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Follow the latest transmissions and development updates from the VoidVerse.

17

Update

Bots with an agenda

Bots now pick a government and judge yours, spend their Void loot, and the alpha history is back online.

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  1. Development

    Release… the bots!

    Bots now talk back and trade, and the Void is fully unleashed.

    Two years ago I set myself a goal: bots that don’t just follow a script, but actually talk to you. With the new version running on Era and Vex, that goal is finally live. Starting tonight: Bots talk back. Write to a bot empire and it answers. Keep the relationship healthy, and it will even trade with you. The Void is fully unleashed. The endgame Rift world is open, and the Void haunts it. Wormholes are live. Now and then they link distant parts of the galaxy and open new fronts. Update, 1 November: Eight new languages: Romanian, Greek, Simplified Chinese, Vietnamese, Thai, Indonesian, Serbian and Croatian. Fleet Simulator. Test your designs against a spy report before you attack. One run a day per 3 levels of Photonic Computing. Smarter LYRA. Ask LYRA now follows the conversation and looks up costs, requirements, queues and your stock for you. Bots grow up. They colonize early and join Void boss fights once players have had a boss to themselves for 36 hours. Clearer screens. Redesigned spy reports, a tooltip on every resource icon, exact costs on hover and how long a planet stays unstable. Late-game events pay off. Excavate and the other planet events now reward far more as your galaxy grows. All your base are belong to us? We’ll see. Tell me how your first conversations go.

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  2. Update

    Vex opens Saturday – and Era gets its biggest update yet

    The new server launches on 24 October at 18:00. Until then, patch 0.2.26.5 brings fairer trading, smarter bots and a galaxy that keeps surprising you.

    Commanders, everything is ready: Vex, our second galaxy, opens on Saturday, 24 October at 18:00 (CEST). It’s a fresh start at standard speed, so nobody has a head start. You can join from the server list with your existing account; no new registration needed. Era keeps running as usual. Here’s what patch 0.2.26.5 changed: Trading Trade Hub offers now state what you give and what you want, and others can take part of an offer at the same ratio. Every offer has its own discussion thread. The Trading Union carries both sides of a deal (10% per side plus a small G.E.L.D. fee). You can follow its fleets in Fleet command. Offer ratios stay within a fair range around the world supply. The new Auto button fills in the fair amount for you. Galaxy and planets New rare planet types (volcanic, toxic, exotic, jungle) and better planet names. About once a week, each of your planets triggers a planet event: a decision with a 24-hour window. Seeded debris fields are sized to the player they’re meant for and stay reserved for 6 hours. Excursions have a chance to turn up relics. Bots Bots build war fleets that match their aggression. Calmer bots leave players they like alone. Aggressive bots may set up a temporary raid colony near a rival’s richest planets. Balance Fusion reactors use less SEM. Shield Emitters now raise defence regeneration by 1% per level. Also new today A redesigned start page and server list that shows each server’s real speeds. A new phone layout with a bottom tab bar and a quick planet switcher. Era fleet tuning: travel distance is now at its intended value. Combined with the new ship speed, flights on Era take about 10× longer than before. Engines and drive research matter again. Flights already in the air are not affected. Plus a long list of fixes, from combat reports keeping their planet name to bots no longer getting stuck. The full details are in the patch notes. See you in the Void – and on Vex on Saturday.

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  3. Server

    Server Issues & First new beta

    PHP killed itself...

    Sorry for the downtimes the last 2 days. I somehow fucked up the auto updates of the server and PHP didn't start itself after an serverupdate. This should be fixed now. I'm also pretty far with the refactor and updates for all sections of the game for the first "new" round with normal 1x speed in 2 weeks :)

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  4. Server

    Testrun - Start 8 p.m.

    A bit delayed & 50x speed

    I had more bugs in the new code than I expected. So I'll delay the Testrun by 2 hours. But the Relic System now fully works and the bots are a bit smarter again. Please remember, that this is a completly rewritten version and even if it runs smoother, it has new bugs which the old version didn't had before. So this will be a testrun and all data will be wiped latest 24th October 2026. If there is a critical unfixable bug, I'll restart the round mid-run or you just play with the knowledge that something went horribly wrong and just continue to test ;) Thank you!

