Voidsayer is 50% off in the Steam Summer Sale, June 25 to July 9.
Grab your copy and check out other great indie games on sale during the Summer Sale to add to your collection.
https://store.steampowered.com/app/2754370/
Steam news
Full Steam announcements and update articles for this title.
Voidsayer is 50% off in the Steam Summer Sale, June 25 to July 9.
Grab your copy and check out other great indie games on sale during the Summer Sale to add to your collection.
https://store.steampowered.com/app/2754370/Your saves now sync automatically across devices!
⚙️ Important: If you play on multiple devices, load your main save first to avoid overwriting progress.Prefer separate saves? Disable Steam Cloud for this game in your Steam settings.
All creature names have been unified under a "Latin-rooted + Lovecraftian aesthetic" style.
Found in the entity details panel—you can now give your tamed companions custom names!
Squashed bugs, optimized a few things, fixed typos.
The old sprite was created in the early stages of development, when creatures were intended to look very similar to real animals. The turtle’s excessive realism no longer matched the game’s current visual style, so the design has been reimagined to look more fantastical.
OLD
NEW
This was one of the very first sprites, made back when we were still exploring the game’s visual style. For a long time we kept it as a small piece of the game’s history, but eventually it felt too plain and out of place in the current design, so it has now been given a fresh new look.
OLD
NEW
"Distorted Specimens" – Rare, uniquely colored creatures with special stat bonuses! (Prepare for the hunt...)
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Voidsayer, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Voidsayer statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
FAQ
Browse related Steam game intelligence pages and categories.
Scroll storage now has 90 slots by default!
No upgrades required to unlock space — all slots are available immediately!
Collectors can now catch every entity in the game!
Since the old storage upgrade system no longer makes sense, here’s what you get now:
📦 Upgrade Level 1:
Increases starting "Luck's Wind" (a bit stronger than before)
💰 Upgrade Level 3:
+7% gold from all sources
🗝️ Upgrade Level 5:
Increases the chance of finding chests
Other upgrade levels remain unchanged.
Improved FPS performance, especially when the inventory is open.
Ethereal trait:
OLD: This entity's Defense is ignored. Always reduces Physical damage taken by 30%, but takes 20% more Magic damage
NEW: This entity's Defense is ignored. Always reduces Physical damage taken by 30%, but takes 15% more Magic damage
Necronomicon item:
OLD: When attacking a target with the “Fear” effect, ignores half of all defense and converts 5% of dealt damage into Energy.
NEW: When attacking a target with the “Fear” effect, ignores half of all defense and converts 5% of dealt damage into Energy. The “Ethereal” trait doesn’t increase incoming magic damage.
Defeat the final boss without losing a single entity!
Since English isn’t my first language, I sometimes have trouble finding the perfect names for entities. They sound okay to me, but based on feedback from native speakers, maybe they don’t always land as well as I thought. 😊
So I would love to ask for your help: If you think some entity names sound weird or don’t fit well — please leave a comment under this post. It would be amazing if you could suggest your own name ideas too!
Thank you so much for your support and for helping to make the game better ❤️
Hello everyone!
Today's update is the first step in the evolution of Voidsayer.
Voidsayer was always meant to be a modern interpretation of classic monster-taming games, carefully preserving the core of the genre and the familiar battle system. Of course, it was clear from the beginning that in 2025, a purely classic combat system would probably feel a bit "flat and simple", so I introduced some innovations: attributes, a status effect system, and passive abilities. Still, the goal was to stay within the genre’s boundaries.
Based on your feedback, though, it seems that the combat system could use a bit more depth. It’s very important for me to keep the heart and spirit of classic monster-taming games, but I also want to respect your desire for more strategy and build variety.
Starting with this update, I will gradually deepen both the combat and build systems until I find that perfect balance — where battles are exciting and tactical, but the game still feels like a true monster-taming experience.
⚙️ Important: Your current saves will continue to work. There's no need to start a new game. However, the changes are significant, so I would recommend either starting over or carefully reviewing your team and equipment.
Now, let’s move on to the list of changes (and there’s a lot)!
Entities no longer have types. Only abilities retain types now. This simplifies the system and removes unnecessary confusion.
Passive abilities have been completely removed from the game. They had too little impact on gameplay: most of them provided minor stat boosts or luck-based effects that were often not relevant. In most cases, they could simply be ignored.
