- Bugs say squish! - 10 September 2026
Fixed generator mission door bug
- QUICK FIX - 24 August 2026
Fixed the issue where the way out of rowhouse area does not react on reloading game
- 1.7.9 FAST & FURIOUS QUICK FIX - 23 August 2026
PATCH NOTES: Fixing a issue introduced by yesterday's patch, which would sometimes hide the component in the metro tunnel. Now its available again. Fixed a collider issue in the metro tunnels that let you go past the second train hull
- Voltage High Society 1.7.9 - 22 August 2026
1.7.9 PATCH NOTES: - Fixed a error in Haunted Place where for some reason breaking generators doesn't always apply to progressing the game - Fixed a error where, returning to the first hub area after accessing Ganglands seems to occasionally override progress data
- Voltage High Society v1.7.5 - 21 August 2026
1.7.5 PATCH NOTES: - Made rowhouse area one-way, as per suggestion, to lessen people exiting too early - Fixed a issue where breaking generator at beach sometimes does not turn off an electric gate - Fixed Overflower's health not showing - Fixed a issue where dying while also defeating Sheperd's Flock causes game to get stuck - Fixed a issue where Sheperd's Flock refuses to bleed out, softlocking players
- Voltage High Society v1.7 - 11 August 2026
Voltage High Society v1.7 changelog: Added camera smoothing toggle (mouse acceleration) Added UI popups for input behavior changes (gamepad, mouse) BEACH: fixed lighthouse not rotating BEACH: fixed turrets not shooting at player
- Voltage High Society: What's Next? - 6 August 2026
Hi,So now that we're out of Early Access and somehow survived the launch (and those awful two weeks of patches and bughunting), it's time to look at how things went and what's ahead of us!First of all, thank you! The reviews, feedback and support everybody's showering us with has been nothing short of amazing. We've looked through every video, stream, discussion topic, discord message, email, and its just super cool how such an odd game genuinely connects with folks. We're also taking responsibility for the jank and the bug reports received, and we try to fix as much as possible with the brutally limited time and resources for our work. Naturally, the game has not sold enough to start supporting full-time work and that's nothing new for us, during these four years of development. But the major thing is that we fulfilled our promise with the game, and its cyberpunk instead of cybercrap.…
- Patch Notes for Version 1.4.3 - 12 July 2026
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
- VHS 1.4.2 patch notes - 11 July 2026
Fix for a gamebreaking bug where, if collecting components by "USE" instead of walking over, they used to respawn on a continued game, thus picking them up again would break the mission counter. For who was affected by this, check forums for the new message.
- 1.4 Patch Notes - 8 July 2026
Fixed the bug where for some users the facility's 2nd set of towers don't move Fixed hint popup message getting stuck on screen when dying Added the option for the leaning effect (on/off) Added the option for mouse sensitivity slider to have decimals
- Announcing Steam Trading Card Support! - 4 July 2026
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!
- Update Notes for Friday Patch - 3 July 2026
- Fixed a major bug: after fixing the water, and reloading the game, the mutant area gates seemed to disappear, which lets you run outside intended route and skip one part of the gangland area - Fixed a sequence break where you enter Haunted Place before acquiring a ball, softlocking doing so. If you by some devilish trickery did this, Haunted Place spawns a ball at the church gate, if you don't possess one. - Added a helper message(s) for the camp access guard and some scraps to lure you towards there. - Fixed Coil ring not working in right hand pinkie - Adjusted some colliders with the last area to fix exploits and glitchy behaviour - Made it so that the Prime Claw retreats if you run too far
- Collider and UV fixes to end half - 2 July 2026
-fixed some uncatched texture & collision issues
- Small texture fix - 2 July 2026
- Fixed some textures in Ganglands
- 1.3 Update - 1 July 2026
1.3 Patch notes: -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…
- 1.2 Update - 27 June 2026
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, a…
- 1.1 Hotfix 2 - 25 June 2026
Gangland: Bossfight jumping now much easier & less damage penalty as well Gangland: Fixed being stuck in the shack with mutant, post-facility section Gangland: Slightly better now with the framerate spikes (work-in-progress!) Haunted Place: Fixed that one Riot Truck which nobody should be able to bypass Beach: Bossfight, if you die you respawn closer (no need to travel again) Beach: Fixed issues with enemies being invincible (should not have been, in the first place) Beach: Bossfight, made helicopter projectiles slightly slower Beach: Bossfight, modified helicopter's parameters (collider, speed) Beach: Bossfight, changed so that there is only one ranged guard Beach: Bossfight, added some hints Ending Credits: Added a cue that the game is over Thank you all for the support and valuable feedback!
- 1.1 Fix - 24 June 2026
- Fixed the factory access for some players
- VHS 1.1 Patch Notes - 24 June 2026
1.1 Update aka Post-Release Hangover Patch: Added Achievement for the Final Boss Added Bind support for special buttons (Mouse4, Mouse5, etc) Fixed enemies doing ZERO DAMAGE for some players Fixed Head on Wall not getting shuriken damage Fixed a Win Fanfare triggering in Gangland for no reason Fixed progression lock of no immediate save position after healing water + made a logic check to force stuck players to right place + Special fix for that one person who SOMEHOW managed to get to the Chariot's area without a taser. Now there's a taser to pick up before the boss fight, which also unlocks the doors to the area.
- Voltage High Society 1.0 out now! - 23 June 2026
1.0 RELEASE 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 EAR…