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Voltage High Society News

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]

Newsletter July 2022

Hi,

First of all, thank you for the tremendous feedback & interest, it's been so much fun to follow the initial reaction to our game! Thank you for the wishlists and comments! Unless you haven't wishlisted or commented. Well anyhow let's get this ball rolling and prove we'll deliver good stuffs.

[h3]Current Release[/h3]
Right now we've got an idea on when the first Early Access version is coming out¹, and we're wrapping up the content so far. Carefully estimated there's about 20 mins of stuff including one weapon and a boss fight at the end, which marks the exit point of the first level² in the game. There's some experimental content, like a in-game shop, a few npcs, readable terminals, and a waypoint system that helps you navigate around -- these things are a bit barebones and will be expanded in near future.



[h3]Next Release[/h3]
After the first release, the first important step is to address feedback & take a moment to patch things up. Then we're off to the next level, the next weapon/ability, and the next monsters³.. some of these are "in-game" already, but hidden, for they're a bit buggy or not good enough. There's some ideas that expand the initial punching & taser gameplay, and some cool locations we really want to dig into.

[h3]Community[/h3]
Do leave comments & join us on our Discord/Twitter/Steam forum. We're just starting so there isn't that much community content, but there's some ideas on sharing our WIPs, how things are done, whatnot. And if you want to see or talk about something, we're listening!



Slugs and hisses,
Henri


¹ First release is very soon, but we're shifting dates because of other releases & some business stuff at our side.

² The levels will vary hard on different kinds of moods & gameplay, and as we built the game forward, you'll backtrack & find new places or routes in the old ones, in true metroidvania style. There's some things we want to put in the first level as well that are still left out, since rushing it in would be bad quality.

³ One core part of our design is that there's lots of weird and new encounters. We love making monsters as much as you love seeing new ones.