
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Aug 7 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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.
Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 226reviews | 90% | — | $86.3K |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 79 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 79 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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 is another one of those cases where I really wish Steam had a "Neutral" review option. It's an interesting game with a truly unique art style and atmosphere, but the combat just feels horrible. The good: - Really cool retro art style and atmosphere; the dev mentioned inspirations like Escape from New York, and you can definitely feel that aesthetic. - Solid first-person Metroidvania progression, where finding new cybernetic abilities lets you backtrack and unlock previously unreachable areas. - Good map design for the most part, the game doesn't hold your hand or tell you where to go, leaving you to figure things out on your own. - Cool attention to detail, like equipped rings actually showing up on your character's hands in-game instead of just being menu stat boosts. - Unique save points and weird world details that give the game a lot of personality. - Easy 100% completion; there is only one missable achievement, which requires you to explore the Haunted Place to find it. The bad: - Navigation can get really frustrating because the map isn't very clear when you're trying to remember where locked doors or key paths were. - The game can softlock you in plenty of ways, and navigating around the messy level geometry gets confusing. - The combat is atrocious. Melee feels super inconsistent, hitboxes are poorly implemented, and dodging heavy enemy attacks feels sluggish and unresponsive. - Game is too short, you can easily finish it in under 3 hours if you aren't doing heavy exploration. - With the combat being this bad, the boss fights feel terrible too; the final boss in particular is really crappy. The game is really unique and feels fresh, so if you can push past the awful combat, it can be a cool experience for people looking for something different. However, I definitely suggest grabbing it on sale because it's not worth full price.
A very solid action adventure game with first person melee brawling and great art direction. Voltage High Society pays homage to Tetsuo: The Iron Man and Electric Dragon 80.000V, but in terms of gameplay it reminded a good deal of Zeno Clash 2, so if you like any of these things, this game is a blast! More in-depth review here: https://youtu.be/JKZZtOsA36Y
Strange, abrasive, incredibly buggy, but so suffused with atmosphere that I'm more than willing to take the plunge. Zeno Clash by way of The Rock starring Nick Cage.
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…
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.
Не мастак в писанине отзывов, по этому скажу просто: игра понравилась, релиз игры вышел на славу. Поигрывал с выхода игры в ранний доступ, нравилась игра ещё с тех пор, хоть было ниче не понятно. Музыка при погоне за воронами и в клубе -- рай для ушей. Поздравляю разработчиков с релизом от всей души, ребята молодцы
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| — | 0 | — | — | |
| — | 0 | — | — | |
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| $261.9K | 1.1K | 83% | $12.99 | |
| $68.4K | 281 | 96% | $12.99 | |
| $13.6K | 30 | 77% | $19.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $86.3K | 222 | 35% | $19.99 | |
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| $86.3K | 202 | 86% | $13.99 | |
| $86.3K | 138 | 37% | $29.99 | |
| $86.3K | 483 | 90% | $12.99 | |
| $86.3K | 491 | 57% | $9.99 |