Introducing "Traits" as a replacement for types and passive abilities. Traits are a new core system that combines the essence of both types and passives. Each trait provides a unique effect that genuinely changes playstyle, tactics, and interactions with enemies and equipment:
Ignores stat reduction from effects (Except Wild)
Immune to the Poison effect
Converts 20% of damage dealt into Energy if attacking a target with the Poison effect
Takes 25% more damage from Fire attacks
Takes 15% less damage from Water, Flora, Ground attacks
Immune to the Burn effect
15% chance to inflict Burn for 2 rounds when receiving Physical damage
Takes 20% more damage from Water, Medium attacks
Takes 25% less damage from Fire, Flora attacks
Immune to the Desire to Surrender effect
Physical and Magic Defense +20 when Energy < 30%
Immune to Shock, Daze
Takes 30% more damage from Water, Flora, Medium attacks
Takes 25% less damage from Normal, Fire, Ground, Electricity attacks
-25% damage taken from critical hits
Takes 25% more damage from Electricity attacks
Takes 20% less damage from Water, Fire attacks
+10 Resistance for each active temporary effect
Immune to the Shock effect
5% chance to inflict Shock for 1 round when receiving Physical damage
Takes 20% more damage from Ground attacks
Takes 20% less damage from Electricity attacks
Inflicts Extraction for 1 round if End of Round Energy < 25%
Converts 10% of damage dealt into Energy when attacking a target with higher Energy reserve
(Does not work if the target has the trait Undead Eye or Ethereal)
Immune to effects Poison, Fear, Madness
15% chance per fallen ally to deal 25% more damage
Takes 25% more damage from Fire, Medium attacks
Takes 20% less damage from Ghost, Djinn attacks
30% chance to inflict Anger for 2 rounds if the opponent applies an effect to themselves after attacking
If any gem is equipped, Physical and Magic defense +5,
otherwise ignores all stat changes from any equipment
Inflicts Mirage for 1 round if it receives a critical attack
Immune to effect Mirage
Deals 15% more damage with attacks of type Djinn if no weapon is equipped
Takes 20% more damage from Medium attacks
Takes 15% less damage from Ghost, Djinn attacks
This entity's Defense is ignored
Always reduces Physical damage taken by 30%, but takes 20% more Magic damage
Inflicts Anger for 1 round if End of Round Energy < 20%
(Doesn't work if any weapon is equipped)
Deals 15% more damage to the target if its total Physical and Magical defense is lower than this entity's
Physical and Magic Attack +15% when Energy is >75%
Immune to the effect Madness
Takes 20% more damage from Djinn attacks
Takes 20% less damage from Ghost, Medium attacks
Non-critical attacks deal 15% more damage if this is the last undefeated entity in the team
Deals 10% more damage to the target if faster than them
Receives 20% more damage from attacks of type Ghost
Inflicts Defensive Stance for 2 rounds if dodged
Deals 15% more damage to targets with lower Resistance
Deals 15% more damage to targets with the trait Plant, restores 5% of max Energy when finishing them with an attack
Takes 20% more damage from Fire attacks
Takes 15% less damage from Ghost, Djinn, Medium attacks
Applies Crystal Skin for 1 round if at the end of the round the total of Physical and Magic attack is less than the opponent's
Takes 15% less damage from enemies that share at least one trait
The concept of effective and ineffective attacks has been completely removed from the game. In the new system, this mechanic no longer makes sense since the classic type advantage no longer exists.
The UI no longer highlights effective or ineffective attacks because the concept of “attack effectiveness” is no longer relevant.
Enemies will no longer swap their entities just because they believe their current choice is "weak by type" while having a "better option" in reserve. There are no universal advantages anymore — battles now depend entirely on selecting the right tactics against the enemy's traits.
All entities have been given new sets of traits, and their stats have been reworked. These changes affect every entity, so I won’t list them all individually here.
