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Kenari

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A member registered Aug 22, 2023

Recent community posts

Hey, that worked!

Thank you for the tip! Now I can finally find some signals without developing tinnitus due to some trash bins having a party outside.

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Is there a way of destroying props, more specifically trash bins?

There two bins are stuck on the side of the base, and they are making a constant noise that is driving me crazy. I tried pulling the with a hook + ATV, sawing them, selling them with a sell gun, bombing them... But nothing seems to work.

Please correct me if I'm wrong, but I'm somewhat confused: didn't Itch stop with the NSFW delisting? As far as I know this stopped quite a while ago...

Hey! First off, amazing job with the game so far, I'm looking forward for the final release in the future!

Second, I think I may have stumbled upon a nasty bug: while exploring Brazza, I ended up dying because I fell in a pool and couldn't get out (unfortunately, since your jump height is REALLY low while underwater, those tend to be quite common). But anyway, when I tried to go back to the upper-right part of the region, on that room where you fight a Rask that bursts through the wall (coordinates 30,-11), I noticed that I couldn't pass through that hole anymore.

It stopped behaving like a door, and now it is just a solid impassable wall.

I tried reloading and closing the game to see if it was a temporary bug, but to no avail. If that area was important, then I think my save may be soft-locked...

I keep hearing the sound of something breaking while I'm in the garage or the room on the second floor. It sounds as if something made of glass is breaking, like a light bulb or something.

The strange part is that this keeps repeating like once every 20 or 30 seconds or so. I tried looking EVERYWHERE in hopes to find the source of this, but to no avail.

Anyone has any idea of what should be causing this sound? This didn't happen on 0.8, so it should something new that was added on 0.9.

Also, speaking of sounds, an extra question: is there any way to destroy/remove trash bins? Two bins that were sitting on the side of the base got swallowed by the new extesion of the south wall in the latest patch, and the sound of them constantly colliding against the wall is driving me crazy.

Yep! Some Kerfuses turn into a doll after you turn them off, just like the default one has their own “turned off” pose.


So when all that happened, I turned off my Kerfus to put it back in place (I’m using the Monique skin for mine, so the doll doubles as a cute decoration that I leave beside my computer while not in use), but the doll did not spawn for some reason.


Some bug, maybe? In any case, I’m relieved that I could find the doll laying around on the second floor.

I tried looking a bit more after taking a break, and to my surprise there the doll was: on the balcony, beside the bench. I was almost giving up but I'm really thankful that I managed to find her again!

Still, I hope this doesn't happen again... At least next time I'll know that the doll must be somewhere else in the base.

Thanks for the information!

I tried looking around as you said, but the doll was nowhere to be found. I guess my Kerfur is gone for good.

At the moment it happened, the game saved while I was frantically looking for the doll, unfortunately...

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I'm pretty sure that some (if not most) are familiar with a certain event that your Kerfur is suddently gone, leaving a puddle of blood in its place (I am currently using the 0.9 version, by the way.)

So, the event proceeded normally until the part that Kerfur respawns. I've approached them near the river and used the prompt to turn them off, transforming them back to a doll. However, the doll didn't spawn and my kerfur just disappeared without a trace.

Does that mean that my Kerfur is gone for good...? Building one is a hassle, and this one involves copious amounts of cigarettes in the crafting proccess... 

No no, it's not that I have problems in changing keys, I'm just saying that this became the default after the update (at least for me).
In other words, the key combination for putting objects in place (The old ALT + R combo) was automatically reassigned to ALT + SHIFT + R on my game, which makes it weird to use in comparison to the old version.

It's still working for me, but via ALT + SHIFT + R.
It's really cumbersome on the hand, I still prefer the previous version by a mile.

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So, last night I've booted VotV to try out 0.8.2b.

Nothing new happened on the first night, so I started the next day doing the same things as always, including sending Kerfurfur to get the hashcodes. I continued my morning as always, but they were taking way too long to get back.

I've checked the radar and went to their spot, but found only parts of my robot laying on the ground, right next to the ariral camp. 

I have absolutely no idea of what happened, but here is the problem: some of the 
bones used to craft the Furfur version of Kerfur went missing.

The recipe to craft this version is 4 small bones, 4 large bones, 3 spines, 1 skull + Furfur Plush, but the only bone that I've managed to retrieve is the skull. The previous time I've crafted them I used the bones scattered around the base, and now I
have no idea how to get more of the same.

Any way to get more of the other bones?

I've tried again after reading your comment, and discovered that this was a mistake on my part.

I was trying to use a cooked sausage instead of a raw one, therefore the only "crafting" option was the tomato seed pack. I've just put all ingredients on the crafting bench in hopes that the pizza option would appear, and the raw shrimps made it into a shrimp pizza. So yeah, my mistake for using the cooked sausage, whoops.

Thanks for the help!

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So, I'm following the recipes just for fun while waiting for something to happen (events, finishing tasks, etc). I've managed to cook the other recipes without too much trouble, but I can't seem to get the pizza right.

