Voltaire: The Vegan Vampire cover
Voltaire: The Vegan Vampire screenshot
Genre: Simulator, Indie

Voltaire: The Vegan Vampire

Voltaire is in Dreamhack Beyond!

We're excited to announce that Voltaire: The Vegan Vampire will be showcased at DreamHack Beyond on August 18th, 2023!

Check out the Summer Indie Showcase at https://store.steampowered.com/curator/40157993/sale/DreamHackBeyondSummerIndieShowcase . We’re super excited to see you!

If you want to join the community, join our Discord!

Thanks for your support and we’re super excited to show off all of our hard work!

EARLY ACCESS - PATCH NOTES - V0.90.04

NEW!




  • New Game Mode: Boss Rush!
    A roguelike challenge for veteran vampires! Make it through 15 days of permadeath, multiple boss fights at once, massively increased XP gain, doubled house HP and buffed soulstone drops - and win a very special prize at the end!
  • New Game Mode: Farming Mode!
    A cozy farm-sim sandbox about cultivating skills! Includes much more relaxed hunger costs, pre-built defenses, no boss fights, plenty of farming plots and a brand new character to meet!
  • New Achievements!
    11 new deeds to prove your mastery of the dark arts, and a brand new way to earn the legendary “V for Vegan” achievement through the Boss Rush challenge!


BUGFIXES & UI




  • Fixed a visual clipping issue between El Capitan and the player’s house
  • Fixed an issue that could cause El Capitan to stutter when moving near the player’s house
  • Fixed an issue with the Soulstream skill modifier that could cause it to behave erratically with the new camera update
  • Fixed an issue that was causing harvested or looted veggies to display as skullions for a few frames
  • Fixed an issue that could cause Mr. Wiggles to spawn further away than intended
  • Fixed a layering issue that could cause glowing mushroom props in the Glowbug Forest to display in triple sprites
  • Adjusted several layers and prop positions in the Glowbug Forest, Hunting Grounds and Silverbane Bay biomes
  • Save slots will now also display game mode
  • Plants that dry out from not being watered will now display a small “poof” of dust for feedback, instead of simply disappearing



BALANCE




  • Boss Rush mode added with the following modifiers: permanent loss on defeat, 10% more baddies per wave, 2x faster wave scaling, interval between boss fights lowered to 3 days instead of 7, every 3 days a random extra boss is added to the boss fight (up to 4 at once), random starting biome, 10x multiplier on XP gained, 10% lower total XP required to reach max level, 2x multiplier on base house HP, 2x multiplier on Soulstones dropped by bosses, starts with 25 Soulstones, ends after completing 15 days.
  • Farming mode added with the following modifiers: halved hunger costs, 10% less baddies per wave, 4 pre-built defenses per biome, no boss fights, all farming plots available, new farming event character, biome progression is done by completing farming event deliveries.
  • Digging for treasure will now always provide a small amount of souldust, across all game modes

EARLY ACCESS - PATCH NOTES - V0.89.03



NEW!




  • Major Graphical Improvements: A New Perspective!
    A brand new way to discover the world of Voltaire! Improved graphical fidelity, a new camera perspective, enhanced particle effects and new 2.5D house looks.

  • New Materials: Souldust and Soulscrap!
    Shinies everywhere! Souldust and Soulscrap are a new way to craft those precious Soulstones through the Alchemy Table.

  • New Blueprint: Soul Collector!
    Reaping Compassion! A Soul Collector will grant you Souldust for each baddie defeated every night.


BUGFIXES




  • Fixed an issue that could cause the Pyromancer skill tree to reset on game load
  • Fixed an issue that could cause the ending cinematic to not display properly upon defeating the final boss
  • Fixed an issue that could cause the fog around the biome’s edge to display on the wrong visual layer
  • Fixed an issue that could cause buglings from BugBug’s eggs to spawn during the day time
  • Fixed an issue that could cause Werebats to be counted twice in the “enemies remaining” UI
  • Fixed an issue that could cause some pets to be duplicated every time you swapped classes
  • Fixed Ylga’s shop item descriptions to properly represent consumable items
  • Fixed an issue that could prevent the “items received” tag from displaying when being awarded soulstones from Olga or Elga
  • Fixed an issue that was causing some boats and sunshade props in the Silverbane Bay biome to spawn blue leaves when walked through
  • Fixed an issue that was causing some weather particle effects to not properly scale with camera zoom, especially during Bloodmoon
  • Fixed an issue that could cause missions requiring the crafting of certain materials to be completed when the wrong material was crafted
  • Fixed an issue causing the level up pop-up on P2 to not have a selection until the joystick was moved
  • Fixed an issue that could cause P2 to lose control after P1 completed the Inventory tutorial
  • Fixed an issue that could cause conflicting control between P1 and P2 in the Alchemy Table UI
  • Fixed an issue that caused the text displayed when gaining XP from composting to not take boons into account
  • Fixed an issue that caused the amount of any reward received by Elga and Olga to mismatch the actual amount received