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  5. Development

    Here we go again!

    New code, same game, better performance

    Hey there, I've been busy the past months and let the game rot for quite some time, but now I am back and so is the game. I present you VoidVerse "Next" (internally) with version number 0.2.26.1 ;) What I noticed was, that the server load was pretty high for only a few players but my bot scripting polling was insanely cost intensive. In addition to that, having a full-reload on every action is pretty annoying too. I knew that from the beginning, but I refused to do something against it. So now, we have UX Turbo implemented and running and it makes navigating so much nicer. For now, it is back to basic debugging again, but I hope you stay and help make it the game you and I want: A modern 2moons alternative with PvP and PvE content. I also overhauled the whole user-player-server logic, so I can have Game Masters and a fully working backend to administrate the game - oh, and there is a built in Bug Report form now which you can use if you don't like Discord. The "new beta" will start this Saturday on 6 p.m. and will run with 100x speed for 4 Weeks. The planned long run of the first new system is set for 24th October 2026. Feel free to drop by on the Discord and give me feedback for the new version.

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  6. Server

    Universe Start Delay & Never-Ending Beta

    No more 1.0 deadlines, and the launch moves to next Saturday

    Hey everyone, I need to be real with you about the direction of the project. As many of you know, this has always been a solo project born out of nostalgia, boredom, and a 'workation' three years ago. Life is changing for me. I’m planning a family and starting a new job soon (which means upgrading from plain ramen to ramen with eggs!). Because the game was never intended to pay the rent, I have to shift how I approach development to keep it sustainable. To reduce the pressure on me and manage expectations for you, I’m stepping away from ambitious 1.0 deadlines. We’re sticking to the 'yearly versioning' model. It’s done when it’s done, and we’ll only hit 1.0 when we all agree the game is balanced and bug-free. The new universe still launches this Friday. It’ll be a leaner experience without Commanders or Void Bosses for now, as I focus on core tweaks and balancing. I hope you’ll stick around for the looong ride. It’s going to be slower, but it’s going to stay honest. Thanks for being part of this :> And most importantly, I fucked up the launch last Saturday. I'll move it to next Saturday. The development 100x server may be shut down if the CPU peaks out with the new universe.

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  7. Development

    My Final Roadmap Tweak (Promise!)

    Final Beta on March 7th, 1.0 aims for September 2026

    So, I've decided to tweak a couple of things: The next big reset won't actually be 1.0, but rather our Final Beta round. I'm currently diving deep into getting the basic PvE mechanics in place and fine-tuning some balancing, especially for new folks joining older galaxies. Here's a quick peek at what I've been coding up these past few weeks: Putting in separate asteroid fields, which we're calling 'micrometeorites,' to make sure low-point players get their fair share of loot (high-point players can't farm these, by the way). Introducing Commander Academies, which will contribute to your Empire Academy Prestige. Using Combat Data Points (CDP) to let you upgrade your ship blueprints with different mark levels. I'm planning to roll all these goodies out this Friday. After that, my main focus will be on getting Commander recruitment and leveling working, and then it's straight into Void Boss spawns and combat. So, I'm setting the Final Beta launch for March 7th. It'll run at 1x speed for about 6 months, which should give me plenty of time to squash bugs and make everything super smooth. This means the big 1.0 launch will be pushed back a bit, aiming for September 2026. Honestly, the PvE mechanics are super important to me, and I really feel they deserve to be fully baked into the 1.0 launch.

