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Voltage High Society News

Patch #2 coming soon

Thank you all for your feedback and overwhelming support! It means a lot and it helps us to prioritize where to focus next.

We are currently testing the patch #2. It should fix a lot of known bugs and add new stuff too.

Stay tuned!

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!

Patch #1

[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

Options + bugfixes coming soon!

Hi,

Thank you all for your reviews, feedback and comments!

We've read them all and we´re working on updates. Here's a quick rundown on what to expect. We just have to test this properly before releasing it and that might take until tomorrow.

[h3]Options[/h3]
  • Resolution, FOV settings, brightness, and full screen toggle
  • Aim sensitivity and invert look
  • FX toggles (like the screen distortion that bothers some players)

[h3]Bug Fixes[/h3]
  • Respawning outside map boundaries
  • Flashlight doesn't reset
  • Getting stuck on the fridge just before the bossfight
  • Flashlight and Energy meter malfunctions

[h3]Other Adjustements
[/h3]
  • Flashlight will flicker instead of going totally off, when out of Energy
  • Enemies are a few punches easier
  • Scraps can be retrieved after death


+ There's other stuff we want to address and adjust, but these are for the initial patch.

Keep the feedback coming!

Release notes #1

Hi,

First of all, thank you for the tremendous feedback & interest! You are the reason this game is now live!

This is the initial Early Access release, with plenty of stuff still in development. But we want to share this for our community & gather feedback from the very start. Do leave comments in our community hub or in our Discord, and spread the news!

[h2]Release notes version 0.333:[/h2]
  • 20 minutes of gameplay
  • 4 different monsters
  • 1 weapon
  • secrets
  • Some unfinished & Work-In-Progress content


[h2]What to expect from the first patch:[/h2]
  • Options
  • Finished Gamepad support
  • FOV + Screen Settings
  • Polish on the existing 20 minutes of gameplay


After the patching, we'll focus on the next large release, which would be the next area/level, with a new weapon and a roster of new hazards. Some of the content is in early development, and we'll share more information once there's something cool to show.

Love you all, go punch some robots!

[h3]PS. This game is old school[/h3]