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Voltage High Society News

Patch #2 now live

Development letter


Hello! The second patch took a bit longer than intended, sorry for that. We had to iterate a bit on some core code for interactions, AI, weapons, whatnot, to fix some issues. PLUS the first area in the game has a lot of new stuff into it. All of that took a while. We kinda wanted to do even more (its painful to be aware of some bugs and stuff) but probably better to release these within reasonable time frames. Related to the new patch, without giving anything away, The Data Blocks, Scanner, and the Save Couch´s ideas have been.. altered, a little, to fit into this new flow + narrative. So hey, for you older players, there's now -three- things to scan for. And there's some dialogue in the start of the game that oughta set you up.
Also, since this build does some extensive changes, savegames still work, but might show glitches... Still though, the larger chunk of updates are for the first 10 mins, so it should make restarting a bit more fun.
(ps. yeah the new meshes + animations need work, getting to that..!)

Release notes


[h3]Feedback & Improvements[/h3]
  • Punch Gauge is now functional (attack charge-up that deals 2x damage)
  • Walk Button (for those pesky vents & indoors)
  • Enemy HP is now visible (a lot easier to read damage feedback)
  • Aim Sensitivity Range is now three times larger
  • Holding Jump underwater is now a constant motion upwards (at-surface movement is a bit glitchy)
  • Added a Fifth Enemy that should make the difficulty curve easier
  • Reworked the first 10 minutes of the game for a better flow
  • Added audio layers (mostly related to taser & the elevator)

[h3]Bug Fixes[/h3]
  • Enemy & Player can no longer hit each other thru doors
  • Player can no longer interact with stuff thru colliders
  • Fixed (but not 100% tested) Player Climbing thru thin walls and doors
  • Rewrote Spawn/Game Over code to remove spawning under the world (should NOT happen anymore)
  • Fixed the Menus disappearing while in-game
  • Fixed Shops showing wrong amount of Scraps
  • Fixed running out of energy in the elevator (there's always way to get more, now)
  • Removed "New Game" button from in-game playing -for now- since it breaks the sequence
  • Fixed getting stuck on those pesky fridges
  • Fixed the framerate hickup when opening fridges
  • Removed the barrels from basement since they pushed you outside the world mesh

[h3]Options[/h3]
  • added a 2560 × 1440 resolution

[h3]For the NEXT Patch...[/h3]
...we intend to finish up the full Gamepad support (all menus STILL don't work as-should), and if the gameplay experience is now a bit smoother, we can do a round of general polish to fix some of that jankyness (some animations, unfinished models ´n such, UI things, details...)

Thank you for your support & keep on punching!

Patch #2

Release notes


[h3]Feedback & Improvements[/h3]
  • Punch Gauge is now functional (attack charge-up that deals 2x damage)
  • Walk Button (for those pesky vents & indoors)
  • Enemy HP is now visible (a lot easier to read damage feedback)
  • Aim Sensitivity Range is now three times larger
  • Holding Jump underwater is now a constant motion upwards (at-surface movement is a bit glitchy)
  • Added a Fifth Enemy that should make the difficulty curve easier
  • Reworked the first 10 minutes of the game for a better flow
  • Added audio layers (mostly related to taser & the elevator)

[h3]Bug Fixes[/h3]
  • Enemy & Player can no longer hit each other thru doors
  • Player can no longer interact with stuff thru colliders
  • Fixed (but not 100% tested) Player Climbing thru thin walls and doors
  • Rewrote Spawn/Game Over code to remove spawning under the world (should NOT happen anymore)
  • Fixed the Menus disappearing while in-game
  • Fixed Shops showing wrong amount of Scraps
  • Fixed running out of energy in the elevator (there's always way to get more, now)
  • Removed "New Game" button from in-game playing -for now- since it breaks the sequence
  • Fixed getting stuck on those pesky fridges
  • Fixed the framerate hickup when opening fridges
  • Removed the barrels from basement since they pushed you outside the world mesh

[h3]Options[/h3]
  • added a 2560 × 1440 resolution

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