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  8. Development

    Back in town

    A new flat, a home office and the plan for the next months

    Well, I'm back! At least physically :) So the current situation is that moving to a newly built flat is a chaos of non working shit and lots of unorganized chaos. It's winter and our floor heating does not work properly - nice! But it's getting better every week. And I finally have a bed after sleeping two weeks on the floor, because, why deliver furniture, if you simply do not for the lols as a company... Thanks Abra, but we do not care, what about VoidVerse? I'll probably not code until christmas, because it's that time of the year at my full-time job, where the company has lots of stupid ideas to burn the remaining yearly budget. But my home office is setup and I'd be ready to. So the plan is to fix the issues the lovely testers figured out over the months I've been in Asia and I also need to balance the drone system, which did not get any love so far. So long term plan is to balance and work with what is already there. I really want to implement the full PvE content, but for now, I think I'll just focus on the Void Bosses which will appear randomly. Planned changes: Asteroid tweak to make them more accessible for newcomers Bot reduction of Asteroid farm actions Full implementation of all bio research techs Completion of the drone defense system Implementation of EMP rockets, which also can only be built, if a material is found by doing excursions excursion loot formula adjustment and limitation slight adjustment of mine returns on high levels If you have any other suggestions, as always, please join the discord. English or German is preferred ;)

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  9. Development

    My August Status Update

    Slower updates, a freeze until January and what changes next round

    Hey everyone, I just wanted to give you a quick update on how development is going. It's a bit of a bummer to keep changing the roadmap, but I guess that's just how it is when you've got limited free time for a side project. Testing has been going okay, but honestly, with a small player base (we're talking 10-20 players at most!), it's tricky to nail everything down and keep things balanced. The miner mode made me realize there's quite a bit of interest in a non-PvP mode, something chill you can manage daily without having to fight. A huge shout-out to the player Maria for giving some great suggestions on that front! So, what's the plan going forward? At my current development pace, I don't think I'll hit that beloved 1.0 milestone by January 2026. To be frank, that date was more of a personal motivational target, but life just keeps throwing things my way, and I can't quite keep up. While new players definitely give me a boost, my full-time job is getting super busy again, and family stuff also needs my attention. The game will pretty much go into 'freeze mode' from early October until the end of December. I'm heading off to Asia for a trip, and then I'll be moving flats right after that. Fingers crossed things will calm down in January so I can dive back into development. I can't really promise any small updates during that time, but I'll certainly try if I can! So, what does all this mean for the game itself? The current 2#Tar season will carry on as planned, though you might see fewer updates than I originally hoped for. Here's a heads-up on some things that will definitely be tweaked or changed for the next round or for 1.0: Colonies (Government Network) will see another 50% cost increase, plus a higher cost growth factor. Ships will get a minor cost adjustment. Asteroid fields will be split up, meaning 50% of them will only be accessible to players in the lower 60% (based on their points). A huge thank you to all the testers, you guys are truly the motivation behind this project!

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  10. Server

    Beta 2 Kicks Off Today!

    Beta 2 goes live, the 100x test server keeps running

    No kidding... my work laptop completely died on me today. Or rather, that glorious Windows 11 installation just crashed, and I have no clue what happened. It's unrepairable and just dead on boot, even after trying to boot from the install stick. And yeah, I primarily use Windows with WSL2 for development because my company insists on M$ software... But enough about that headache. Beta 2 will be going live in about 2 hours from this post, and unfortunately, I didn't manage to add tactical modules to the game yet. So, the plans for this beta are as follows: Implementing tactical mods to increase ship combinations again Implementing commanders and void bosses Implementing interplanetary rockets to disable bunkers That's pretty much it for now. If one of these features gets completed and is ready to roll out, I'll announce the rollout a week in advance. The current 100x Testserver will keep running for testing purposes. I also got asked why I added 'lame' bots to the game. The answer is simple: I haven't run any big advertising campaigns or anything like that, and this game was (and still is!) just a hobby project without any 'go big' intentions. It's all about raw gameplay, no fancy empty promises like most profit-driven games make. Because of that, a niche game like this doesn't see huge player numbers. Plus, compared to modern games, I've kept things on the slower side. So, bots are a kind of semi-replacement to ensure there's still some in-game competition, even with low player counts. I'll make them a bit smarter over time ;) See you online or on Discord!

