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Kinetic Void is a Science Fiction Space Sandbox for PC and MAC, which focuses on procedural content, and detailed customization.
Kinetic Void is a Science Fiction Space Sandbox for PC and MAC, which focuses on procedural content, and detailed customization.
2,517 backers pledged $66,528 to help bring this project to life.

Recent updates


Updates Spring of 2014!


D10 was released on March 13th, 2014 and included:

  • New Stations
  • New weapon types and set up
  • Ammunition
  • Major map changes and being able to warp through the map better.
  • Sectors in conflict are more likely to spawn factions involved in the conflict
  • Buy/sell prices at trade stations are affected by player standings with factions

D11 was released April 14th, 2014 and includes:


Main Menu  

  • Starter ship: In new Career Mode galaxy, the player gets a list of pre-built ships to start with instead of a random set of parts. Starter ships are determined by which ship files are present within SaveFiles/Starter. Ships in this folder are loaded on first run, but are never saved over.


  • 8 new hardpoint/weapon mounts added. These are animated and require an activation time when engaging an enemy. They deactivate on their own after a certain amount of time without a target. 
  •  25 new weapons have been added as subsystems for new hardpoint system. Each weapon has unique stats and behaviour. This is an ongoing effort and will be updated as development continues for gameplay/balance. 
  •  Anti Missile System (AMS) Subsystem - Attaches to hardpoint/weapon mount, tracks and destroys incoming missiles. Cannot be manually controlled or assigned to weapon groups.

Sector Display:

  • UPPER LEFT: In sector, added a Selected Object Information Panel with the following info: Distance,  Selected Object’s: Name,  Icon,  Classification,  Faction,  Faction Hostility towards player, &  Image of Object
  • UPPER RIGHT: Target Lock Indicator(s) with the following info:Distance, Faction Hostility towards player, Health Bar, Shield Bar, Weapon Groups Assigned, Tooltip text is available on hover.
  • Locking onto targets now has a delay based on Sensor Speed. “Acquiring Target Lock” displays until lock is complete, and the blue selection bracket will fade over to the red locked bracket.
  • Selected Locked Target now has an animation to indicate which target is selected.  
  • Maximum lock targets is now based off the Sensor stats.  
  • Warp Gate System: Use warp gates (designated in specific sectors) to travel to other star systems. Each has a specific destination within each star system. The Warp Gate Icon is always visible, regardless of your distance from it. Approach the Warp Gate, enter the gate and a menu will appear on the right, giving you the choice to warp to the Sector listed. If the gate has multiple destinations, you can use the drop down menu (click the Sector name) to select which Sector to travel to. This is currently the only way to move between Star Systems. The Sector warping on the map will only work for Sectors in your current Star System.  
  • When warping to another sector or star system there is now an actual effect instead of just loading the new sector. When using a warp gate, the ship will enter being warping once the player uses the warp menu to initiate it. When warping to another sector from the map, the map will close and the ship will align to face the destination sector before entering warp. This alignment phase is identical to using the align or warp to function, and as with those cases, user input will interrupt the process and return control to the player.  
  • New AI behavior: Small ships can now turn off their drag and face another direction while shooting.



  • Ship names may now have spaces or underscores_ in them. 
  •  Changed Engine Subsystems so that the Engine Module can only hold a single Engine Subsystem, but still can hold multiple Boosters. 
  •  Removed old weapon models. Note: All stock ships have been updated for the new weapon systems 
  •  Weapon Manager has been updated. Weapons will default to Weapon Group 1 and Manual, as well as their default weapon type. Left clicking on weapon name will highlight that weapon blue and set the camera’s pivot point to the weapon, right clicking on the weapon name will open the Subsystem Manager for that module. Hovering over the weapon name will display weapon stats in a tooltip if the weapon has a Subsystem applied to it.
  • Added a toggle for animated weapons in the shipyard manager, this will toggle all weapons with an activation/deactivation animation. Weapons will reset upon closing the Weapon Manager  
  • Moved the Hanger Manager Window to the right side of the screen and stacked the window. The ship will be more visible without the manger window over top giving a better view of which hangar bay you have selected.

