
First-person horror metroidvania about fisting your way through a prison island crawling with cybernetic monstrosities. Explore, evolve, escape. Inspired by Tetsuo: The Iron Man.
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About
You're sentenced to Nemo Ultra, a decaying prison island infested with cybernetic horrors. Learn what it means to survive in your new home. Explore the vast island and discover bizarre tools to help you press deeper. Meat obeys metal.
Voltage High Society is a gritty first-person cyberpunk metroidvania. Locked doors, ability gates, backtracking, shortcuts, secrets, and boss fights test everything you've learned.
Each hand fights on its own in aggressive close-quarters combat. Throw punches with either fist, or arm one hand — or both — with the weapons and tools you discover. Choose the correct hand for the job by reading your enemies for an opening.
Embrace the island's virulent metal plague to survive and thrive on Nemo Ultra. Gain new combat moves and ways to interact with the world. Seek out the nearest lizard-run body-mod shop to get started. Veteran prisoners also whisper of mysterious rings surfacing across the island...
Nemo Ultra is a hand-crafted, interconnected island built for exploration. Unlock new passages with your expanding toolkit and turn dead ends into shortcuts. Inspired by repeated viewings of Tetsuo: The Iron Man and Escape from New York.
PS1-era aesthetics meet modern lighting and visual design. Dark, oppressive alleyways open into neon-drenched arenas. With its deformed inhabitants and electrified atmosphere, the world of Voltage High Society feels like a place that existed long before you arrived.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I love Couch And will protect them to the ends of the earth and back
[h1]Glad to see 1.0 is finally out![/h1] I played this way back in 2023 when the dev gifted me a copy. Decided to start a new game to see if anything in those first few areas changed at all, and I'm really glad I did! So many things have been updated, and I feel most of those changes were for the better! Like the in game economy used to be really stingy, you barely ever found scrap, but now it's seemingly everywhere. Even if the game is very completable without ever spending any scrap, it felt nice to find and collect and spend on the local small businesses. [h2]The absolute worst parts of the game were two boss fights.[/h2] One about half way through, where you have to persistently first person platform to keep away from one enemy who will kill you in 2 hits, and the jump in this game isn't very generous, so you can just barely make it, but while you're jumping, you have to keep an eye on the boss for when they stop and get stuck, cause that's your opportunity to attack. Constant whipping eyes front to see where the edge is, eyes back to see the boss. All the while you have an enemy in the center of the arena chucking projectiles you also have to dodge. While the concept of a dual boss is fun, the execution ended up being frustrating, and it would have been the worst part of the game if it wasn't for the final boss. Which felt way worse. The thing that absolutely floored me about the final boss was the checkpoint. I thought the dual clowns walk of shame was bad as you walk 10 seconds through a couple rooms, but the final boss's walk of shame takes at least a minute or so. Puts you at the bottom of a tower, even though there was a perfectly suited space just before the fight. The dual boss fight, their health reset when you die, but not the final boss, which was a blessing, cause starting that fight from scratch every time... I would have given up. The actual final boss itself isn't so bad, but to increase the difficulty they added a bunch of chaos around them. While you're trying to figure out the boss's pattern of vulnerability, you have this invincible helicopter that spams a barrage of projectiles, plus the game spawns in ground troops with hit scan weapons coupled with basically no good cover. It almost felt impossible not to get killed, and every time you die it's that minute or two walk back to the top of the tower. While walking back, you can still hear the final boss's taunts. It's all you have to keep you company as you climb the tower. It's unfortunate the final act of game play is such a black mark on what is otherwise a fantastic little adventure. [h2] Performance [/h2] A minor annoyance, the 2nd area, base camp and mutant huts, had a persistent stutter every 10 seconds that I don't remember being in the early access version. All I can imagine is something was added that tanks performance, and if it just affected the area with all the people, that'd be bad enough, but it sticks throughout the entire section of the game. I was worried maybe it was a memory leak or something from the previous area, but resetting the game didn't help. [h2]Rings of Power[/h2] I really liked the addition of the rings that give you small boosts. Though the game really front loads them. I felt like I was finding a bunch at the start, but after area 1, they dry up almost entirely. It would have been nice to get more of them and actually have to make a decision about what to wear. As is, you have so many slots that you just put on whatever. [h2] Story vs Lore [/h2] Speaking of new additions, there are a bunch of TVs now with audio logs that do a great job of fleshing out the world and building things up, but a lot of them are very easy to miss and they require you to stop dead in your tracks to listen. The world building and lore of this game are neat, and the metal plague sounds horrific when described, but since the core method you interact with the world is your fists, the horror elements all fall flat. I never had to fear the metal plague, even though the character is subtly infected by it. I almost missed that detail. I wish the story was more felt. Very much one of those games where you just keep doing stuff because that's how you progress, rather than being invested in the why. [h2] Exploration [/h2] The game technically meets the requirements to call itself a metroidvania, but deep down in my plums, it doesn't scratch that itch. You're introduced to obstruction in your path, you find item that removes the blockage, you return to area and continue. I suppose the issue is the way the levels are designed, you feel like you're walking down the one critical path, there's seldom a locked thing you see before getting the item that isn't a critical path. I never really had those "Ah! cool, now I can check out all these new areas" moments. The game is broken up in to sections, and while you do pass through old sections later in the game, at that point they're so warped they it feel like new sections basically. [h2] The Beats [/h2] Every once in a while, the soundtrack kicks off with something really banging. The music is a highlight of this game. [h2] Overall [/h2] Despite a lot of belly aching, I do recommend the EXP. You'd think all that time in early access would have led to something quite polished, but I wager most people were like me, waiting for the full release to really give it a go, and so they didn't get as much feedback on the game as they wanted.
