VOID PROFIT Devlog #12: Two weeks to release, and after that
19 October 2026 · Originally posted on Steam

Hello,
Two weeks until VOID PROFIT releases on November 2. Getting close.
I’ve also been putting together some plans for what comes afterward. Everything below is for after 1.0.0, starting with Jobs and world events. Then, a while later, a bigger update around attacking ships and mining moons.

Current gameplay: planning a route.
More room to negotiate
Some of the first things I want to get to are fairly small. Negotiating how much of a shipment you take, for example. A job that’s too large for your ship could still be worth discussing. I’d also like you to arrange a return load before accepting the outward journey, so there’s work waiting at the other end.
I’d like private work to turn into regular business too. Someone who knows you can deliver quietly has a reason to keep calling. Wanting discretion doesn’t always mean there’s something horrible in the hold.
That unavailable Commands area
If you’ve been wondering about Commands: that’s where macros are meant to go. The area is currently unavailable, and opening it up is another part of the plan for after 1.0.0.
More happening at the other end
I’d like settlements to grow through several stages, creating different work along the way. At a damaged port, helping restore the fuel depot first could produce a different result from repairing the medical facilities. Your contribution should fit the scale of the place. One freighter can do a lot for a small habitat; a planet with billions of people needs considerably more.
Some ideas are less pleasant. A waste shipment with suspiciously cheap disposal. A Helion claim that gives an inhabited settlement no right to exist there. You could help the residents contest it, help them leave, or take paid work assisting the repossession. Helping people should sometimes pay well too.
Some people will hate you
I want certain factions to think you’re an absolute dick, based on their beliefs and your conduct. Others should find you extremely useful. Supplying a settlement through a blockade could make you indispensable to the people living there and a persistent problem for the authority enforcing it.
They might also dislike you and still pay well because you get things done. That’s useful to them. It should affect jobs, terms, who helps you and how they talk to you. A few harmless deliveries shouldn’t erase helping repossess someone’s home.
This would cover all Core and Fringe factions. Gh’ark obligations and Union concerns about workers should produce different judgments. Artheras and Thalrex should keep being weird aliens. Reactions would depend on what they actually learn through witnesses, reports or recovered cargo.

Current gameplay: keeping an eye on the market.
Further out: attacking ships and mining moons
These would come in a larger update a while after release. I’d like you to deliberately attack ships, considering their cargo, defenses and protection before committing. Surrender, escape, disabling a vessel and destroying it should have different outcomes. Recovered cargo needs space and a buyer. Repairs still need paying for.
Mining would involve surveying moons, choosing equipment, checking claims, extracting material and finding somewhere to sell or process it. Deposits would be worked down, and a permit from one authority might leave a dispute with another unresolved.
Both would create work for other captains: supplies, transport, protection and recovery. You could make money around a mining operation while leaving the drilling and shooting to someone else.
No dates for these updates yet. Jobs and event work come first, with combat and mining further out. I’ll show more as I get into it. For now, November 2 is getting very close.