- Added a fix for the bug where haunted place courtyard gate is stuck halfway open
- Made map screen area names more visible as per request

Steam news
Full Steam announcements and update articles for this title.
We’re excited to announce trading card support for Voltage High Society, including 6 trading cards, 6 badges, 3 backgrounds and 5 emoticons! Don’t forget: the more you punch, the more you unlock!
-Framerate optimization (especially with the gangland / second hub) -Change to Baseball: Does no damage to melee units, but hurts ranged ones. -Added UI hints to ending boss fight -Added two more combat skill to unlock by Liz -Punching a Crab Box will now hurt the hand -adjusted Liz prices, now hit by inflation so they work better over ~5 hours -adjusted Overflower hitboxes to make them more consistent -adjusted enemy movement & forces so they're more consistent -polish and fixes around audiovisuals in levels (missing sounds, visual artifacts, etc) -fixed glitch where a punch hits through but creatures register nothing -fixed shaky hands while game in menus -fixes on UI (loading screen having a gap at top, some texts going out of screen, etc) -fixed some exploits related to hugging walls and jumping and such -fixed the "get to the lighthouse get to the lighthouse" text -fixed Anarchrid animations -fixed Triarchy's bullets sometimes going through walls -fixed Triarchy's shoot spamming and ruckus at the Row Houses -fixed missing chain render bug in gangland -fixed Jimley button not unlocking after meeting him -fixed handcuff misalignment in POV -fixed the red ring spamming a victory fanfare at the digsite -fixed Delirious Bones sometimes not hitting the player (hit distance detection) -fixed Chariot sometimes not moving Thank you for the feedback! Keep on punching!
Fixes:
One new ring type towards end half of the game
Polished hands, weapons & ring shading (local light source, looks prettier)
Fixed right hand pinkie never using a ring
Adjusted some Relationship discoveries so they're slightly easier to find
Disabled two Relationships because of bugs, 4 out of 6 in-game now. Will fix in later updates.
Final Boss: Reactive difficulty settings based on how its going (less combat upgrades means less boss hp)
Final Boss: Dialogue more clear, added subtitles too
Final Boss: Projectiles and audio synchronised better
Final Boss: Cleaned up floor colliders, easier to traverse
Final Boss: Guards now drop health or energy based on which is lower
Beach: Added magpies
Beach: Fixed mesh blob glitch when resume of game from the lighthouse
Beach: Fixed colliders in lighthouse base floor & spiral stairs
Beach: Tick-tank adjustments > lasersight, adjusted timers, and added a small audio cue for targeting
Beach: Fixed one-sided curtains
Beach: Fixed jump exploit in hideout
Gangland: Hopefully the final death of bug where players get stuck once exiting facility and getting to the shack with the mutant. Sorry, its been a extremely frustrating and a tough glitch to fix.
Added last level and an ending
Added last ability
Fixed: Flashlight not toggling
Fixed: Ball Throw was unreliable
Fixed freezing & electrocution behaviour not triggering on some enemies
Fixed Key Binds: when adjusting gamepad, the keyboard got reverted
Fixed Player pushing behaviour getting stuck
Turret audio so its more consistent
Mouse smoothing is now less sluggish
Overflower is more precise, but damage is distance-based
1 audio log from first to last level, where it fits better
Some iteration on the Map view visuals
First Streets: Touched up the lighting
Riot Scene: Added save spot at the start.
Riot Scene: Fixed logic issues with melee guards
Riot Scene: Fixed visual bugs with drones
Haunted Place: Fixed enemy navigation errors
Haunted Place: Removed second Tainted Triarchy
Ganglands: fixed sequence breaks and soft locking
Ganglands: added music to the boss fight
TO EARLY ACCESS PLAYERS: Since the EA version had a different save data in the last level's (beach) placeholder scene, now upon continuing from an old save, you will be forced to the proper start position. Sort of a hard reset. Things should hopefully work without friction, but there can be unforeseen bugs that force you to start over from the start. First and foremost, in case of errors, send a message through the discussion board.
TO DO (whispers of plans): After the dust has settled and we've had a summer break, work continues with fixes and polish. Language support is one thing that's on the table, as well as performance optimisation and an OST release. No schedules yet - we're taking things one step at a time.
Exactly four years ago in June, the first version went public. We had a rocky start and plenty of jank, but with enough love and polish, things tend to work out. We thank you for the support and the feedback over the years - without you we wouldn't be here.
As a special treat, here's some early prototype footage. Can you recognize the location?
In this first-person light-metroidvania, you explore a vast prison island and face its deformed ecosystem. To escape, you must carve a path with your fists and improvised weapons. In good tradition, you'll discover new abilities to open passages that lead deeper into the disturbing construct.
Inspired by Half-Life 1-era visuals, the retro PS1 horror boom, and classic cyberpunk cinema like Tetsuo: The Iron Man, you know the temperature we're aiming for. Twitching meat fuses with the metal.
Nemo Ultra in its full glory! The final part of the prisoner's journey, a massive polish pass for gameplay and all areas, the last abilities to find, and a pretty neat conclusion to the ride so far. The last area of the game is around the same length in gameplay as any other before it, so its a juicy update.