Sector/InGame Changes

  • Upon creating a new game, the game will start the player in a non-hostile sector, not just the first sector it finds with a station. 
  •  When choosing which ship to spawn, the AI will prefer ships closer in size to the player’s ship. Larger ships may still spawn, but this will hopefully provide a reasonable difficulty curve in campaign mode. Ships with an extreme module count will be penalized in the spawn chance calculation and spawn more rarely. 
  •  Ships that spawn upon loading into a sector will typically belong to the faction that owns the Sector. Loading in to find a group of hostile ships should only happen in hostile Sectors (but will be more likely than before if you are in a hostile sector). 
  •  The Station Docking prompt is now a slide out menu (like the new warp prompt.) 
  •  The Planetary Warning has been repositioned the lower left corner of the screen (rather than centered) 
  •  When selecting an object out in space the icon will now move to the lower right hand side of the selection/target bracket so that the object is visible.

Map Changes:

  • The right click menu on the map now always appears centered, instead of over the mouse position when you clicked.
  • The map’s right click menu has been changed. When you click on a sector in the list, instead of immediately warping, a new menu element appears to the right to display information about warping to that sector. If the player can warp there, the big red button will initiate warp. If the player is already in that Sector, or the Sector is in another star System, the button will be grayed out and text below the button will explain why it is disabled. The information panel in the upper left displays what warp connections, if any, that sector has.


  • We have updated our GUI middleware to its latest version. This will hopefully resolve some minor bugs (such as render depth issues). 
  • GUI assets, especially text, should be noticeably improved in appearance.  
  • Armor plating is now more effective at preventing engine damage. Kinetic Ammo - Reduced the cost and increased the quantity purchased.


Shipyard :  Shipyard will no longer set ship names to all lower case when you load into the scene. If you have ships that have been renamed to lower case, rename them once with the desired capitalization and it should stick now.


  • Bug where Laser beam sounds would cut out after a while.  
  • Bug where Target Out of Range would stay on locked target after target was clearly in range.  
  • Bug where Out of Ammo turrets were able to attempt to fire causing performance issues.  
  • Enemies the player attacks with manual fire will now become hostile to the player. 
  • Ships will use a 3 strikes policy before attacking.  
  • Issue where weapon fire spread was not calculated correctly when in manual fire.  
  • Issue where the align functionality would do nothing if the target to align to was exactly behind the ship.  
  • Bug where Tab and Z would not cycle to the correct target.  
  • Bug that would allow the sun to shine through planets.  
  • Bug where the Drone Management button would be visible when the ship did not have any drone capacity.

Kinetic Void Update D9 (Live on 2/10/2014)


Many of the subsystems and module stats have been tweaked. Make sure to double check your ship designs for viable builds. 


  • New Microwarp Effect. 
  • Trade Goods to inventory/trade system. Currently available is only Materials and Water. New sector nebule effects 
  • Ability to access Inventory levels while in Sector (galaxy) mode Tooltips during Sector (galaxy) mode for icons on the screen + drone management window. A check for power requirements for ships when launching from Shipyard has been implemented. WARNING! This only applies to player ships being launched from the shipyard. If you build a massive ship that does not meet the power requirements the AI can still use said ship. So if you want the game to have a balance to it make sure all ships meet the power requirements. 
  • A check for Kinetic Field Generator is a requirement to launch ships from shipyard. 
  • The map now renders lines that represent Star System links. In the future, these will be the jump gate routes used to navigate between star systems. 
  •  Added a “You Are Here” marker (node) to the map above the Sector the player is currently in.


