Voltage High Society cover
Voltage High Society screenshot
Genre: Indie

Voltage High Society

Moving platforms hotfix

Updated & fixed moving platforms code.

June GFX Overhaul Update

New look and performance boost!

This update should take care of performance issues for good.


  • Performance optimization (aimed for low-end & Steam Deck)
  • Fixed a scenario where a gate in second level did not open
  • Cleaned the visuals for readability (tweaked rendering, lighting, shaders and fx)
  • Updated the UI portraits
  • Added one more broadcast into the first level
  • Cloud saves


Keep on punching!

April Hotfix

Your feedback is our fuel!



Some important fixes:

- 3840x2160 and 3440x1440 resolutions
- Fixed a bug that kept some doors, platforms etc. shut
- Factory is now easier to navigate
- Tainted Triarchy doesn't rush inside the building anymore (in level 2)
- Elevators run more smoothly
- Zoom and movement tilt camera effects are now smoothier. Movement tilt also resets
- Riot Truck has a xray
- Chariot's bullets are now slower
- Fixed that one plywood that didn't break
- The more expensive burger now gives also health and energy
- Removed Pixel Filter effect (caused some serious framerate issues)

APRIL UPDATE

With this update, we now have most of the system level stuff ready. Now we can focus on developing the kick-ass ending to the game. In this update

All of the audio has been remade on a different toolset, for a more immersive experience.
The economy, shops, and player stats received an major upgrade into new gameplay systems.




GAMEPLAY:



  • Upgrades are based on Rings you can equip
  • Spendable items (snacks, grenades, etc)
  • Two new enemy types
  • Enemies carry shields (easier to read which side blocks your punches, this can be toggled off from the options)
  • Existing levels have new twists, tweaks, and polish
  • Added the start of the next area (beach, you will get there in the Next Update)
  • Created audio broadcasts for more narrative depth, and edited a lot of the dialogue.
  • Rewrote the save system, now it's more reliable and, for the players, easier to look at (straightforward json files)


AUDIO:



  • Complete overhaul using FMOD, for more intricate details and depth
  • Player grunt and emote sounds (can be toggled off from the options)


OPTIONS:



  • Key bindings
  • Screen shake toggle
  • Screen zoom effect toggle
  • Toggle enemy shield visuals
  • Toggle character voice
  • And as per a request, a untested 4k resolution. (it is glitchy, based on our quick tries. Will be fixed in future updates.)


Keep on punching!

Heads up, new update coming soon

Thank you all for your valuable feedback and comments! Your insights helps us to focus on the next steps.

Currently, our development is part-time, but rest assured, we are dedicated to completing the game. It might take a bit longer, but we're committed to making it happen.

Confirmed features in the upcoming update:

  • Audio totally rewritten in FMOD, which gives us more dynamics, control, and a much easier workflow for new content
  • Rewritten player stat updates into a Ring System, where you wear bling bling in fingers to gain stat boosts
  • Key bindings!
  • Level polish, with little extra nooks and crannies to find
  • Enemies wear shields to distinguish easily which side you can punch. Can be toggled off.
  • Implemented decals, like graffiti and signs to read, all over the levels

And lots of small fixes.


It will come out soon, after we've had time to finish and test it.

Thank you and keep on punching!





Plans for the next update

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

Here's what we have planned for the next update:

  • The enemies now carry shields to make their defense (left or right) easier to read.
  • Inventory doesnt stop the game but slows it down to 0.1 scale.
  • Inventory holds spendable items (health, energy, etc). In this video we´re using a freeze bomb prototype (it´ll stun and freeze enemies for some seconds).
  • Patched the enemy AI so that they chase you for a bit longer.
  • Patched the enemy AI so that their death animations work (except in that freeze effect, at the moment).
  • Updated map system.
  • Add keybindings.
  • Add a good backtracking layer to the current levels (metroidvania style).
  • Rework audio (dynamic states, reverb, occlusion, richer audio in general).
  • + Some fixes and changes based on feedback and critique... And a few secrets we're not gonna discuss, in case they don´t work out for the next version.


We will release it during the next couple of months.

Here you can see early proto how shields and spendable item system work:


What do you think?

And remember that if you want to discuss these in more detail and see more frequent updates, join our Discord.


Thank you!

Patch #5.1

Release notes, Patch #5.1


First we would like to thank you all for the feedback and support! This patch fixes some critical bugs.

Updates



  • fixed missing wall in Gangland
  • fixed Gangland not resetting on New Game
  • fixed New Game warning not showing on accidental clicks


If you encounter bugs or other oddities, please report it on the game's discussion forum here in Steam or in our Discord.

Thank you for your support & keep on punching!

The Gangland update is now live!

Release notes, Update #5


First we would like to thank you all for the feedback and support! This update is a big one. Most importantly we now have a new area for you to explore. And a lot more. Details below.

Updates



  • Whole new level (1+ hour of content) to explore
  • 4 New Enemies + a bossfight
  • Two new Upgrades for the player to get
  • First level (Lower Streets) polish
  • Dramatically updated Melee Combat & Enemies
  • Refined Movement code
  • Some new interactive objects to discover (?)
  • More music
  • Added first two Steam Achievements

and numerous small bugfixes.

New area is still missing some audiovisual content, like new music, sound effects and graphics.

Next we will focus on fixing the bugs, perfecting the new area and building more metroidvania content into the game: new routes and secrets. Areas that will come later are going to be more compact, but they have more interconnectivity.

If you encounter bugs or other oddities, please report it on the game's discussion forum here in Steam or in our Discord.

Thank you for your support & keep on punching!

May update is now live!

Release notes, Update #5


Thank you for the feedback! This update is a big one. Most importantly we now have a new area for you to explore. And a lot more. Details below.

Updates



  • Whole new level (1+ hour of content) to explore
  • 4 New Enemies + a bossfight
  • Two new Upgrades for the player to get
  • First level (Lower Streets) polish
  • Dramatically updated Melee Combat & Enemies
  • Refined Movement code
  • Some new interactive objects to discover (?)
  • More music
  • Added first two Steam Achievements

and numerous small bugfixes.

If you encounter bugs or other oddities, please report it on the game's discussion forum here in Steam or in our Discord.

Thank you for your support & keep on punching!

The Gangland Update is almost here

Hello hello!

Well, we´re a bit behind schedule (we´ve had to divide our attention over to some business-related stuff and client projects), but now its starting to feel like the next big update is on its homestretch. This is what its about:







  • The next area (prisoner camp / a cyberpunk gangland) is about 90% done. Most of the time has gone into churning thru the audiovisual stuff and actual level design -- to tell the truth, since we wanted to offer some contrast to the previous work, it overscoped a little. But now its very much there, and we´re just going thru connecting areas, finishing up with interactions, fixing bugs, and wrapping up.
  • There's a new pickup + a new interaction system to play with.
  • There's a group of new enemies and a very demented boss fight to look forward to.
  • More music! The initial release had maybe 3 songs or so. Now we've got seven additional tracks by Jesse, plus a few "inside the world" kind of songs that oughta be fun. A Lot of vibes to be had!
  • And some polish into existing systems. We've carefully expanded the combat and enemy design, to give more variation, readability, and fun.



And thank you for the continuing support and feedback!!!!
Rest assured we read each one, and copy all the wishes and critique into a backlog. We´re super grateful about the positive reviews and word of mouth! You help us immensely in pushing this game forward! Sorry about the lack of news items or information on our progress - we try to bring value into these newsletters and even them out. We've shared some media in our twitter & discord, but now it felt like the time to put something in Steam as well.