Void Salvage sends you scavenging through abandoned spacecraft where auto-combat handles the fighting while you manage upgrades, loot, and synergy stacking to grow exponentially more powerful. The game feeds a steady flow of resources and discoveries that reward both active engagement and offline progression, making it ideal for players who enjoy watching numbers climb and building unstoppable power combinations.
About this game
Salvage derelict ships, uncover strange points of interest, and survive hostile ambushes in this incremental auto-combat game. Upgrade your ship, collect loot, stack wild synergies, and become absurdly overpowered.
This will be the final regular update before launch. From this point forward, development will focus on testing, stability, and critical fixes to reduce the risk of introducing new problems before release.Expanded Laser and Augment SupportThis update significantly expands laser weapons, giving beams continuous damage, clearer stats, and compatibility with several powerful augments.Lasers now deal damage throughout the entire beam duration instead of only dealing damage on first contact. Their weapon panels now display Beam Duration and Damage Interval, making their damage output easier to understand.Lasers can now use:HomingOrbiting ShotsSpiral ShotsPiercingWall TrailSplitterHoming Lasers initially fire according to weapon accuracy, then correct toward their target.Orbiting Shots now perform their regular attack and orbiting attack at the same time across all compatible weapons. Higher tiers add more rotations and increase laser beam length.Spiral Lasers continuously rotate forward instead of performing a normal beam sweep. Higher tiers increase their rotation speed and beam length.Piercing Lasers retain their full beam length until all available pierces have been consumed.Wall Trail Lasers leave behind damaging ghost beams.Splitter is now rolled once when the weapon fires instead of every time damage is dealt. Its activation chance begins at 75% and can reach 100%. Higher tiers create additional child attacks.Split laser beams remain attached to the enemy they originated from and disappear when that enemy is destroyed.Rebound projectiles now always bounce from screen boundaries. Higher tiers add more bounces, and their interaction with Spiral Shots has been improved.Flak projectiles now use randomized Broken Wings visuals.All ships and drones now briefly flash white when hit.Clearer Weapon and Loot InformationAugment cards and tooltips now show which weapons they support.Loot cards use weapon abbreviations, while tooltips display the full weapon names.Weapon cards ...
Flagging and Pin PointIn this update, you can now choose which hostile signals to call at each new POI. Each signal shows how many enemies it will summon, ranging from one to six. The new Pin Point control-panel action lets you rescan for a new set of signals. The Wide Array upgrade increases the number of signals you can detect, up to six, while Detection Speed reduces Pin Point's cooldown by 5% per level.New Core UpgradesCore Upgrade previews now show actual current and next values.Upgrade branches now have distinct colors, clearer prerequisites, and indicators for affordable upgrades outside the visible area.Radar branch:Sweep Accelerator reduces maximum radar sweep time.Salvage Detection Array increases gains from radar-spawned derelicts.Offline Salvage Loop increases offline Credit gains.Offline Archival Loop increases offline XP gains.Flagging branch:Unlock Pin Point Rescan for available hostile signals. Wide Array Increases detected hostile signal choices from 1 up to 6. Detection Speed Reduces the Pin Point cooldown by 5% per level, compounding. Roguelike ModeRuns begin with the main unlockables already available and skip the tutorial, so Roguelike assumes you already understand the game's systems.Death still removes equipped systems, Core Upgrades, XP, and Credits. Prestige and Black Hole travel preserve them, and your Prestige level also carries over even on death to serve as an anchor point.Saves and Offline ProgressionOffline earnings require at least one minute away and are capped at eight hours.Offline XP rates:Incremental: 20 XP per hour.Roguelike: 20 XP per hour.Progressive: 15 XP per hour.Offline gains can be improved in Core Upgrade.Ships and POIsShip selection now shows owned ships against the total available.The physical Shipyard now charges 75% of the Remote Ship Bay price, and Remote Ship Bay requires Prestige Level 2.POI information now displays enemy count more clearly, while detailed Threat information still requires sensor upgrades.Unknown ...
Version 1.0.0.0The void just became far more dangerous.This update delivers a major pass across exploration, combat, progression, story, the Flagship encounter, and interface performance. Space Hazards now reshape travel and encounters, Points of Interest offer more varied risks and rewards, weapon timing has been reworked, the endgame has been expanded with new story outcomes and permanent boons, and 60 Steam achievements are now fully integrated with the Milestones system.Space Hazards and explorationYour surroundings can now change the rhythm of a journey, complicate an encounter, and force you to adapt before committing to your next move. Each hazard has its own visual identity and dedicated sound effects.Some locations contain rich salvage fields, others offer leaner rewards, and not every Point of Interest is guarded. Derelicts now fade into view as they enter scanner range, making exploration feel more connected to the ship’s detection systems.Introduced Space Hazards as a major exploration and combat feature.Added dedicated visual and sound effects for hazards.Points of Interest now vary in the amount of available salvage.Some Points of Interest may contain no enemies.Derelicts fade into view when entering scanner range.Added opportunities to repair systems at Points of Interest.Black Holes can move the ship backward by five sectors, stopping at Sector 1.Black Holes can move the ship forward by five sectors, up to the highest previously reached sector.Story logs now advance through Main Quests instead of triggering at specific sector levels.Standardized “Point of Interest” and “POI” terminology across languages.Weapons and combatAll weapons fire 25% faster.All weapon reloads take 75% longer.Weapon reloads now take time instead of completing instantly.Weapons fully reload after leaving combat.Reload Speed and magazine size now have a more noticeable effect on combat.Player and enemy ships display a circular reload indicator.The HUD ammo bar refills in fuchsia...
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