  • Inventory/Store in the Shipyard is accessible in Creative Mode. 
  • Drones now return to the rally point after exceeding their Comm Range. 
  • Drones rally point has be moved to outside the hangar bay that they launch from. 
  • The scaling curves for subsystems have undergone a major change. Values in general will not get so ludicrously high, and larger ships will now be inherently slower than smaller ones, instead of vice versa. 
  • Adjusted many subsystem attributes to bring inline with new scaling curves. 
  • Reduced weapon damages to reflect new Module and Subsystem attribute calculations. may still be too high. 
  • Shields are no longer lowered upon toggling the Newtonian flight mode. 
  • When resetting a ship subsystems will now be dumped into station inventory instead of being destroyed. 
  • Decreased KFG Strength. 
  • Changed all forward thrust values to coincide with the changes to scaling. 
  • Increased durability ratings for all subsystems. 
  • Increased the size of planets by a factor of 5 
  • Updated the all stock ships to fit inline with the changes to stats and intended combat capability. 


  • Fixed issue with shield hit effect not fading properly. 
  • Fixed the Galaxy Map Button to actually open the Galaxy Map. 
  • Fixed a serious save system bug: If the player made a new galaxy, and then exited without launching a ship, the sector would fail to load when they did try launch later on. 
  • Fixed a bug where users where unable to launch drones. 
  • Fixed a bug where mining drones lasers would not disappear. 
  • Fixed the pink skybox issue when environmental detail was under Very High. 
  • Fixed a problem with calculating extremely high damage values. 
  • Fixed a crash bug when creating new sectors with 10 factions and 10 systems. 
  • Fixed an inventory reference bug when in Shipyard in creative mode. 
  • A performance issue related to colliders on turrets has been resolved. This should increase performance when shields are down (as that’s the only time individual hull colliders are active).
  • A long standing memory leak in Shipyard and Sector has been resolved. 
  • Fixed issue with camera rendering distance and planets. 
  • Turret traverse speeds are based on the size of the turret, these values were all reversed so large turrets were much faster than small turrets. This has been resolved. 

Patch Notes D8 Kinetic Void Updates


Valued backers:

We have a new update today available for everyone, with lots of changes and additions, check it out!


  • Skybox generation is now active, this system still needs tweaking.
  • Environmental Detail in graphical options changes the Skybox LOD (requires game restart).
  • LOD system for asteroids
  • Mining Drones
  • Added keybind GUI for the Drone Management Window in the options menu.
  • Added keyboard button bindings for camera rotation under Controls>Flight. By default, these are unbound.


Drone AI improvements:

  • Drones will now actively try to avoid running into ships. They will not always succeed. Take caution when launching and recovering drones. Drones will now aim much more effectively. They should now be quite useful in combat.
  • Mining Drones automatically dock once inventory is full.
  • Mining Drones will only be able to mine asteroids, not able to attack other ships.
  • Attack Drones will only be able to attack other ships and not mine asteroids.
  • Improved lighting in sector space.
  • Drone ejection from ship has been reduced in speed.
  • The Warp To functionality in Sector now takes the bounding box of the destination object into consideration. This means that if an object is extremely large, like a space station, the size of the space station will add to the buffer that Warp uses, so the player won’t exit warp colliding with the station. Improved visual effect for kinetic weapons
  • All projectiles have doubled velocity  
  • Damage values of all weapons have been tweaked.  
  • Armor plate durability has been tweaked.  
  • Resistances are now active, percentage based with diminishing returns.  
  • Kinetic weapons are still the only weapon type in game for now.  
  • Kinetic Field Generator strength have been tweaked.  
  • Larger tier weapons now have increased firing range.  