I got the flattened dough, tomato (tried both cut and uncut), 3 cheese cubes (again, both cut and uncut), topping (so far I tried the sausage option), but whenever I put these items on the stove, only the dough is cooked, resulting in a flat bread.

Are there any other steps that I'm missing here?

If you mean the new forest dungeon, it's still in the works.

I'm not 100% sure about this, but maybe it'll come with the new demo.

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I know that you can find the Bunhost Garb on top of the Sanctum, and the Vampire Set drops from chests, but what about the other half of the Bunhost set?

And I didn't know about this Royal Set, where do you get it?

*Edit
Found the other half of the Bunhost Set in the same chest as the Top, seems like it's a chance to drop either one.

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Yep, if you manage to get an upgraded version of the gear that the boss drops,  the rarity goes from Rare to Exotic

I've managed go get a Precise Reaper Gi and a Precise Reaper Leggings, but I don't know if this also applies for weapons:

There's also an "Orange" quality, but they seem to only apply to cosmetic items, like Bunhost Garb and the Vampiric Coat (the only two exclusively cosmetic items that I've found so far).

Thanks for the update! The Fighter feels really powerful now with the new scaling, and the shop will probably help players tackle the dungeon's higher levels.

Still, may I ask if scepters and katars are included on the boss drop table? I've been farming for a few days now, and just did 5 or 6 runs on the new update, but still no luck. I've managed to drop pretty much every other equipment thrice or so, but no katar/scepter yet.

Can I please get a confirmation that they are indeed included in the drop table? Maybe it's just my bad luck, but It's rather disheartening to run a 12-18 dungeon for the 30th time and get yet another Coldgeist Punisher...

Also, two more things that I'd like to toss around for the Bandit:

  1. Since Mist Veil cancels the invisibility after the first hit, it would be cool if at higher levels it also gave something like a guaranteed critical hit or buffed damage (+50% or so) on that attack. It would encourage players to use not only as an escape tool, but also to engage enemies with an "ambush"!
  2. Maybe tie Bounce with some kind of buff? In my opinion, it becomes kind of redundant and overshadowed by the movement upgrades given by Agile Technique.

First of all, I've got to say that I've really enjoyed this demo! Kiseff, you've done a great job and must be congratulated for single-handedly making such a good game. I can see you've poured a lot of love and hard work on it!

I can barely wait to buy this on Steam and play with other people when it's available, so please keep us posted about the release date!

Anyway, I've managed to beat the highest difficulty dungeon with all classes, as well as leveling them to level 20 and farming decent gear for (almost) all of them. That being said, here is my feedback:

1- The difficulty (A.K.A. the elephant in the room)

The game is challenging for sure, but not impossible. Most of my struggles were in the highest level dungeon as a Katar Bandit, but I'm pretty sure that being undergeared wasn't doing me any favors. 

I've spent most of the time using level 5-10 gear because RNGesus seems to hate Bandits and I was getting a LOT of gear for Mystic and Fighter, but things started to get better when I've finally made it to the end and dropped a Lvl18 pants from hard mode's Lord Kaluuz.

All in all, I think the difficulty lies in being swarmed by enemies all attacking you at the same time. Parrying isn't an option against a horde, and dodging doesn't seem to have enough invulnerability frames to deal with the oncoming barrage of attacks, so you'll probably get hit even after dodging away. In short, my early runs in the dungeon consisted of using an AoE skill, trying to dodge away (and being hit in the process) and sometimes using the normal attack to chip away some of the enemies health, all while spamming the potion button.

Things did get better some time later, and now I'm speedrunning the dungeon trying to find a new Katar (still using the lvl 10 Runic Katars).

So yeah, the mid-game is kind of difficult and punishing without good gear, but still doable with a bit of dedication.


2- The classes (Bouncing around at the speed of sound~)


2a- The Fighter

With good skills and balanced weapons, the Fighter is in a good place overall, tough it would be nice if polearms got a bit more love. They're fine, but don't seem as good to use as a heavy weapon or a sword.

Also, the heavy weapons' charge attack seems to bit quite weak at the moment. With 37 STR I'm dishing out three hits of 25-35 on a dummy using a light weapon, while a heavy weapon charged attack is only one hit of 40-45.  Also, due to the fact that there is a wind-up animation before the damage is dealt, it feels pretty underwhelming to use it at the moment.

2b- The Mystic

The glass cannon. In my opinion, the Mystic seems to be the strongest class right now. 

Their spells are quite versatile, enabling them to do quite some damage to one enemy (Flux Bolt) or several (Cross + Fluxspear combo). By buffing themselves their total damage can easily reach the hundred mark, and Manaflow enables them to keep their mana high without the need of spamming MP items.

2c- The Bandit

My favorite class and the one that I've played the most in the demo, zipping around enemies without a care in the world.

Being able to switch between melee and ranged on the fly makes it very enjoyable to play with, even if it seems a bit weaker than the other two in regard to skills.

