The Void Project Patch v1.7
Updated Game Engine to Godot 4.5 and with it added some performance fixes.
Fight through relentless demon hordes in a fast-paced and retro-inspired arena shooter, where mastering speed, strategy, and precision will push you to the top of the leaderboard.
| App ID | 2681270 |
|---|---|
| App type | Game |
| Developer | Silver Demon Studios |
| Publisher | Silver Demon Studios |
| Homepage | https://www.thesilverdemons.com |
| Release date | 2024-10-31 12:00 UTC |
| Release state | released |
| Content descriptors | Frequent Violence or Gore, General Mature Content |
| Localized names | german Das Projekt Leere spanish El Proyecto Void brazilian O Projeto Void schinese 虚空项目 russian Пустота Проект |
| Store page | store.steampowered.com/app/2681270 |
| Last store refresh | 6 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | Game.exe | windows | Windows Version of The Void Project | |
| 1 | Game.x86_64 | linux | Linux Version of The Void Project |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
Loading regional prices…
| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 22:02 UTC | $4.99 | $4.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 20647890 | 2025-11-04 06:56 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 228990 | windows | from app 228980 · shared install | ||||
| 2681273 | windows | 181.15 MB | 82.89 MB | 162701045370978335 | ||
| 2681274 | linux | 181.40 MB | 91.96 MB | 5852645497182533433 |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 20647890 | public | 2025-11-04 06:56 UTC | 6 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 22:01 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
Updated Game Engine to Godot 4.5 and with it added some performance fixes.
Improved User Interface: Removed redundant buttons on the computer screen for a cleaner and more streamlined experience. Applied various UI fixes in the settings screen to enhance usability. Enhanced visual feedback for button interactions to improve player experience. Save System Enhancements: Changed the save file location to better align with our upcoming game release. Updated save file format from INI Config to JSON for improved compatibility and performance. Security and Cloud Integration: Removed offline score storage to mitigate cheating risks. Fixed an issue where Steam Cloud was not p
whats fixed - Hellhound shrinking bug - stairs now disappear after u grab the tape in Dying Breath mode - skulls sanity recharge nerfed to balance the game design - glitch screen effect bugs out if sanity is low, making it forever stuck there known issues: - achievements are still bugged Additions: - Game Files have been encrypted with the key to prevent cheaters from decompiling the game.
Hello, everyone! Welcome to another development update. Over the past few weeks, we've been working diligently to bring you this exciting update. We've received plenty of feedback asking for more content, and we’re thrilled to deliver a free update for both the Main Game and the Demo (note: the demo includes revamped level design and UI improvements). New Game Modes Tutorial Mode: Accessible anytime now. Endless Mode: Test your skills in an infinite challenge. Dying Breath: A thrilling new mode to explore. New Enemy Spinner: A fresh challenge to overcome. Lore Drop Monsterpedia (In Game Wiki f
We're having a Next Big Update after the release, we hear you.. content was way too short, a mistake on our part.. Just wait a big more :-) Big Revamp from the old title you know.. u can call it TVP 2.0 but lets not go that far right now. - Now you are not limited to only playing One Game Mode. - Terminal finally have a use-case - Lore drop!!?? - few more stuff under the wraps for now ETA: 19th Dec. 2024 // that's it folks
What's Changed: Fixed Urdu Localization in Win Screen. Fixed slyme death causing delay. Fixed Leaderboard Urdu layout in win screen. Fixed hellhound shooting while dying or teleporting. Fixed enemies not dying in tutorial.
some more achievement fixes
- Fixed high score text always visible on win screen regardless of the score - Fixed some achievements not working
New Additions Added “Who Killed Player” info on the Death Screen. Introduced a Leaderboard Screen on the Win Screen. Changes Revamped UI for both Death and Win Screens. Modified Damage Popups to appear only after enemy death (can be toggled in settings). Re added achievements and some of them have changed to make it more challenging Bug Fixes Fixed issue with Skull spawn timer counting down multiple times before spawning. Fixed multiple counting for Skull kills. Adjusted button placements in the menu. Cached Hellhound for reduced stuttering. Resolved issue with achievements auto-unlocking.
Hey everyone, It's been a long time since the development of TVP. we are finally here at the RELEASE DAY. TVP has finally been released but it's not the end of the road. Let's begin with the devlog... Demo Update We're with the game, constantly updating it with the base Game. Our main goal is to keep the demo fresh with the game so it doesnt feel outdated at all. Enemies would remain the same with 3, But the main release will be having more enemies in the future, with the addition of a Final Boss. Future Roadmap https://media.discordapp.net/attachments/1136763835680833627/1301493460750303333/F
Hey everyone, it’s been quite a while since the last devlog. But this is not the devlog tho, it's more of an announcement post about Steam Next Fest! Starting Oct. 14th, at 10 AM PDT / 10 PM PKT What's New ✨ 🎉 The entire UI/UX has been revamped and completely changed from the previous demo version! 🎨 We've added a new option called "Customizer" in the menu, allowing you to create your own unique art style for the game. 🔧 A lot more accessibility features have been included in the settings, which you can toggle on/off to completely change the game's look! 📖 A tutorial scene has been added,
Hey everyone, it’s been quite a while since the last devlog. Before we begin, let me thank you all for supporting us. We have almost 500 wishlists right now. I know it's not much, but we are grateful that 500 individuals think our game is worth checking out.
Hey everyone, it's going to be a short one.. some stuff about demo, tips and tricks Demo vs Final Build There will be some major changes to the final build like New Enemies, New Maps, Ability to change game's whole art style, UI Changes, Mechanics and alot of new stuff. We'll be updating demo with the final build of main game too.. like less stuff but up to date with the main game. to give everyone a chance to try before purchasing and supporting.. Tips and Tricks We've added 4 sign boards for tips in the game so there's that.. for beating the timer fast? yea i dont think there is.. try to bea
Hey everyone, it’s been a while since our first devlog. I’ve been busy with real-life stuff, but now we’re back with Devlog #2! In this update, I’ll share our progress, game updates, and the main goal of the game. Also, get ready for the third devlog, which will come out with the demo. Let’s dive straight in! Wave System and the Game's Objective We're adding a twist to arena shooters! Typically, these games have endless waves of enemies until you die. While our game is also an arena shooter, it’s not endless. Instead, you’ll face only 5 waves of enemies (3 in the demo). You start in an arena l
Welcome to Devlog #1, well the second devlog to be exact.. this devlog will be more focused on how we achieved this pixelated dual-tone art style for our game. Note: this shader was not entirely ours as we vastly expanded upon a similar in nature shader with CC0 License. Here's a breakdown for the shader.. Understanding the Foundations At its core, achieving that retro look comes down to three key elements: Pixelation: We deliberately reduce the resolution to make the image blocky. Think of the iconic chunky pixels of early game characters! Color Banding: The smooth gradients that we take for
Full appinfo as delivered by Steam PICS, changenumber 36228857. Also at /api/app/2681270/raw.
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