Galaxy Generation changes  

  • Your current galaxies are not compatible and should be deleted.  
  • Previously, Each sector represented an entire solar system. This has been changed so that each sector is a part of a solar system that will contain areas of interest. Generation is capped to 50 solar systems, but each solar system will have multiple sectors, so the maximum allowed number of sectors is about the same as before. This change should allow us to make each sector more dense with content.  
  • The Galaxy map has been completely revamped. WASD or dragging with left click will pan the map. Scroll wheel will zoom and holding right click will rotate. Right click on a star system to a list of its sectors. Click on one of the sectors in the list to warp there. Note that the game is paused while the map is open. This is only a first pass and the map will change greatly over the next few patches.  
  • Star system names are randomly chosen from a txt file in the Streaming Assets folder. All engines now have new trail effects for all sizes.  


  • Fixed a bug that caused collision damage to pass through shields.  
  • Fixed a bug with turret aiming that caused turrets to not fire when calculated lead point was too far from the target. Beware, AI should be far more deadly.

Patch 0.06 Live on Steam


Hello everyone!  Just letting you all know that we just pushed out our latest update (are doing a few minor cleanups but the initial patch is initiated).

Patch Notes 0.06 - November 25, 2013


  • Warp To and Align To functionality in Sector. Radar contact icons can now be right clicked to access a new icon menu. From this menu, players can align their ship to a target or warp to it within a set range (current options are 50km, 100km and 250km 500km, in the future, these may be determined by command subsystems you have equipped). While the ship is aligning itself, use of the keyboard ship controls can cancel out of the auto-pilot. The warp can be canceled as before. We hope this new feature will help with navigating to stations and mission waypoints. If you open the Right Click Menu and want it to close again, right click anywhere off the target.  
  • Sound options are now active in the options menu.  

Changed (Increased):  

  • MWD speed.  
  • Recharge time of the MWD system.
  • Thrust values of all subsystems (1.5x)  
  • Roll Values of all engine subsystems
  • Amount of durability provided by all armor plates increased significantly (2x)
  • Range of all Radar Subsystems
  • Size of Size 1 weapons Increased by 100%
  • Size of Size 2 weapons Increased by 50%  

Changed (General):  

  • The starter gear now has two identical engines, instead of two at random.
  • Greatly reduced intensity of the dirt camera filter - feel free to enable it.  
  • All new asteroid models and textures.  
  • Transaction amounts in the store are now color coded: red indicates the player is paying a net amount, and green indicated a net gain.
  • Updated Moon textures Fixed Planets “wiggling” when the camera moves. Issue with blurry skybox
  • A bug that allowed the player to repeatedly get the starter gear.
  • Some scale inconsistencies for displayed speeds and ranges.
  • An issue where roll values were not scaling with the size of the subsystem.  
  • Fixed a bug with subsystem prices in the store.

Kinetic Void Patch Notes 0.05

Newest patch is here everyone!  


  • Can now access the Options Menu when in game.  
  • KV and Studio logos to splash screen.  
  • Logic for when ships collide with planets.  
  • Health Bars and Throttle Slider to UI.  
  • Steamworks support for MacOSX and Linux.  
  • Support for handling subscribing/unsubscribing workshop files in the Steam Overlay while in the Shipyard.  


  • Issues with loading of some workshop content.  
  • Updating existing workshop files.  
  • Asteroid belt variation around planets to spread out more.  
  • Minor corrupted assets in main menu.  
  • While in Shipyard, weapons should now properly highlight on mouse-over as other parts do.  

Persistent ship and station inventory first pass implementation notes:  

  • When new galaxies are created, there is an option for Creative Mode.  
  • When in Creative Mode, the game behaves as it did before this patch; any station has all parts and subsystems and they have no cost.  
  • When not in creative mode, stations have a limited selection and the player must purchase ship parts and subsystems. The player starts with enough parts to build a simple ship and some credits. 
  • Ships now have an inventory using their available cargo space. 
  • Each station has a storage space that the player can store parts and subsystems in persistently.  
  • The first time shipyard screen is now associated with a randomly chosen station in-game. The player will be near this station instead of in a random spot when entering Sector for the first time.  
  • All players should make new galaxy saves.