Update log
Full Rogue Voltage update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Events
- UI and audio
- Store
Dear tinkerers,
In 2019, 7 years ago, I had the idea to make a JRPG which you control like a modular synthesizer.
Here is one of the first prototype screenshots from that year.
7 years and an insane amount of work later, including 2 years of Early Access with a lot of help from you the community of players,
Rogue Voltage is finally out in Version 1.0.
1.0 Content
What is in the game:
We arrived at a total count of 170 modules. This is much more than I originally envisioned and it really shows that the game design space is far from being fully mapped. There is still a lot of stuff we could do and we want to do, and only in the last couple of days I had some ideas for new modules.
With the addition of Nana Slopper for the 1.0 launch, we have 11 characters, which is a pretty cool number and I am very happy with how differently they play.
We have 5 biomes plus the boss stages. This is not an great amount of variety, but it gets the job done, and you and I know that we rarely even see the enemy attacks before they get blasted with a 11 energy Storage Cell.
I think its fair to say that Rogue Voltage in the current state already has lots of replayability. It will take you several hours to get a grip on the mechanics, and then you can go hard for many more hours. Legendary player ACIDGREEN from the Discord (shout out) has several hundred hours playing with Asha alone.
What is not in the game (for now)
I wanted to have a rich and amazing and dynamic original soundtrack (OST), but unfortunately this didn't happen so far, and it's only because of budget reasons. If we find ourselves in a very privileged position, this might change. You're invited to listen to your own music instead or you can check out my Rogue Voltage Inspiration playlist on Spotify: https://open.spotify.com/playlist/3KmEsgyKl38ndU02XBbjKH?si=d7c7eb5127e049db
Is this is the end of the development of the game?
NO!
1.0 on Steam is important at this point to mark the functional completion of the game and to bring some additional funds to my studio.
I am eager to bring more stuff into the game. If everything goes well, I can see a console version, which would also bring more features and QoL to the base game. This all depends on the player count.
Ways to support the launch
Spread the word: Tell your nerdy friends about the game, help me get my voice heard on Twitter, Bluesky, Reddit
Follow my Steam Developer Page If you want to stay in touch about future releases from my studio (good stuff being announced later this year) make sure to follow the developer page on Steam: https://store.steampowered.com/developer/horizont_cg/
Join the Discord If you want to follow the release from the inside, and you're not already part of it, you're invited to join the Discord-Community and hang out with me as I press the big green button.
Bug Reports There are still many quirks in the game. Let's squash them together!
Thank you for playing Rogue Voltage!
If you're just finding Rogue Voltage or you have been following from the very first Twitter screenshots: Thank you for your involvement. You have made it possible that I can work on this full-time since 3 years at this point. It's an
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