Cool game, one-of-a-kind brawler metroidvania in a fun city to explore, kinda reminds me of Condemned. Game sucks to play though; the movement is inconsistent, there's a hundred bugs that individually aren't too bad but added up drags the whole game down. The second area crawls on amputated arms and legs performance-wise, and the UI is a massive chore to use. Game wasn't ready to leave early access and it shows.
This game is rough. It's not very polished and it has some design flaws. It's extremely charming, incredibly ambitious and has great visuals, aesthetics and music. There were a number of missing sounds in some spots but the general sound design is very good. If I had to give the developer(s) any advice, more polish is needed across the board, especially in the gameplay. This game about punching actually needed more punching. Heavies cost energy which does reduce their use, dodges also use energy which reduces their use, punches don't combo very well and there's no blocking or anything. The ball ended up being the strongest weapon in the game and only enemies immune to the ball were difficult. Regardless, I did enjoy my time with this game despite the issues and flaws. I look forward to what gets made next.
i hate to do it but its not a good game. it needs sooooo much work. runs pretty bad on deck. the visuals give me a headache with almost no visual options. the combat is super loose and jank. not fun at all. i support the dev and hope he succeeds but it will be a ton of updates if im going to finish this one. 4 out of 10
[h2][b]Voltage High Society Review[/b][/h2] It’s a kind of Parkour (Zelda) Metroidvania—mainly a melee FPS—with a complete PS1 retro look, and the player isn’t guided at all. The map is a nightmare—absolutely unusable in its current state. There’s no player position marker (only the current overall area). Everything is basically self-discoverable, and there’s only a vague “instant” objective in front of you. Even that sometimes has to be found/activated first via quest givers. For example: you first find a teaser that doesn’t just let you fight enemies, but also lets you bridge/override electrical junction boxes to open paths that are blocked by doors or gates. Rings increase player stats (combat/HP, etc.), but they’re usually hard to get—among other things via parkour mini-games like chasing/racing after ravens. Abilities are granted gradually like in Castlevania/Zelda, meaning you have to find them first. As I said, the game is definitely interesting, but it demands a lot in terms of coordination because of the bad map. The developer seems to be working on it (since 2023, at least, on the map). We’ll see…
TL;DR solid, worth your time I saw the store page, I bought the game Something in me always craves for artstyle like that: low saturated, gray and metallic, dirty and bloody, mechanic yet organic, dystopian and surreal. It reminded me of System Shock 2, some parts of Blame! and oooooo boy i appreciate this The game does not try to be serious, yet it's narrative is kinda solid, for my 6 hour playthrough i got the suspense in some areas, jokes on computers, interesting locations that want to tell stories including environmental storytelling. It's not metroidvania though, it tries to be in first part of the game, until you get to first loading screen. Also in this area I met a huge disappointment, the performance was not great, I felt it even in the first locations on which I didn't get 60fps on steamdeck. But freezes, low framerate as low as 25fps was constant on the camp and all locations that are tied to it. The combat system is ok, it's fun, it's not deep, it functions alright, sometimes on low fps the targeting of punches is off, there is no tutorial how to deal with enemies, so you need to learn it by trial. The boss battles are alright, although they could be done much better yet I enjoyed them. I hope this game gets a little bit more recognition, thank you guys 🖤
I enjoyed Voltage High Society for its unique weirdness. I found the grey cyberpunk Tetsuo-like world extremely compelling. It is not a very good game though. It’s extremely barebones. After the first two quests (each of them having two places to go and you choosing where to go first) the game gets uncompromisingly linear. There is barely any weapon and enemy variety. There are only four skills you can buy with scraps that you keep collecting along the way and none of them are really useful. You unlock all the skills mid game and scraps become useless (you can also use them to replenish health and energy, but you don’t really need to do that as you can respawn with full meters). The game would benefit from more areas to explore, some side quests, deeper character development. It is several parts put together that don’t really fit well - it needs more streamlining and clearer direction. For the number of years the game has been in development it kind of suck. Definitely needs more of everything to be acceptable for the general player. Feels like a student game at the moment.
The game trans puppy girl will say is peak. And she's right. One of my favourite games this year and will be playing again. 10/10
fisting is three hundred scraps
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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