Journey to the Void

Journey to the Void 1.0.1

Version
1.0.1
Version Date
Feb. 6, 2026
Links

Patch Notes

Changelog 1.0.1

Hi! 

[p][/p][p]First of all, thank you for your incredible support on the launch of Journey to the Void![/p][p][/p][p]Your constant engagement and feedback help us improve the game and fix aspects that slipped through our tests before release. I wanted to take a few words to cover what you’ll find in this update, and at the end, I’ll speak about what we are working on and what to expect from future patches.[/p][p]We wanted to focus on playability first, so we concentrated all our efforts on removing bugs and improving the player experience.[/p][p][/p]

CHANGES

[p][/p]
“Foulshapes” waves now don’t appear in Villager runs
[p]We decided, for the moment, to remove the “Foulshape” waves when you start your run with a Villager deck, in order to avoid a hard obstacle that only the most skilled players could overcome.[/p][p][/p]
“Reload” is now explained.
[p]We heard your feedback and added the description of the Reload effect whenever it is mentioned in the game, so that you could decide which card to pick even if you’ve never seen that card before.[/p][p][/p]
Map 1 bosses are no longer Immune to Maluses.
[p]This is just a first step in the direction we want to go, but we felt it necessary to remove this Ability from Map 1 bosses, since their encounter is the first real challenge the player faces, and we didn’t want to remove agency from players. We want to do much more to balance these and the Map 2 boss fights, but you’ll have to wait for the next patch for that![/p][p][/p]
The Flamefox is no longer immune to Burning.
[p]While we liked the Ability from a lore standpoint, the fact that both Fiery Wisps and Flamefoxes were immune to the Burning malus left the Fire Prodigy deck in a tough position. Our next patch will focus on balancing, and all Status cards will be discussed. For now, we wanted to give players another tool to face the Fire Region.[/p][p][/p]
Increased Shrine Probability
[p]We noticed that the Shrine events were appearing less than we hoped, so we increased the probability they spawn in your runs. Since there is an achievement tied to them, we didn’t want players to be forced to play several runs just to encounter one of them.[/p][p][/p]
Steam Cloud Cross Compatibility
[p]From this version onward, your saves will be compatible across Mac and Windows, letting you enjoy your game and switch easily between them.[/p]

Reduced Lighting Effects
[p]We chose to reduce some special effects, especially in the endgame, to ensure that photosensitive people would not have any problems playing the game.[/p]

Changed the Exhaust Icon
[p]While the icons for Exhaust and Weakened were, in fact, different, we felt that it didn’t really show in-game, so we decided to change the Exhaust icon to something very different to better distinguish the two.[/p][p]
[/p]

BUGFIXES


Disappearing Tentacle
[p]We removed a bug that made the Giant Tentacle from the final boss fight disappear. The tentacle was still there, but the graphics disappeared.[/p][p][/p]
Tentacle Goes Away and the boss Never Attacks.
[p]We removed a bug that made it so that once the Giant Tentacle made a strange attack where it slammed and immediately disappeared, the final boss stopped attacking (essentially soft-locking the players).[/p]

Final Boss goes to 0HP but doesn’t die
[p]We removed a bug where the final boss didn’t die when going at exactly 0HP. It was already difficult enough to bring it to 0HP, we didn’t want the fight to be unbeatable![/p]

Affinity Level 10 not in Play
[p]We fixed a bug where, when you obtained the max of Affinity for a region, the level didn’t change from 9 to 10 until you went back to the main menu and back again in-game.[/p]

Cards Now can go over 99
[p]We fixed a visual bug that prevented cards from displaying numbers higher than 99 in deckbuilding or card reward selection. The cards worked fine, but were shown incorrectly, so we fixed them.[/p]

Water Shrine Event Error
[p]We fixed the first event in the Water Shrine sequence. It now works as intended.[/p]

Discard Stat now counts Cards Discarded with Right-click.
[p]We fixed a bug where cards discarded with the right-click shortcut (and not by being dragged to the corner) didn’t count towards the “Discarded Cards” stat.[/p]

“Friend of Merchants” Achievement now works
[p]We fixed the “Friend of Merchants” achievement, and it should now work correctly. If you obtained the requisites to unlock it, it will be unlocked the next time you log in to your game.[/p]

Spanish Localization and Typo
[p]We fixed a mistranslated term in Spanish and a typo in the English description of the Burning Malus.[/p][p]
[/p]

THE FUTURE

[p][/p][p]I wanted to say a few words about where Journey to the Void is headed by explaining our next steps and what we will focus on next:[/p]


The Near Future:

[p][/p]
Balancing
[p]We want to focus on improving the player experience by balancing the game more effectively now that we have data from many players. Our main goal will be:[/p]
  • [p]Improving the effectiveness of Status cards (the ones you unlock in Prodigy decks)[/p]
  • [p]Balancing all the boss fights (Map1, Map2 and final boss)[/p]
[p][/p]
Keep Bugfixing
[p]The fight is never over, and while we solved the most important bugs, as long as the game is alive, we’ll keep finding and (hopefully) fixing them![/p][p]
[/p]

What‘s Next:

[p][/p]
New Content
[p]We are currently working on an “Endless Roguelike” mode for when you complete the main story of the game. We want it to be as good as possible, so we’re taking our time to prepare it. We’ll share more about it when we’re ready. We are also evaluating the best way to introduce new content (cards, items, traits, enemies, etc.).[/p][p][/p]
Quality of Life
[p]While expert players have no trouble playing our game, we want to make it accessible to all players. This means increasing readability of the board and cards, explaining obscure concepts, and more.[/p]


Good Journey!