You shaped this. Four years of bug reports, feedback, clips, telling us exactly why punching still felt a bit off so we could perfect it, private DM's and bug reports, save files, whatnot... Everything has helped us immensely. Let alone design decisions (we've definitely played with the design based on player comments). Based on stats, 93% of you stuck the landing with us. Thank you. The 7% may we see somewhere in distant dreams.
If Voltage High Society isn't on your wishlist yet, we'd really appreciate your support. You'll get pinged when 1.0 is live, and for a small indie team, every wishlist counts. We live and die based on these kind of things.
All in all, see you soon on Nemo Ultra!
Lots of djustments and fixes. 1.0 is approaching...
adjustments on jump height, move speed and level colliders
adjustments on map screen (orient on opening map, area names displayed
added actual graphics to the tv programs (Warden Green speeches & Lady Abernathy nature doc)
added few more context-sensitive tutorial messages (taser use and finding energy)
fixed bug of menus losing input controls
fixed walking on water
fixed player jumping through helicopter ceiling
fixed missing colliders in first level
fixed a sequence break in the campsite
fixed sequence breaks in early areas of first level
fixed a bug of opening the riot truck from the wrong side
fixed speech bubbles going inside prisoner heads
fixed harsh clipping in camera movement during some fighting
fixed gamepad UI highlight helper showing through loading screen
fixed errors regarding HUD elements disappearing from the game
fixed part of cavity rendering as the wrong selection in map vie
fixed Haunted Place laptop outline render bug
fixed enemy health bar sometimes showing up out of context
fixed interaction name header misalignment Keep on punching!
Our publisher Coyote Time Publishing just released their latest title. Orbital Overdrive is a roguelite twin-stick arena shooter where your score doubles as your currency. Kill enemies, rack up points, then choose: spend them on weapons and upgrades, or bank them as permanent XP.
Check it out on Steam:
Fixed the Haunted Place energy gate progress issue
Hello! We're getting close to a full release - now the 2nd last segment of the game is done and published. It's a short piece but in our opinion one of the coolest so far. Besides that, we've added some content, balancing and refinements to the rest of the game as well, most notably the Haunted Place which some players deemed too hard or even annoying. All in all, if you start from the beginning there's definitely some secrets hidden here and there. As before, if you play the game please leave feedback in the form of a review, which helps us immensely both in discoverability and refining the actual game. Happy holidays and have a pleasant new year! -Platonic Partnership
Full Widescreen support + UI Refinements
Added a new area after the Haunted Place
Added new Ability (Drill Hump) to unlock in Lizard Shop
New display mode: 80.000 Volt Mode
Added Underwater audio layer
Added environment fauna
Added new ability, Light Scan, which is unlocked in the Haunted Place
Haunted Place gameplay adjustments (made the level a bit easier)
More random things to discover (readables, audio logs, secrets)
3 new enemy types
Small audiovisual refinements across the game
Individual inventory dropdown not reacting
Subtitle spamming from tv screens
Burger meat leaving collisions in scene
UV glitches on some moving platforms and buttons
Last sick mutant disappearing once healed
Overflower shooting across large distance (sniping)
Missing colliders on some significant individual geometry
Monsters walking under water
Monsters walking into campsite
Gushing water audio disappearing
Player getting more and more damage while dead/dying
Player entering menus while dead/dying
Game becoming sentient and licking your legs while you sleep
Burger kiosk UI mishandling on gamepads
If inventory is full, consumables still disappear (get picked up)
If health/energy is full, you could still spend consumables
Head on wall sometimes not dying from thrown balls
Hi, for a good while I've wanted to write a little letter of appreciation on my long-time collaborator, composer of Voltage High Society, Jesse “the_simian” Harlin and his work, as I feel that for the amount of trouble and effort he puts into anything we do needs more recognition. And I figured this might be a interesting read for followers of our game, too. Now, since this is just my idea and unsolicited, I'm not going to dig deep into our lives or history. Just, you know, I figure a small token of appreciation and a peak behind our development. This is a bit unstructured flow of mind, maybe even unprofessional, so bare with me.
So! Me and Jesse, we’ve known each other since maybe around 2008 - I was in my twenties and Jesse a tad older, both really wanting to work on games or mods and such. I'm from Finland, he's from the states, and we mostly talk and meet up so that its late or super early for one of us. For however brutal the timezone difference and daily activities are, we've always got along super effortless. Our earliest project I think, is when we started collaborating on a horror mod for Half-Life 2, called Flesh. I designed the rest of the game, Jesse did the soundtrack (and a website that isn't available anymore).
