into it. Thanks for the feedback!
Super fucking cool game
I've been encountering a bug where i can't click on certain unoccupied squares, it happened to my ship's command square and ended my run, and I've seen it happening on many other squares, like they get in a bad state permanently
More feedbacks:
Thank you for the feedback! It really helps us figure out how to improve the game.
The bug where squares can no longer be clicked should be fixed in the latest version, Alpha v0.0.3d (your current game version is shown in-game at the bottom left corner of the screen).
You can always download the latest version by going to your Itch library and re-downloading Void War from there. If you are running the latest version and still getting this bug, please file a bug report in our Discord (Discord link is at the bottom right corner of the main menu).
By the way, if you hold down LEFT ALT you can temporarily hide unit tooltips. This can be really helpful when their tooltips are getting in the way.
I'm having too good of a time with it tbh, it's very addictive! More feedback, unit bar edition:
I'll download latest for future playthroughs
actually I was already on latest / 3d, I only got it two days ago, here's a video of the bug
Thanks for the vid! We'll fix it.
absolutely awesome <3
Hell Yeah
Devman, I love you and wish to serve the Space king just as you have in developing this game, please never lose hope or faith in developing this project. you have finally made grim dark FTL and I love you for it.
Never really could get into FTL, but this take on the concept has me hooked. One thing, though, is that it won't install via the Itch app. Perhaps setting the platform for the download might fix this issue?
We will look into it. Thanks for reporting this and thanks for your support!
You need to set the platform for the download, or the Itch launcher will just say "Game is Not Available".
It's easy, You just have to click the checkbox.
https://itch.io/docs/itch/integrating/troubleshooting-guide.html
Im looking at this and I immediately notice the games similarity to FTL, how (other than the aesthetic) does this game distinguish itself from FTL?
Void War is about making starships, lasers, and powered exoskeletons fight against necromancers, occult magic, and demonic summoning. It's a universe that goes way over-the-top in mixing dark fantasy/sci-fi themes together and seeing what comes out. Dark magic ritual sacrifice. Expendable cyborg meat slaves. Arcane starship modules that make all non-lethal spells lethal using the power of hate. That sort of thing. It's so dark it's silly, and that's what makes it fun.
This has a lot of implications for gameplay, but one of the big ones is an extremely fleshed out crew combat system. Over 70+ unique crew types, 140+ wargear options for outfitting your crew, consumable equipment, psychic powers, customizable commander units, and more.
I wrote more about it here: https://www.reddit.com/r/ftlgame/comments/1f8ysvz/comment/llhugr3
Our initial teaser trailer doesn't communicate this stuff very well unfortunately. We will be posting a new, more in-depth trailer very soon.
This is a great game.
I bought the game, got to the end on my first try (honestly lucky for me) and beat it. I really enjoy the game a lot especially after thinking it was going to be very barebones being in alpha but it was pretty fleshed out overall.
One thing is I can't open the discord link using wine in linux; I know linux isn't planned yet and well that's fine given the state of the game but could there be a another way of getting the discord link? BTW the game runs great with wine/linux besides that.
Ping me on Discord. I can invite you manually.
Thanks for your support!
Same problem as the guy above, bought the game and can't join the Discord server...
There's like a thousand of users named Tundra on Discord, which one is you?
My Discord username is morph888. Add me and I'll send an invite.
Will the game have native linux support?
Not planned yet, but we will be looking into it later down the road.
Amazing work! Although I only finished a few runs, more variety of weapons, equipment etc. would be great, but I'm sure you guys already planning for it :)
Really enjoying the game so far
As a huge FTL and an ex-fan of 40k, I really like this game so far. It has a lot of little differences from FTL too besides the style. It's funny how in a gothic space-future with only war, you actually hire the crew with crew contracts, something FTL failed to mention. I also like how you can board a ship to take a relic and instantly recall your crew. I also like kitting up my crew for fighting. I can't wait for the steam release.
I've backed. Game is really good so far!
How do I get a link to the discord?
Discord link is at the bottom right corner of the main menu.
Thanks for your support. Have fun!
Played through one campaign so far and really loved it! Great job!
It has a ton of content and didn't have any noticeable bugs. If you like FTL I would for sure give this a go.
A little feedback:
Please give the tutorial another pass. It's tedious and super verbose. I just had to skip it because it was pretty frustrating.
Noted! And thank you for the kind words. Hope you continue enjoying the game!
Will there be Mac support?
Yes, eventually.
It works perfectly using Whisky
I saw your post on /r/indiegames. Definitely backing to try out the alpha. Looks very interesting!
Let us know what you think! We have a ton of stuff planned but will definitely be paying close attention to backer feedback. Thanks for your support!
Oh man, I really enjoyed my first runthrough. I reached sector 4 and got wiped by a bunch of mutant aliens or something boarding my ship.
There is a LOT of content in this game for an alpha game. I really appreciate that.
Definitely reccomend this for anyone who enjoyed FTL or similar games.
Awesome! Love to hear it. If you have any feedback or suggestions for us you can always reach us through the Discord link at the bottom right corner of the main menu. Have fun!