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  11. Development

    100x Rate Testing Progress Report

    Five testers, a cloning bug and a wiki on the way

    So far, only 5 people are testing the current 100x server. We've already found some bugs and hopefully, we'll be able to thoroughly evaluate the new combat system in the coming weeks. I've also added a few more fresh bots to ensure we have some low-point accounts in the game, as I've tweaked their behavior again. Right now, I'm pretty sure that I won't be able to add the tactical modules to the game before the start of 2#Tar. There's also a nasty bug where bot fleets still heavily clone themselves, and I still haven't pinpointed the reason, especially since it happens so rarely. Anyway, I'm still doing rolling updates, and you can always check the version patch notes to see what's new. Also, from today on, I'll try to keep the English Discord channel updated instead of just sticking to the German ones, even though the majority of players are German. Last but not least: I'll try to set up a wiki before Tar starts, so newcomers can at least get some explanation of the basic mechanics. I totally get that for non-OGame, 2Moon, or similar veterans, it's pretty confusing, especially since I haven't coded a tutorial yet.

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  12. Server

    New Test Server Today & Vex Goes Offline

    A 100x round until 2#Tar starts on July 25th

    So, after tackling some pretty critical errors in the bot scripting, plus existing and new bugs with the new CS, I decided to reset the test server. We'll run a 100x round until July 25th, 2025, which is when 2#Tar kicks off. Here's a quick rundown on the Tar and Era (reset) universes: Planetary Field Limit: min 207, max 426 fields Galaxy Size: 10x10x10 I also had to turn off 1#Vex. Turns out the faulty bot script made the bots build massive parallel queues, which led to some serious negative energy. The new test server will go live today at 6 PM EU/Berlin time. Feel free to hop into our Discord if you run into any bugs or just want to hang out with us!

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  13. Development

    The New Combat Script Is Done

    Firing order by speed and mass, ready for team attacks and Void bosses

    Hey everyone! After a few weeks of delays, some personal stuff, and a beautiful weekend trip, I finally managed to complete the new combat script. This new combat script is here to replace the old one, which, honestly, I wrote with absolutely zero future-proofing in mind back then. The new version gives you a much clearer overview of each firing round, is ready for team attacks down the line, and sets the stage for things like void-boss and fleet combat. We'll talk more about those later! The updated combat system now determines firing order based on ship speed and ship-mass prioritization, as well as the already mentioned damage bonus by mass. Since I didn’t manage to add the tactical modules yet, I only prepared some code blocks for the upcoming types. Good news on the bots too, they're behaving nicely so far. We also tweaked the asteroid spawn feature a bit, so it scales down better in the late game and won't match the top 3 player points quite so strictly anymore. Here’s what’s currently planned leading up to the 2nd beta restart: Getting those tactical modules implemented Giving the new combat script some fine-tuning And looking ahead, here are features we're planning to work on during the 2nd beta, aiming for the 1.0 release: Commanders Optimizing the bio-research loot Re-implementing PvE boss fights (now possible thanks to the new script!) Adding Relics (it’s an RNG-based crafting system to boost additional planet resources) General bug fixing, of course I really hope to see some familiar faces join us again for the 2nd beta, kicking off on July 25th!

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  14. Server

    New Server Date: July 25th

    The launch moves back, 1.0 follows in January 2026

    Hey everyone, I got a couple of questions about the new server date. The 16.05.25 was just a placeholder I randomly picked at the time. Like I mentioned here and on Discord, my main goal was to finish the new combat script first and do some proper bot testing before we roll out what I’d call the "final" pre-1.0 version. Long story short: I’m pushing the server launch back a bit. The new plan is to go live on July 25th. Also, the 1.0 release will get delayed to probably January 2026. Reason is simple: I’m moving to a new place in December where I’ll finally have a proper home office setup. So I’ll take the time and make sure everything gets the attention it deserves. Thanks for your attention and now back to fighting buggy bots! :>

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  15. Development

    Dev Update

    Galaxy navigation, colonization and ship assembly

    Game progress: Galaxy navigation complete Colonization mechanics set Resource, infrastructure and research mechanics basics set Resource calculation set (energy consumption missing) Ship assembly basics set Early alpha will start as soon as the battle script has reached a functional state.

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  16. Development

    Current Status

    Layout, galaxy and the first game mechanics

    Game progress: Basic layout set Galaxy buildup & formula set Construction mechanics Research mechanics Note: Grüße gehen raus an IceA und STS :> Meld dich, Eiswolf :D

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