Most equipment has been significantly reworked:
👑 Sharp Leaf Crown Critical attack chance +6 Unable to apply Desire to Surrender effect Critical attacks deal bonus damage equal to 5% of the target's maximum Energy
❤️🔥 Volcano Heart Grants the trait Burning Enemy takes 50% more damage from the Burn effect
💚 Emerald Grants the trait Plant Resistance +15 Physical and Magic defense is increased by one-third of the base Resistance
💎 Diamond Grants the trait Rock Physical defense +8 Unable to apply the Vulnerability effect
📖 Necronomicon When attacking a target with the Fear effect, ignores half of all defense Converts 5% of dealt damage into Energy
👁️ Prophet's Eye Accuracy +8 Unable to apply the Mirage effect
⚫ Magnetite Grants the trait Absorption Magic defense and Resistance +5
⚔️ Training Sword Physical attack +4% Normal type abilities deal 8% more damage
🛡️ Training Shield Physical and Magic Defense +5 Receives 20% less damage from Normal type abilities
🦚 Harpy Feather Speed +2, Evasion +3 Ignores Speed and Evasion reduction from effects and equipment
👊 Brass knuckles Critical attack power +0.2 3% chance to inflict Daze for 1 round when dealing physical damage
🥋 Ninja Belt Ignores half of the opponent's Accuracy Dodge +4
⚜️ Paladin's Chestplate Physical and Magic defense +7 Ignores defense reduction from effects Reduces incoming damage by 15% from Djinn, Ghost attacks
🏰 Tower Shield Physical and Magic defense +15 Evasion, Speed -3
🗡️ Excalibur Physical and Magical Attack +10% Deals 15% more damage to targets with the Undead trait 10% chance to apply Blindness for 2 rounds when dealing both Physical and Magical damage with one attack
⚔️ Broken Sword Physical and Magic attack +10%, Evasion and Speed -2 (Evasion and Speed are not reduced if the bearer has the Berserker trait)
☥ Ankh Amulet Resistance, Physical and Magical Defense +5 Bonus doubles if the wearer has the Undead or Djinn trait
🗡️ Jack's Katana Physical and Magic attack +4% Critical attack chance +5 Critical attack power +0.1
🔍 Magnifying Glass Accuracy +10 Critical Chance +5 Speed -2
👟 Tabi Grants the trait Parry Evasion +3
💨 Smoke bomb Evasion +6 3% chance to inflict Mirage for 1 turn when dealing Magic damage
🧙♀️ Elder Wand Magic attack +5% Converts 5% of Magic damage dealt into Energy
🐉 Haku Horn Evasion +4 Influence of Character and Genetics on Evasion +50%
🛡️ Steel plate 30% chance to apply Fortress for 1 round when taking Physical damage (Chance increases to 40% if the bearer has trait Rock)
🌋 Magma Stone 25% (100% if crit) chance to inflict Burn for 2 rounds when dealing Physical damage
🟢 Jade Physical and Magic attack +10% "Fatigue" after the first skill use
☯️ Amulet of Harmony +13% to the damage type with the lowest base value Ignores "Fatigue"
🌌 Space Scarf Aspects cannot be disabled Enhances certain aspects
🏏 Whip Grants the trait Dominant
⛏️ Pickaxe 20% chance to apply Vulnerability for 1 round when dealing Physical damage Deals 15% more damage to targets with the Rock trait
🔮 Crystal Ball +10% damage to abilities of type Medium The bonus increases to 15% if the bearer does not have the trait Inner Peace
🧤 Leather gloves Physical and Magic defense +4 Critical hit chance and Accuracy +3 if any weapon is equipped in another slot
🥊 Titan Glove Physical and Magic defense +4 Physical and Magic attack +3% The bonus is doubled if any gem is equipped in another slot
🍀 Lucky Coin Resistance, Critical Chance, Accuracy and Evasion +2 (+3 if you have more than 300 coins)
👻 Ectoplasm 10% chance to apply Extraction for 1 round when taking damage Deals 15% more damage to targets with the Ethereal trait
🍀 Felix Felicis Accuracy -8 Critical hit chance +5 Doesn't get critical hits
🐺 Fenrir Fur Grants the trait Beast Ignores a third of the opponent's Physical and Magic defense
⚙️ Steel Ball On miss, applies Anger for 1 round Restores 8% of maximum Energy
😈 Mask of Madness Grants the trait Berserker Critical attack chance +4 Restores 4% of the maximum Energy pool on a crit
🧪 T-Virus Deals 15% more damage to targets with lower Resistance than this entity
😨 Rune of Worry Immune to the Fear effect Deals 15% more damage to targets affected by Fear
⚱️ Ashes Grants the traits Undead, Avenger
👽 Foil hat Grants the trait Inner Peace Magic Defense +5
Steel Plate now drops from Golden Chests (previously dropped from Mimics).
Smoke Bomb now drops from Mimics (previously dropped from Golden Chests).
Motivation: The Steel Plate is required for certain evolutions, and getting it from Mimics was too difficult and unreliable.
(These changes only affect events whose alternative outcomes previously depended on types or passive abilities)
To intimidate the robber, you now need an entity with the Berserk or Dominant trait.
In the Magic Trap event, the alternative outcome has been completely removed (but the event itself now deals slightly less damage).
In the Road to Nowhere event, the alternative outcome now requires an entity with the Illusionist trait.
In the Storm event, the alternative outcome now requires an entity with the Charged trait.
In the Thorn Vine event, the fire-based alternative outcome has been removed. For the flora-based outcome, you now need an entity with the Plant trait.
