Newsletter July 2022

Voltage High Society

"Welcome! I am warden Green, and you are now standing inside the city of Nemo Ultra, in the infamous quarantine zone at Point Nemo. This is The Purgatory. This is the lowest circle of hell. In here you quite simply either die or transcend."

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. [img]{STEAM_CLAN_IMAGE}/42567486/d7b80df62970ee27980a170e778ae32f371da353.png[/img] [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! [img]{STEAM_CLAN_IMAGE}/42567486/d1dbd4dfe96faaff6fc7cec92bfacfc520ddb9ce.png[/img] Slugs and hisses, Henri [i]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.[/i]