BALANCE




  • Decreased how fast an enemy wave can be spawned at later stages of the game
  • Enemy waves will now spawn in a more gradual interval instead of clumping up as much towards the end of the night cycle
  • Frostling’s attack range increased
  • Frostling’s attack speed decreased
  • Boons will now include a level-based unlocking progression, where reaching a certain level is mandatory in order to further augment each boon
  • Retired the old Soulstone alchemical recipe in favor of the new one using Soulscrap
  • Added a new alchemical recipe to allow transformation of Souldust into Soulscrap


HOTFIX - PATCH NOTES - V0.88.03

BUGFIXES




  • Fixed an issue that would prevent Werebats from being unlocked in the Veggiepedia, also preventing the “Fauna Connoisseur” achievement from being earned.
  • Fixed an issue that allowed players to craft higher tier C’thul food (such as Rotten Tematos) without spending its actual cost
  • Fixed an issue that could prevent the player from finding Mister Wiggles if they exited the game before finding it while the event was already active.

MAJOR UPDATE - Content patch 9 is OUT NOW!

Hello, non-floaty human friends!

This week marks the first 2 months of Early Access for Voltaire, and we have a pretty exciting patch to celebrate the occasion! Along with 8 other content patches under our belt since release, we are pretty confident in the core we are creating and can't help but feel excited for the future of the game.

This major update sets an important milestone in our roadmap, but we have so much more already in the works behind the curtain that we can't wait to reveal, and more importantly, get your feedback on! This means we will soon be detailing more information about our list of upcoming features and shedding a light on our planned release windows for all the listings in our roadmap.

As per usual, with new content come new challenges, so if you have any feedback on these or any upcoming features please do share it with us. Now, without further ado... patch notes!



NEW!



  • New System: Class Modifiers
    Wield new powers and unique visual effects while progressing through skill trees that augment a specific playstyle!
  • New Class: Pyromancer
    Transform into a flame-wielding sorcerer, focusing your power on ranged attacks and a scorching new firewall ability!
  • New System: Events
    Meet new characters along the way and aid them through brand new quests!
  • New Event: Elga’s Soups
    Soup-making is no joke, and Elga needs your help with… unusual ingredients!
  • New Event: Ylga’s One-Stop-Broom-Shop
    Not quite a convenience store, but pretty conveniently stored!
  • New Event: Olga’s Lost Pet
    Poor Mister Wiggles, where could it be?
  • New baddie: Necromincer
    Often mistaken for a typo, Necromincers actually earned their name due to their unusual ritualistic practices, mostly involving minced skulls and fruit salads.
  • New baddie: GubGub
    GubGubs are colorful critters that share a lot of similarities with most ancient species of beetles, with the exception of those found on a particular shade of yellow submarines.
  • New baddie: Frostling
    With a coating of fur almost as thick as their wits, Frostlings are well prepared for snowy weather, harsh conditions, and spontaneous snowball fights alike.
  • New baddie: Ghostavo
    Once a ragtag group of ruthless scallywags, Ghostavos now roam the lands as lost souls, often complimented for their transparency.
  • New baddie: Raider
    A prevalent tribe across Transylvania’s Hunting Grounds, Raiders are an equal threat to innocent passersby, small critters, and unprotected fridges.
  • New baddie: Treeant
    Even though they do move through complex underground tunnel systems, a Treeant really is mostly related to a tree, and not so much an ant.
  • New baddie: Clayton
    These surly, bulky figures can be found across the steepest dunes and driest deserts, but such harsh conditions can make one kinda rude, especially during sandstorms.
  • Updated baddie: Werebat
    Half bat, half wolf, half vampire and fully unaware of how math works.
  • New QOL: Reactive Tutorials
    A more intuitive way to learn while embarking on your adventure (to be expanded!)
  • New QOL: Skippable Tutorials
    Because some vampires have walked the walk and farmed the farm before.
  • New QOL: Skippable Boss Animations
    Gone are the days of watching Skully laugh in our faces for the 7th time.


