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YMMV / Void Bastards

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  • Angst? What Angst?: Every prisoner you control takes being forced into the nebula to scrounge for parts with little more than silent annoyance.
  • Annoying Video Game Helper: Parodied by BACS in the tutorial, which starts with you being stuck with no bullets and not allowed to leave. BACS cheerily informs you that you should probably bring more next time. Thankfully not played straight otherwise, though he does chime in with more helpful tidbits such as "You need air to live"
  • Breather Level: If you get lucky with modifiers and ship layouts you could get any number of these. A good example is the "friends on board" modifier with only one type of Citizen on the ship. Friends on Board allies one type of citizen to you, but if there's only one type of citizen then that means all of the citizens on the ship will be allied to you. Combine it with the modifier that disables Gunpoints and Peepers and you effectively don't have to worry about anything except the odd environmental hazard and running out of air. Another example is the 'subverted security' modifier, which automatically causes Gunpoints, Peepers, and Bots to treat you as a friend and all Citizens as foes.
  • Creepy Awesome: The Citizens for sure. They're all twisted, shambling mutants and can definitely give you a fright if they sneak up on you, but between their glowing eyes, humorous dialogue, and the way they explode when you kill them you'll be just as impressed as you are freaked out.
  • Creepy Cute: Tourists, they're weird eyeless blobs that blow up if you get too close, but they're also one of the most harmless looking citizens in the game.
  • Demonic Spiders:
    • Screws. There's a good reason they get a red name like gunpoints and secbots. They chase you relentlessly, do shedloads of damage and constantly shotgun you with spikes that are unavoidable at close range (which they're likely to be in). They also have the most hitpoints of any Citizen in the game. It's telling that the game feels the need to warn you of their existence by showing you one trapped in a locked room (who can still spot and shoot you through the open windows if you don't sneak past it properly) and having BACS inform you that it's usually best to avoid them. Oh, and they have an upgraded version in the Trusty Screws.
    • You start encountering Zecs at Depth 4. They are the only Citizen that does not have an upgraded form. Both facts are there for good reason. They have an unbreakable front shield and can rip your health apart with their explosive bolts. If you see one of these, throw a kittybot at it and run... Unless you're playing one of the challenges in which they are the only respawnable source of Volts. In which case, prepare something explosive of your own and hope you can get it to land behind them, or hope you have a Rad Spiker on hand.
    • Pirates can show up if you dock a ship with a pirate vessel tailing you. They attack in droves, have some of the biggest health pools in the game, will shred you to pieces with their weapons, and are constantly informed of your position by their commander. The tutorial shows you just how deadly they are when they catch you on a ship with no bullets.
    • Patients are extremely annoying due to a high rate of fire, and the fact each one of them is not a single entity, but rather multiple heads floating close to each other, individually dying to a single pistol shot, but needing to all die before the patient does. Hope you have the stapler, enough ammo for it, and that the heads don't move too erratically, otherwise you're in for a bad time.
  • Difficulty Spike:
    • The nebula has different levels of depth, with better loot, harder enemies and tougher ship lay-outs found deeper down. The jump from depth level 2 to 3 is unforgiving: Gunpoints are upgraded to the murderous Boompoints, the particularly unpleasant Patient enemies are introduced, oxygen starts to become particularly scarce, and the merit cost to do anything takes a sharp leap.
    • Going from 3 to 4 isn't much better as that's about when you'll start regularly seeing the upgraded versions of any Citizen that has them, not to mention facing even less oxygen.
  • Draco in Leather Pants: BACS is a definite favorite of fans, particularly those who remember his voice from The Stanley Parable. This is despite the fact that he's an unfeeling AI who oversees millions of freeze-dried prisoners who all appear to have been locked up for extremely minor offenses and sends them on suicide missions to fix the Void Ark. It's justified in that this is all Played for Laughs, though.
  • Funny Moments: Spending all the time and resources to construct a piece of missing equipment on the ship...only to be informed that you need to find the parts to construct another piece of equipment in order to make what you just fixed work properly. The reaction of your character is palpable.
  • Game-Breaker:
    • The Scrambler can permanently ally any enemy on the ship to you. Ever wanted to deal with a Screw in one shot? Now you can. The only balancing aspect is that it can be tricky to find ammo for it.
    • The Rad Spiker, to a lesser extent, can kill off Patients with a single hit (as the radiation spreads to all the heads) and penetrates Zec shields, in addition to dealing the Spiker's normal Damage Over Time. On ships with either of these enemy types, the Rad Spiker can greatly ease the pain they can put out.
  • Goddamned Bats: Juves are relatively weak and inaccurate enemies, but they're fast, travel in groups and are hard to hit due to them being so short. They can also use the Air-Vent Passageway to sneak up on you.
  • Inferred Holocaust: The sheer number of abandoned derelicts in the Nebula, all filled to the brim with their monstrous and mutated former inhabitants. A lot of exactly how they got this way is never fully explained to you, either, though various ambient dialogue indicates that all those ships got stranded in the Nebula by space pirate raids over the years, and the crew and passengers were all eventually mutated by the Nebula's exotic radiation.
  • Most Wonderful Sound: The sound that plays when you find the crucial part you've been scavenging for on the ship and can now leave.
  • Player Punch: Parodied. Your current prisoner is made to pay for all the murder, theft and forgery they committed in order to fix the void ark at the end, despite doing it at the behest of the Ark's warden.
  • Replacement Scrappy: Can occur if your prisoner with a load of good Traits gets killed off and replaced by someone with a crippling negative trait.
  • That One Level: Ships with the Generator Fault trait can quickly become exercises in frustration, as the ship's generator will go offline every three or so minutes. Not only does this render ship systems inoperable and containers un-lootable, it forcibly unlocks any doors you may be using to lock away particularly troublesome citizens and prevents you from leaving the ship until it's turned back on.
  • Vanilla Protagonist: Your player character is just some generic space prisoner, and are pretty ordinary compared to the goofy AI BACS or the mutated Citizens.

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