The movement upgrade is really nice, as the triple and long jumps feels really good to use, but unfortunately I wasn't really happy with the wall kicks. I've always LOVED games with wall kicks, so being stuck in the jumping animation until the end of the jump feels a bit odd to me. As a suggestion, maybe enabling the character to dash after a wall jump or using double/triple jumps after a non-boosted jump would make it smoother and more enjoyable to use.


3- The vanity/character post-editing system (Striving for that perfect look!
)

First of all, THANK YOU for adding this to the game! Being able to change how our equipment look is a nice touch that I love in games, but also enabling us to edit our character AFTER the character editing screen?  Absolutely wonderful!

Even so, there are some points that I think that could make the vanity (equipment) system even better:

-> The currency is a bit too expensive to play around with. It does get easier to deal with the costs in the demo's endgame, but still feels a bit too high. So maybe lowering it a bit would be a good idea, at least in my opinion.

-> A separate vanity inventory. Having to use an Illusion Stone every time that I change my equipment seems a bit excessive, so here is what I suggest: every time you use an Illusion Stone on an item, the said item gets sent to a separate inventory, where it can be applied to your equipment whenever you wish, without any cost. This would allow the player to experiment, mix and match visuals without needing to buy a stone every time they swap their equipment or want to change how they look. In this case, there wouldn't be a need to lower the Illusion Stone cost.


4- Lord Kaluuz (The big baddy)

Just some thoughts about the dungeon's boss, mostly the 12-18 version:

->The AoE attacks: I think their hitboxes are a bit too large and lingering to fully dodge or block, so even with a good dodge or block you get damaged, at least most of the time.

->The triple orb spam: it gets quite annoying when Lord Kaluuz gets stuck in a loop of using this attack, making it a nightmare to deal as a melee character.

Also, the minion summoning isn't an issue if you're geared and have good AoEs at your disposal, but if you aren't able to burst them down quickly... then it becomes quite a problem.


5- Some final suggestions for the future (Because why not?)

I know that these may warrant more development time, but I wanted to toss some suggestions anyway!

-> Unlockable options for character creation/editing: I know that this could result in a bit more work, but maybe some more hairstyles or patterns after specific quests would be a nice addition to the final game. They could be one-time quests that unlock more options for the race that you're currently using, or a generic unlock for all races.

->More emotes: This is just a personal thing that I enjoy a lot in multiplayer games, so maybe some specific race emotes like /wave, /laugh, /sleep, /yes or /no, etc.

->Better underwater handling: I don't know if you're planning to implement an underwater biome/dungeon in the future, but if that's the case, could you lower the "stroke" (pressing jump while underwater) cooldown a bit? Currently the underwater movement doesn't feel really good, so maybe this could alleviate that.

->More NPCs: I really love your NPC designs, so if you're planning to add more cities/hubs in the future (like a desert Kubold city or a Poon forest village), please add some random NPCs that walk around and chat a bit with the player!

->More hotbars: Taking in consideration that maybe we'll have class upgrades in the future (because of the third slot in the skill book), maybe adding more hotbars would be a good idea. Maybe something akin to Final Fantasy XIV, where you're able to use skills with 1-2-3-4-5, but also with CTRL+1234 or ALT+1234?


And that's my feedback on the current demo! I'm really sorry about the wall of text, but I've tried to put all the points that I've deemed worthy of mentioning on this topic!

I'm really thankful for all your hard work in this game, and absolutely looking forward to its future!

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Yep, one of the first comments I saw when I started looking this up was talking about how the folders were changed regarding the previous versions. I'm placing my custom images on "AppData\Local\VotV\Assets\(NameoftheItem)", but still no luck...
I'm also paying attention to put images in the correct location when it comes to paintings (Vertical, Horizontal, Square or Table), but without any success.
I have absolutely no idea as of why this is happening, so maybe it will be fixed in the next update...

Sorry if this was asked before already, but are custom posters/pictures/rugs broken right now? I've followed a tutorial and looked up some posts on the internet, but still no dice.

I dumped the images on the correct folder, converted to PNG, changed their dimensions/name and even fiddled with their Bit Depth, but nothing seems to work.

Are these bugged on this version or am I doing something really wrong? Whenever I interact with the item (Use), I only hear the interaction sound, but the image doesn't change...

Oh, so THAT'S how it works, then!

Thanks a lot for the reply, gonna start upgrading those ASAP!

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Hello! New player here!

After watching a lot of Joel's (Vargskelethor) VotV streams, I finally decided to try this gem myself. Loving it so far!

Anyways, sorry if this is a basic question (maybe I'm blind), but how do you upgrade the "Detector_Status" speed? Is it Detector Sensitivity, Quality or Frequency? My download speed is great so far (Download_Speed was self-explanatory), but the Detector_Status is always taking too long to finish (and screwing up my daily deliveries)... I haven't found any detailed explanations about the upgrades anywhere, so I've decided to give it a shot here.

Thanks in advance!