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Void Crew

Void Crew

Developed by
Hutlihut Games
Published by
Focus Entertainment

$24.99

Void Crew is a Chaotic, Co-op Roguelite game for 1 to 6 players: Outfit your spaceship and crew for thrilling quests, brave fierce enemies in Space Battles... and try not to panic!

Consensus
B72.2/100
Steam players86.3% positiveVery Positive8,474 reviews
Metacritic ↗80/100Users: 7.8/10
VG Insights estimate ↗≈254K copies · ≈$4.2M gross

What creators say

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Part 4 (Dec 2025) · #7 of 10 in that tierWatch the moment (2:36:05)

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Void Crew is a first-person spaceship management roguelike built around multiplayer, where each player fills a role such as pilot, gunner, engineer or spacewalker. Runs move sector to sector with varied missions, and progression comes entirely from upgrading the ship rather than the character. He had a great time with friends but found the single-player experience much weaker and more frustrating. Unclear information, janky clipping and underwhelming relics hold it back. He rates it a solid B with lots of potential, noting he would need more hours for an accurate rating.

Liked

  • Multiplayer is chaotic, funny and well designed, with friends causing comedic disasters like jumping to hyperspeed while crewmates stand
  • Distinct crew roles (pilot, gunner, engineer, spacewalker)
  • Missions feel different from each other (combat, exploration, defending ships) across varied biomes
  • Visually beautiful, with a cool look and feel
  • Nerve-wracking fix-everything-on-the-ship moments when under fire are fun
  • Purely cosmetic loot box customization with no microtransactions

Disliked

  • Information is unclear: port/starboard relic effects, hidden rules like energy cost not going below one, and stat displays that do not match module text
  • Help menu has many tabs and no search function
  • Some crew roles feel far less important than the game implies
  • Janky character clipping through walls
  • Relics are underwhelming and rare, giving only small stat tradeoffs
  • Single player is a drag with long, slow tasks, and runs cannot be quit midway because the game is built for multiplayer
  • Little ship customization early on

What players say

A first-person co-op roguelite for 1-6 players where a crew of pilots, gunners, engineers and scavengers runs a spaceship through procedurally chosen missions and space battles, with permanent character and ship-gear progression between voyages.

Void Crew is well regarded, especially as a chaotic-with-friends co-op game: Steam shows Very Positive (about 86% of roughly 8,500 reviews) and Metacritic has an 80 from four critics. Reviewers and players love the role-based teamwork and the tension of keeping a ship alive, but the recurring caveats are thin content and repetition after a few runs, a rough solo experience, and run-ending bugs. It left Early Access (launched Sept 2023) with its 1.0 on Nov 25, 2024, and came to PS5 and Xbox with crossplay in Sept 2025. Recent Steam sentiment reads noticeably weaker than lifetime sentiment, driven by complaints that updates added bugs and that the loop hasn't deepened enough; the developer is still actively supporting it, though some players ask whether the game is fading.

Players love

  • The four-role crew structure (Pilot, Gunner, Engineer, Scavenger) forces real simultaneous cooperation, with the pilot positioning the ship for gunner firing angles while engineers patch damage
  • Emergent chaos and comedy when a crew of friends panics, argues over ship setup or sabotages each other, which Steam reviewers say is the game's main draw
  • Tension and difficulty at higher levels that make coordinated crews feel rewarded when they pull off a boss kill or narrow escape
  • Ship and module customization, including picking hardware and tactics before a voyage, which players like if they enjoy loadout planning more than pure shooting
  • Ongoing developer support and expansion, which players contrast favourably with publishers that abandon multiplayer titles
  • Feels like the first polished, popular take on the multi-crew-ship niche, though some reviewers fault the submarine-like flight and inconsistent ship-interior visuals
  • Works with 1-6 players and with random matchmaking, so it is playable beyond a fixed friend group

Common complaints

  • Content depth is thin: several Steam reviewers say they saw nearly everything (enemy types, bosses, mission/base layouts) within 5-8 hours and call it demo-like for the price
  • Run-ending bugs in longer runs, such as objectives spawning inside asteroids, astral map interaction breaking after events like Interdiction, and seat/interaction failures that force rejoining
  • Multiplayer desync and crash issues in long sessions (over an hour or past about 10 jumps), including players who crash but linger in the lobby and freeze it
  • Some players say it runs worse now than it did a year ago, i.e. updates introduced regressions
  • Solo play is punishing and widely described as not designed for it, which one critic said undercuts the game's identity
  • Flight feels slow, submarine-like and fails to convey zero-gravity (called out by Try Hard Guides and in other coverage)
  • Always-online requirement even in solo, multiple EULA prompts and opt-out analytics drew complaints from some Steam reviewers
  • Enemy variety and gunplay feel samey; level-up perks such as small fire-rate boosts do not feel like new content
  • Generative-AI voice acting and content (added or disclosed after launch) drew complaints from some reviewers, including one who felt misled after the refund window
  • Small active player base: recent reviewers say public lobbies are scarce and mostly private even with crossplay

Can feel tedious

  • Repetition: the same early-level content and enemy types loop over many runs, described as just the first few levels repeated
  • Long runs that can end abruptly to a bug, making the time investment feel wasted
  • Slow XP progression that leaves players on starter gear for a large share of their playtime
  • Piloting and basic point-and-click shooting feel shallow to some, especially in two-player crews
  • Low-value rare drops and boss loot that can only be used for one or two missions
  • Roguelite depth is shallow: few build-defining items or synergies and single-tree character progression, so runs feel alike

What's unique

  • Multi-crew spaceship management in first person with real seats and stations, often compared to FTL in 3D or a Firefly-style misfits-in-space fantasy
  • Players physically move around the ship to repair, man turrets and route power, rather than controlling a single pilot avatar
  • Spacewalk/EVA scavenging missions and boarding tasks happen alongside the ship combat
  • Roguelite structure built around 'voyages' where ship gear is found and lost per run while character careers level permanently
  • Often contrasted with Jump Space (more focused on flying the ship) and Wildgate; Void Crew leans harder on crew management and ship upkeep

Players want

  • Carry blueprints or unlocks across voyages; one 20-hour player found progression too slow for hardware variety and boss loot meaningless because runs end at the boss
  • Add more enemy, boss, weapon and mission/base variety so runs differ beyond the first few levels
  • Fix long-run stability: desync, seating/interaction loss, lobby freezes and stuck objectives
  • Give the Scavenger role a clearer, more engaging identity (criticized in reviews for being ill-defined)
  • Improve solo and small-crew balance or scaling, plus difficulty spikes seen on continued saves
  • More cosmetics, endless or post-boss endgame options and more ways to mess with friends

Summarised from Steam reviews and community discussion.

Steam tags

Co-opMultiplayerSpace SimAdventureSpaceRogue-liteOnline Co-OpPvEFirst-PersonAction

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