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Voltage High Society News

October Update now live!

Release notes, Patch #4

This is an overhaul update on the first level + the gameplay. We've overhauled and fixed a ton of the jankyness, readability, bugs, and depth of the content --- dare to say it, the game plays ten times better now. Since this is a big overhaul, both content-wise and with the game's data. We recommend starting from the beginning! With the scripted sequences, dialogue, etc... it should be a fun experience though!

[h3]Improvements[/h3]
  • Map! Now we have it. Includes landmarks/mission markers as well.
  • Storytelling! Added an intro, scripted sequences, and more dialogue.
  • Punching! Juicier fighting, with punching that reads and connects better.
  • Moving! Move and jump are now silky smooth. They react properly to stairs and odd angles.
  • UI has way more information, like damage direction, damage type, save icon, air gauge, etc.
  • A Touch of GFX polish (environment details + mesh textures + UI fun stuff).
  • First level now connects to a new level (the next area is still unfinished).
  • Changed Spiky Spheres to instant kill enemies.
  • Remade the prison guard visuals + story details.
  • Gibs.

++ Unlisted tiny details and small additions, both to the first level and overall gameplay.


[h3]Bug Fixes[/h3]
  • Fixed missing the platform when jumping from helicopter.
  • Fixed the punch gauge breaking if you die or do weird stuff while powering up your fists.
  • Fixed underwater movement (coherent and the speed is not all over the place).
  • Fixed punk bar ceiling collider issue.
  • Fixed shop showing incorrect amount of scraps.
  • Fixed HUD showing incorrect amount of scraps.
  • Fixed jump sound playing underwater.
  • Fixed floating hand from using the healing station.
  • Fixed collider issues within The Cavity.


[h3]Next...[/h3]
Also, we've been working on the new content (level, enemies, abilities), that ARE coming along well, but required a new iteration on the old codebase and content. From here on, the patches should work more seamlessly.

Thank you for your support & keep on punching!

September Progress Update

Hello!

Figured it´d be nice to give a little update on the next release!

To cut the chase, we're doubling the content, give you some ranged abilities, enemies, npcs, and ways to interact with the surroundings. Without spoiling anything, the slowest part for the past few weeks has been (no matter how much we´ve planned) connecting the elements together, especially in that metroidvania-sense. We want to give it all the extra care though, since gameplay is what counts. And may the gods help us with the bug list. =D

For a cool shift in development though, we can work more on assets now (instead of design / coding / placeholder-y stuff). There's SO MUCH to do, we have a few distinct areas with their own themes/npcs/gameplay PLUS there´s a connecting ground between the two, where you travel back and forth. All of this is pretty barren as of now, and needs plenty of assets and eyecandy.

We're not going to throw any release dates yet -- the new release is quite ambitious. But it's progressing nice and steady. Also, as a heads-up, we will push the price of the game up a notch once the new patch is done. Feels like a good time for that, with the amount of work we´re doing.

With all that said, here´s a few WORK IN PROGRESS screenshots:

Patch #3 is live

Release notes


[h3]Feedback & Improvements[/h3]
  • Fuseboxes are easier to notice from the environment
  • Added an UI icon for flashlight (...that reacts to low energy, too)
  • Gamepad support (tested with PS4/Xbox360/Switch Pro)
  • Brainwashed Claw now has a new colour (not the hostile enemy red)
  • A Touch of GFX polish (environment details + mesh textures + UI fun stuff)

[h3]Bug Fixes[/h3]
  • Fixed the jerky upwards motion when Jumping
  • Fixed framerate issues with the helicopter
  • Fixed getting stuck on terminals (...near The Chariot nest + all around)
  • Fixed getting stuck when climbing Bar table separators

[h3]Options[/h3]
  • added a toggle button for Always Run
  • added a toggle button for 60 FPS Limit


Thank you for your support & keep on punching!

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