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Be Scared Quietly: Voidwood Turns Proximity Chat Into a Survival Liability

  • Writer: Antal Bokor
    Antal Bokor
  • 12 hours ago
  • 3 min read
Screenshot: Voidwood
Screenshot: Voidwood

PAX West is happening right now, and while we’re not on the show floor, we got a chance to get a sneak peek of Voidwood, a co-op survival horror game from Santa Barbara Games. Voidwood doesn’t go the same route that a lot of horror games go – with over-the-top gore and disturbing imagery. While it looks (to me) like a stylized version of Stranger Things (sorry) the developers were actually inspired by the film Midsommar by Ari Aster


While the playthrough we saw happened over a single day/night cycle–the whole presentation took about 12 minutes–the typical gameplay loop takes place over a series of days and nights. During the presentation the developer explained the typical gameplay loop as “day is for scavenging and crafting. Night is for surviving.”


The Steam store page elaborates on this: “By day, you scavenge an inviting, cursed forest. By night, you survive the hunt. Push your luck, go deeper, and speak carefully. The forest is listening.” 


Screenshot: Voidwood
Screenshot: Voidwood

While proximity chat is a hot commodity for co-op games right now–especially horror games–it looks like Voidwood is using it as more than just a gimmick. In fact, using voice can be a liability–with “voice as a liability” being one of the game’s main hooks. 


Think about it: Most co-op horror is about coordinating through communication. That communication is a liability in Voidwood. Players have to be careful when they speak to each other at night to avoid being killed by the roving monsters. 


Despite that being explicitly stated, it seemed like the danger started right away for the players in our demonstration, with masked enemies attacking the kids within a minute of starting. While they said voice is a liability, the group never seemed to stop talking. What I can gather: it’s fun to talk–probably because it is dangerous. And Brad did most of the talking. Sorry for calling you out, Brad.


Screenshot: Voidwood
Screenshot: Voidwood

The sound your character is making is indicated through sound transmission indicators that get larger based on how much sound you’re making. It’s not just for voice, as sound indicators appeared to show when the players were walking as well. Despite this, the team I watched were able to coordinate fending off attackers and looting mats.


The daytime consisted of gathering materials like fireflies, mushrooms and other materials to craft bandages, beast repellent and revive potions. Night, it turns out, isn’t just about survival. During the night the eponymous Voidwood seems to become lootable, with 12 pieces of Voidwood needed to complete the ritual and end the level in the demo scenario I watched.


Screenshot: Voidwood
Screenshot: Voidwood

The one thing from the playthrough that really stood out was that voice made a lot of difference. At one point when the kids were being swamped by monsters, someone yelled “it’s because they can hear you!” 


“I’m sorry, I’m just scared!” was the reply


“Be scared quietly!” 


That should be the game’s tagline.


Screenshot: Voidwood
Screenshot: Voidwood

The truncated gameplay only took around 12 minutes, and I don't think they would have gotten through it without the massive amounts of support items the dev seemed to be hoarding. Not that I blame them, because I’m assuming the shortened form made everything more difficult – and definitely more hectic.


While the game’s Steam store page promises revelations of secrets about previous kids stuck in these woods, this playthrough didn't give many hints to what that will look like. But I’m definitely intrigued.


While I didn’t get a chance to actually put my hands on Voidwood, I can’t wait to. While I can only see Midsommar if I squint, I definitely like the direction the art style–and the game in general–is going. 


Voidwood is slated for release next year.


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