Getting the Voices of the Void Keyboard Remote Control to Actually Work

Getting the Voices of the Void Keyboard Remote Control to Actually Work

You’re sitting in the dark. The hum of the Kelshitek signal array is the only thing keeping you company, aside from the occasional unnerving wooden creak of the forest outside. You’ve got a mountain of drives to process, the hunger meter is screaming at you, and suddenly you realize you left the garage lights on or the blast shield up. In early versions of Voices of the Void, this meant a tedious trek across the base. Then came the voices of the void keyboard remote control—a tiny, plastic savior that sits in your inventory and promises to let you play god with your base's electronics from a distance.

But it’s finicky.

If you’ve spent any time in MrDrNose’s simulation of isolation and cosmic dread, you know that nothing is explained. There’s no manual. There’s no tutorial popup telling you which frequency to tune into. You just buy the thing from the terminal, it arrives in a box, and you’re left clicking buttons like a confused primate while a Mannequin watches you from the hallway. Honestly, the remote control is one of the most misunderstood tools in the game, mostly because the UI is intentionally clunky and the "binding" process feels more like a ritual than a settings menu.

Why You Actually Need the Remote (and Why You’ll Hate It at First)

The base in Voices of the Void is surprisingly large when you’re being hunted by something invisible. Efficiency isn't just about speed; it's about survival. The voices of the void keyboard remote control is designed to interface with the various toggleable objects in your workstation environment. Think lights, doors, and certain specialized equipment.

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It’s a luxury item. You don't need it on Day 1. You barely need it on Day 10. But once the "events" start ramping up and you find yourself hiding in the locker because the sky turned a weird shade of red, being able to shut the main hangar door without poking your head out is a literal lifesaver.

The problem is the setup.

Most players buy the remote, equip it, and start clicking. Nothing happens. They think it's bugged. It’s not bugged (usually). It just requires a specific sequence of interactions with the base's main computer terminal and the physical objects you want to manipulate. It’s basically a universal remote that hasn’t been programmed to your TV yet. Except your TV is a massive blast door and the "remote code" is a string of commands you have to manually input.

Setting Up the Binding: The Part Everyone Messes Up

To get the voices of the void keyboard remote control functional, you have to understand how the game handles "IDs." Every interactable object that can be remote-controlled has a specific name or ID within the game's code.

  1. Check the Terminal: You need to use the dev.cam or dev.list commands (depending on the current alpha build version) to see what the base recognizes.
  2. The Link Command: You’re looking for the remote.link syntax.
  3. Physical Proximity: You can't just link things from across the map. You usually need to be holding the remote and standing near the target object or the control terminal to "handshake" the connection.

It's janky. Let’s be real. It’s supposed to be. The developer, MrDrNose, loves making the player feel like they are operating 90s-era tech that was salvaged from a dumpster. If you're looking for a "press button, win game" mechanic, this isn't it. You have to earn the convenience.

The Mystery of the "Keyboard" Label

Wait, why is it called a "keyboard" remote?

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In the game's lore and community discussions, there’s often a mix-up between the physical keyboard the player uses (your real-life mechanical keyboard) and the in-game keyboard item. The voices of the void keyboard remote control refers to the handheld device that mimics the input of the main terminal. Essentially, it allows you to send "Enter" or "Toggle" signals to specific systems without being physically seated at the desk.

Advanced Tactics for the Remote

Once you've actually got the thing paired, the game changes. You can start setting up "traps" or safety nets. For example, many veteran players link the remote specifically to the garage door. Why? Because the garage is the most vulnerable entry point when you’re returning from a satellite hash-code run.

Imagine this: You're sprinting back on the ATV, something is screeching behind you, and you don't have time to get off, run to the keypad, and type the code. With the remote, you click a button while mid-drift, the door slides up, you fly in, and you click it again to seal the world out.

  • Battery Management: The remote doesn't run on magic. Like the flashlight and the digital map, it eats batteries. If you rely on it for base security, keep a stack of 9V batteries in your backpack. There is nothing worse than clicking the "Close Door" button and seeing a "Low Battery" flash while a Kerfur looks at you pityingly.
  • The "All Lights" Toggle: Some players try to bind every single light in the base to one button. This is a mistake. The game engine can struggle with simultaneous lighting updates, and more importantly, it makes it impossible to do "stealth" runs where you only want specific sectors dark.

Troubleshooting the Frequent Glitches

Because Voices of the Void is an experimental indie title in active development (often found on platforms like itch.io), the voices of the void keyboard remote control can occasionally break after a game update.

If your remote stops working after a patch, the first thing to do is "reset" the item. Drop it on the floor, save the game, exit to the main menu, and reload. This forces the game to re-initialize the item's metadata. If that fails, you might have to re-bind the IDs through the terminal. It’s a pain, but it’s better than being locked out of your own systems.

Another common issue: the "signal blocked" error. This isn't a bug; it's a feature. If you are too deep in the basement or too far out in the woods (near the "Hole" or the "Transmitter Alpha"), the remote won't reach the base. The range is decent, but it isn't infinite. You aren't operating via satellite; you're operating via local radio frequency.

The Ethical Dilemma of the Remote

Okay, maybe "ethical" is a strong word for a single-player horror game. But there is a gameplay trade-off.

The more you use the remote, the less you move around the base. The less you move around the base, the less you notice the small changes. A chair moved. A painting changed. A vent cover fell off. By automating your interaction with the environment through the voices of the void keyboard remote control, you’re effectively distancing yourself from the "haunting" elements of the game.

Some purists argue that the remote ruins the tension. I say it adds a different kind of tension. The tension of reliance. When you stop checking the doors manually because "I have the remote," you are one dead battery away from a disaster.

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Comparison: Remote vs. Kerfur

You might be wondering: "Should I buy the remote or save up for a Kerfur?"

Honestly? Get the Kerfur first. The robot cat can do most of what the remote does and more, like fetching signals or repairing servers. The remote is for the player who wants granular, manual control over the base's logic. It’s for the power users. It’s for the people who want to feel like a commander in a bunker rather than a janitor in a haunted forest.

The remote is cheaper, though. If you're struggling with points (VotV's currency), the remote is a solid mid-game investment while you save up the thousands needed for the Omega Kerfur.

Summary of Actionable Steps

If you just bought the remote and you're staring at it blankly, do this:

  1. Check your Version: Ensure you're on the latest "Pre-Alpha" or "Alpha" build. Keybindings for remotes change frequently in the developer's changelogs.
  2. Manual ID Search: Go to your main terminal. Type alias or list to see if your doors and lights have assigned names. If they don't, you can't control them yet.
  3. Buy Spare Batteries: Seriously. Go to the terminal, order a box of batteries, and wait for the drone. A dead remote is just a paperweight.
  4. Test in Daylight: Don't wait until a "Black Fog" event to see if your remote-link worked. Test it at 12:00 PM when the sun is out and the monsters are (mostly) hiding.
  5. Assign a Hotkey: Don't leave the remote in a random inventory slot. Keep it on a consistent number key (like '4' or '5') so your muscle memory can find it when the power goes out and you hear footsteps on the roof.

The voices of the void keyboard remote control isn't a "cheat code." It’s a tool. It requires maintenance, setup, and a bit of technical know-how. But once you’re sitting at the edge of the map, watching a strange glow on the horizon, and you can dim your base lights miles away just to stay hidden—you’ll realize it was worth every point.

Don't forget to check the vents. The remote can't lock those.