Void Softworks
Void Softworks

Business Hours:


12:00 P.M - 7:00 P.M         Central Standard Time


3/14/2016                                 We have big news here at Void Softworks!! We are in contact with a great sound guy Patrick Allred! He is an amazing sound desinger and we hope to get some good things from him in the future. Find him on twitter @pantzmcgee

2/15/2016                                Void Softworks will be at Indy Pop Con in Indianapolis June 17-19. We will be there with a demo of our game Abigale Cypher so come out and try it if you are in the area.

1/31/2016                                Pax was amazing met a lot of great people. We at Void Softworks had a blast see you all next year!!

1/17/2016                               Void Softworks is gonna be roaming around Pax South this year so come on down and meet us!

1/1/2016                               Happy New Years Everybody!!! From everyone here at Void Softworks have a good new year.

12/15/2015                               We are gonna go a little silent here for the holidays see you in 2016!!!

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Void Softworks: Step into the Void

Hello, We are Void Softworks an up and coming video game development company. We strive to bring you the best interactive experience possible. We feel as though our dedication to you should be second to none, and that your enjoyment of our products is our sole priority.

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History of Void Softworks

Void Softworks is a relatively young company. We started out as just three guys modding games that wanted to do more with the talent we have. So in late 2012 we talked about starting our own game studio and by the beginning of 2013 Void Softworks was created. We started out trying to make a game that was way over our heads, like most people with a dream. We ended up realizing that the idea we had was to big for our small company and turned our focus to smaller more managable games. By early 2014, we released End.User, our first game on the apple marketplace. The game was a personal success for the team in that it made us realize that we could make and release a game, even if it wasn't a commercial success.  Despite the underwhelming success of our first game we were determined to make something that we all were proud of, so we started concept on our next attempt. During this concept stage we lost one of our members, which was a unexpected hurdle that we had to overcome. By late 2015 we had a solid concept and were ready for another go at it.  Now in 2016 we have a larger team and more dedication to make our dreams a reality.

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