In the Berry Bush event, the alternative outcome now requires an entity with the Absorption trait.
In the Bastet event, the alternative outcome now requires an entity with the Beast trait.
In the Box event, the alternative outcome now requires an entity with the Stone trait.
In the Blackleaf event, the alternative outcome has been completely removed.
In the Nightmare event, the alternative outcome now requires an entity with the Inner Peace trait.
In the Clentaminato event, the alternative outcome now requires an entity with the Burning trait.
In the Bone Hand event, the alternative outcome now requires an entity with the Berserk trait.
In the Dark Thought event, the alternative outcome now requires an entity with the Will to Live trait and a 50% chance of success.
All capture scrolls are now twice as effective. However, you can now use only one scroll per battle.
Overall, the system remains balanced, but now maximum capture chances require just one turn instead of two.
Scroll prices have doubled, and the chance to find scrolls has been halved.
Since scrolls are twice as effective, their average availability remains about the same.
The debuff applied to wild entities after using a scroll has been slightly strengthened, making captures less resource-intensive.
Starting entities now begin at Level 5 (previously Level 4).
Assembling a team is now easier in the early game thanks to the new capture system.
Players now receive more effective scrolls at the beginning.
(Technically, the number of starting scrolls is still 4, but they are now twice as effective.)
Thanks to the new trait system, starting entities are slightly stronger in the early game, but due to reduced stat growth, their late-game power remains balanced.
Early game equipment is now slightly more effective.
Players now receive slightly more gold for completing the first levels.
Entities controlled by trainers now choose attacks more intelligently.
Trainers more frequently have entities equipped with two items.
Bosses are now significantly stronger, especially in later stages:
their equipment and teams have been notably enhanced.
Some levels after the second boss have been made more challenging.
Several endgame levels have become significantly harder.
The fourth Abyssal Constraint has been strengthened: it now reduces 15% of maximum health (previously 10%).
Game now automatically mutes when minimized.
Adjusted names for certain entities.
Fixed map events that revealed unexplored areas breaking the game.
Corrected various translation errors.
Soul Extractors and Gene Modifiers are no longer removed after a run.
Battle interface now displays the type of selected attack.
Removed 2 stages on the path to Boss 4 (streamlined pacing; remaining stages are harder with redistributed rewards).
Fixed visual issues for several entities.
"Unicorn -> Earthshaker" evolution now requires Equipment "Fenrir Fur"
Updated skill sets for certain entities (e.g., removed redundant defense skills from transparent entities).
Tweaked appearance rates for "neutral" random events.
Entities now clear their fatigue when replaced.
Innate Talent System
With a very rare chance, entities can spawn with the "Innate Talent" trait, which allows their stats to grow faster than others of the same species.
Ability Purchase System
Currently in development: either players will be able to swap specific abilities for their variants, or each entity will have the option to switch between two attack sets, effectively creating a battle style switch.
Ability to Rename Entities
Effect and Ability Remaster
Aspect System Remaster
Especially moving all "skip turn" effects into dedicated aspects to ensure their activation chances become "clean" and more predictable.
Soul Storage Expansion
Increasing minimum capacity to 12 slots, possibly tripling its current size.
More Achievements, especially challenging and unique ones.
New Evolution Animation
Remaster of Some Outdated or Odd Sound Effects
Advanced Difficulty Settings
This will not be a simple easy/hard toggle but a modular checkbox system allowing players to enable or disable specific gameplay features:
empowered bosses
simplified early game
permadeath mode
and more.
Version 1.1.0 - Major Changes:
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- Removed pausing when game is minimized
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- Fixed spawn rates for certain entities to match intended values
- Corrected onyx classification (now properly recognized as gemstone)
- Fixed some localization errors in UI texts
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- Complete blessings system rebalance
- Slight buffs to certain equipment items
- Increased chance of positive outcome for "Rumors" event
- "Look Around" action now yields 50% less gold on completed levels
- Improved item drop rates from random events in late game (the further you progress, the higher chance for rare items)
- Boss equipment adjusted to passive ability rebalance (see below)
- Complete rework of passive ability "Outcast" => Takes 20% less damage from enemies that share at least one type
- Complete rework of passive ability "Merge" (now called "Drain") => 7% of damage dealt is converted into Energy if attacking a target with higher Energy than the attacker
- Complete rework of passive ability "Envy" (now called "Greed") => 30% chance to inflict "Anger" for 2 turns if opponent applies self-buff after attacking. If any gem is equipped: Physical and Magic defense +5, otherwise ignores all stat changes from equipment