BUGFIXES



  • Your custom zoom level will now be logged and should properly apply after you close any interface windows.
  • Fixed an issue that could cause baddies to attack towards the opposite side of their target.
  • Fixed an issue that could cause baddies to start attacking from further away than their intended range.
  • Fixed an issue that could cause an incorrect image to display on under construction Haunted Mines and Haunted Sawmills


BALANCE



  • Introduced new biome-specific baddies.
  • Monastery Graveyard: Necromincers are frail baddies that will continuously summon floating skulls to attack for them.
  • Green Grove: Treeants are mischievous baddies that will tunnel underground and pop out near your crops.
  • Glowbug Forest: GubGubs are tiny critters that will spawn out of their eggs if not dealt with in time.
  • Southerns Barrens: Claytons are bulky baddies that will split into two once defeated
  • Hunting Grounds: Raiders are sturdy baddies composed of a werehog and its rider, and both must be defeated.
  • Silverbane Bay: Ghostavos are sneaky swashbucklers that will remain immune to all sources of damage until they get close enough to their target.
  • Snowscale Tundra: Frostlings are tricksters at heart that will mostly focus on hitting you with snowballs and stunning Voltaire.
  • Castle Gardens: Werebats are Dracula’s minions and can fly over your traps or traverse terrain pretty quickly.
  • Buffed Rootie-Frooties’ HP value by 1 point.
  • Slightly reduced the total material cost of Haunted Mines and Haunted Sawmills.

EARLY ACCESS - PATCH NOTES - V0.87.01

NEW!




  • New Blueprint: Haunted Mine!
    Just mining its own business! A Haunted Mine will grant you a large amount of stone every day.

  • New Blueprint: Haunted Sawmill!
    Chop chop! A Haunted Sawmill will grant you a large amount of wood every day.


BUGFIXES




  • Fixed an issue causing rain to fall inside the player’s house after the Castle Gardens boss fight
  • Fixed an issue that could cause XP earned to be exponentially multiplied, resulting in extreme XP scaling well beyond level 20
  • Fixed an issue with Gravity Well Traps that could cause them to infinitely loop themselves and force baddies to get stuck
  • Fixed an issue that could force baddies to attack from extremely long ranges when their pathing becomes impossible
  • Fixed an issue that could cause UI descriptions on Alchemy recipes to display text from a different recipe


BALANCE




  • Lowered the material cost of building Water Wells from 25 wood and 25 stone to 2 planks and 2 bricks

EARLY ACCESS - PATCH NOTES - V0.86.02

NEW!



  • New Blueprint: Eye of Rauson!
    A great eye, lidless, wreathed in flame. The Eye of Rauson will help you protect your crops at long range, but make sure you hide any ring-shaped jewelry from it!


BUGFIXES



  • Fixed an issue that could prevent you from receiving the “Irrigation not irritation” achievement for building a well. If you were affected by this, simply loading your save should grant you the achievement
  • Fix an issue that could cause the cinematic animation after the Castle Gardens boss fight to not display entirely or display a black screen and text
  • Fixed an issue that was causing the new range indicators to not disappear if you fainted on top of a defensive plant
  • Fixed an issue that could cause the incorrect tracking of materials placed on a blueprint before it’s fully ready to build
  • Fixed an issue that could cause the UI text overlay on Alchemy Table recipes to display out of bounds
  • Water Wells will now properly display a checkmark icon when they are ready to collect, in preparation for upcoming blueprints
  • Picking up an item while your inventory is already open will now properly update the selection box
  • Changed the skill modifier named “Vinecrow Trap” to “Vinemaw Trap” as was intended
  • Applied a second layer of prevention to the issue that could cause the player to begin a night cycle outside the house and not initialize enemy spawns


BALANCE



  • Lowered the overall material cost when building Pet Shrines (from 1 Soulplank + 1 Soulbrick to only 7 Planks and 7 Bricks, meaning a total of 30% less materials spent)

EARLY ACCESS - PATCH NOTES - V0.85.03

NEW!




  • New system: Blueprints!
    A new way to shape the landscape and improve your odds.

  • New Blueprint: Bat Shrine!
    Not the baseball kind!

  • New Blueprint: Dog Shrine!
    Who let the Shrines out?

  • New Blueprint: Cat Shrine!
    Happy kitty, sleepy kitty, purr purr purr.

  • New material tiers: Planks, Bricks, Soulplanks and Soulbricks!
    Work your way up the material chain.