What struck me about Jesse from early on, is his absolute dedication to the concepts - not only does the man bring great music, but he really sinks his teeth into a game’s story, environment, the lore of it all, bringing so many ideas and layers to things. He really does get immersed into a world and brings in lengthy, rich conversations on the designs and ideas. Which of course, is super motivating and helpful for me as a designer, too. And the tracks! Even with Flesh, a semi-simple horror mod made in our spare time, Jesse delivered intricate songs that were instantly recognizable, with such clear texture, motifs, and dynamics, and they usually went on for a good while, anything from 3 to 10 minutes, no filler. Having something like that for a freebie for a mod was crazy cool back then, and really made the project sing. After Flesh we did collaborate a few times or tried things, but things winded down on the game development front for a while. Life took over, and we chatted less, too. That is, until I got back into making games, this time commercially. It was in the early stages of Voltage High Society that I got into a conversation with Jesse again - I probably shared some videos or work-in-progress screenshots or something. He’s always wanted an actual commercial game with his name on it, and even if our compensation is crap, he wanted to do this and I really wanted to work with Jesse again, after a long time. I'm pretty sure we had a multiple year gap when we weren’t much in contact (as there’s childbirth and work and whatever in our lives), but yeah we continued like nothing had changed. Same Jesse, fun to talk with, relentless passion. This intense dude who delivers intricate, rich tracks full of interesting flow and dynamics. And oh boy Jesse’s dynamics are worth talking of. His body of work is full of these long tracks that don't simply repeat or loop… nah they evolve and shift in complex ways. There's so much going on - layers of engineering, motifs, details, and texture - that you can’t catch it all on one or two listens. His tracks are super fun to take apart and listen repeatedly which, hey, is also great for a game soundtrack. Players might mess around or get stuck in a area for a while so its nice that the music lives on, bringing life into the moment. Jesse's output is so stellar that, I really feel like its a big shame he hasn't had a proper chance at working on commercial games, as he could bring hell of a lot into anything. (Funny little tidbit though, there also exists another composer Jesse Harlin in the games industry, who's worked on such things as Mafia, Star Wars, and Monkey Island remasters. That's why I - and Jesse himself, refer to him by his artist name the_simian.) Maybe sometimes this level of work gets the better of our man - he has a day job, a family, and his obligations and struggles of everyday life. So when it comes to this side activity, he might struggle with a concept for a while, or have a hard time finding the time to put in all the labor he wants, to get all the transitions and layers working right - and I know he's stressed out or feels bad about it sometimes. But I wholeheartedly support and try to help him in every way and let him work with all the time he needs. I don't know what the perception of our development is to the outside world, with this project. The unfortunate reality of indie game development is, that just like everyone else, we mostly work on this after our actual obligations, be it commercial projects with actual monthly income, our lives, children, family, health, and so forth. When you’re younger and got less things going on - back with mods and such - this kind of low-budget development is still manageable.. but age and responsibilities definitely take their toll. With Voltage High Society, we work on the game “when we can”. For me and the team at Platonic its mostly fine, as this is our responsibility and my idea anyhow. I can personally work for little compensation and juggle with "legit" projects where there's steady income, and then the game development happens in drops whenever possible. But Jesse's in too. Willingly, relentless, never ever missing the mark or compromising from his output. For an example, in the Haunted Update, Jesse pulled some all-nighters between his day job and activities. Sometimes he worked up until sunrise. And we're not young men. He did it just to get the boss fight theme in there, without compromises to his ideas. Yet again, it ties perfectly into the story and happenings of the game. Its quite frankly still beyond my comprehension that he’s gone along with my stuff for nearly two decades, always with the same dedication, heart, and long-ass crazy tracks. All in all, what else can I say but I appreciate you so much man. Thank you. Leave some positive comments for our soundtrack and composer, and do check out Jesse's work at https://soundcloud.com/harlinjesse And for sure Jesse will put out Voltage High Society's soundtrack as well, once the time comes. Just don't spam us about it beforehand. (PS. next update, one of the last, is coming relatively soon. But we'll write about that another time.) -Henri
2025.5.2
Changes:
Added messages related to use of special skills/upgrades
Improved memory management
Fixed a rare condition related to menu items
Hello everyone!
We're excited to roll out a new update just in time for the spooky season.
New Content
The Haunted Place is a brand new level.
Two new enemies + a bossfight
More TV broadcasts to find
New collectible system (Romance cards? Lore cards? Name pending)
Two new ring types
Changes & Improvements
Swimming is completely overhauled to be smoother & more responsive.
Overflower movement and behaviour adjustements and fixes.
Head-On-Wall cant shoot through walls anymore
Performance upgrades, bug fixes, and visual polish throughout all levels
FMOD related system load & behaviour polish.
Keep on punching!
Hello! Summer is over and its almost time to head back into our prison island. Next update will have one new level. We've been working hard on this - at the moment we're finishing assets, doing sequence scripting, fixing bugs, and going crazy. We don't want to spoil anything, but its basically heavy on new visuals and has a bit of a different feel to it - like a breather or a departure from the rest of the game. Gameplay-wise, it won't be long, but yeah it has some real cool stuff to it. The estimated release is in a month, so you can already idk, make plans with your life. And hey, after this level, we´ll get to work on the ending* for the game? Kind of crazy to think we're almost at a version 1.0. It's been quite the journey, longer and harder than anticipated, and we're so very thankful for all of your support, feedback, artwork, comments, and patience. Lets see this thru and finish something cool and noteworthy. *Not much of a spoiler but the last area will deal with that ominous lighthouse you've been seeing in the background
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Voltage High Society, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Voltage High Society statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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