October Update Now Live!

Voltage High Society

Dive into a retro-inspired nightmare at Point Nemo. Fight for survival against cybernetic terrors, and break free from the clutches of a city gone mad.

[h1]Release notes, Patch #4[/h1] 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. [b]We recommend starting from the beginning![/b] With the scripted sequences, dialogue, etc... it should be a fun experience though! [h3]Improvements[/h3] [list] [*] [b]Map![/b] Now we have it. Includes landmarks/mission markers as well. [*] [b]Storytelling! [/b]Added an intro, scripted sequences, and more dialogue. [*] [b]Punching![/b] Juicier fighting, with punching that reads and connects better. [*] [b]Moving![/b] 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 [i](environment details + mesh textures + UI fun stuff)[/i]. [*] 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. [/list] ++ Unlisted tiny details and small additions, both to the first level and overall gameplay. [h3]Bug Fixes[/h3] [list] [*] 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. [/list] [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. [b]Thank you for your support & keep on punching![/b]