  • New cinematic ending! (WIP)
    Watch in-the-making footage of your journey’s outcome… so far!


BUGFIXES




  • Fixed an issue that could cause key remapping errors when attempting to change the main interaction keybind.
  • Fixed a rare issue that could cause Voltaire to transition into a night cycle after fainting without waking up inside the house, and no baddies spawning (if this ever happens in an old save slot, re-entering the house will resume the cycle and fix the issue)
  • Fixed several minor UI and scaling issues
  • Fixed several minor sprite layering issues


BALANCE




  • Re-adjusted overall XP required from level 10 to 20 to further smooth out the curve instead of having a large requirement increment at level 15
  • Added the new Shrines blueprints, which grant 10% extra XP from all sources, per shrine (stacking buff!)
  • Slightly increased the scaling on the amount of baddies spawned per day as the player progresses through each week
  • Added the option to convert base materials into their next tier in the Alchemy Table (wood to plank, plank to soulplank / stone to brick, brick to soulbrick)

EARLY ACCESS - PATCH NOTES - V0.84.02

NEW!




  • New defensive plants: Nursevines!



These nurturing vineplants may be infused with dark magic, but they will actually heal your crops every time an enemy is defeated nearby!


  • New alchemical recipe: Nursevine Seeds!



Craft your own Nursevines and care for your crops like never before!

BUGFIXES




  • Fixed an issue that was causing El Capitan to not display the intended short white blink animation every time it took damage
  • Added the same short white blink animation to Dracula and Yeetus every time they take damage
  • Fixed an issue that was causing the Dartvine alchemical recipe to display its proper Soulstones cost, but would only actually spend 4 Soulstones per interaction


BALANCE




  • Readjusted the formula for materials dropped in preparation for next week’s patch, which will begin to introduce new buildable structures

EARLY ACCESS - PATCH NOTES - V0.83.03

NEW!




  • New veggies: Marsh’o’mellows!


    These fruit-scented squishy flowers are an extremely rare delicacy, said to have antidepressant qualities when roasted over a bonfire!

  • New baddies & pets: Mellows!


    Named for their attitude after consuming their body’s weight worth of Marsh’o’mellows, these droopy critters are actually quite aggressive until they’ve had their fill!

  • New UI: Trap Counter!


    Gone are the days of keeping track of stuff in your head. These days we’ve got messenger crows, soul portals, and even brand new UI indicators that keep track of your traps for you!

  • New UI: Plant Range Indicators!


    Sure, you already knew Slimervines had great aim - but did you know just how far they could lob their goo at those pesky critters? Fear not, now you’ll know!


BUGFIXES




  • Adjusted the height of Soulbarrier’s HP bar so it isn’t covered by their UI overlay
  • Frootlings finally found their hats somewhere inside the Veggiepedia
  • Fixed the description of the skill “+2 Backwards Projectiles”
  • Fixed an issue that could cause the level-up sound to become much louder if you leveled up just before the skill choice pop-up was shown
  • Fixed an instance of duplicated clicking sounds when pressing the delete saveslot, options, twitter or discord buttons
  • Clarified some of the terms used in the Veggiepedia
  • Fixed an issue that could cause Frootlings to attack your crops from a longer range than intended


BALANCE




  • Rebalanced XP per mob defeated to account for incoming features
  • XP granted by defeating El Mimicos (El Capitan’s chests) nerfed from 100 to 10
  • XP granted by defeating Cornycobs nerfed from 15 to 10
  • XP granted by defeating Cornypops (each) nerfed from 10 to 5
  • XP granted by defeating Mermanjos nerfed from 15 to 10
  • XP granted by defeating Undertakers nerfed from 18 to 15
  • XP granted by defeating Egguardos nerfed from 12 to 10
  • XP granted by defeating Leemonapes nerfed from 12 to 10
  • XP granted by defeating Wolfhounds nerfed from 12 to 10
  • XP granted by defeating Imps buffed from 14 to 15
  • XP granted by defeating Skull-Scalpers buffed from 9 to 10
  • XP granted by defeating Leekness Monsters buffed from 10 to 15
  • XP granted by defeating Soulreapers buffed from 18 to 20
  • XP granted by defeating Frootlings buffed from 12 to 15
  • XP granted by defeating Werebats (Dracula’s bats) buffed from 0 to 10
  • Dartvine drop rates on treasure chests nerfed due to an unintended duplicated entry
  • Wack’o’lantern total nutrition nerfed from 20 to 15
  • Crowberry nutrition decay now properly updates by 1 point at a time