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  3. Patch now live, based on feedback

Patch now live, based on feedback

Release notes


Hello! We´ve been reading through the comments, reviews, and messages & plan to address what is there. For the first patch, we´ve included...

[h3]Options[/h3]
  • Screen: Brightness, FOV, Resolution, Full Screen
  • Nausea: ON/OFF toggles for Pixel filter, Lens Distortion, Camera Tilting
  • Controls: Aim Sensitivity and Invert Axis
  • And a volume slider!

[h3]Bug Fixes[/h3]
  • Fixed spawning outside world bounds (if you still do it somehow, notify us)
  • Added some extra colliders to places people have gotten stuck to
  • Flashlight + Energy malfunction on resume game
  • UI element malfunctions on resume game
  • Fixed missing mesh surfaces on world geometry in the streets
  • Fixed framerate drops near fire etc FX

[h3]Other Adjustments[/h3]
  • Instead of going completely black, the flashlight starts to flicker when out of Energy
  • The world lighting is brighter!
  • Scraps can be retrieved after you die, Dark Souls-style
  • Added a Business Lizard to the early part of the game
  • Polished performance settings (LODs, draw distances, light behaviour, game engine settings) for some smoothness


Next...


[h3]First[/h3]
We intend to add full gamepad support (they WORK but some menus glitch etc, its not comfortable right now...), and key bindings. We also have a list of bugs or nuisances you've discovered that we mean to address. We'll roll out stuff in the coming week. There's also a pretty cool unannounced feature related to the music, that Jesse is working on.. but we´ll keep that a secret for now. It'll surely improve the dynamics of the game a LOT.

[h3]Then the juicy stuff[/h3]
After the worst of gameplay, bugs, UX is sorted out, we´ll start working on the next big update! And that'll mean a new large level, a new batch of enemies, and new upgrades to kill monsters with! There's plans, there's some wip code.. we´ll most likely discuss this in the community as we go.

Keep on punching!