You were on the way to a recycling process when fortunately for you - and unfortunately for the environment - you accidentally ran off. Now your goal is to escape from the facility, which is an extremely difficult task due to the fact that you are a battery without legs.
User reviews: Mixed (139 reviews) - 65% of the 139 user reviews for this game are positive.
Release Date: Apr 14, 2014

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"Swing on the electric beams through the dangerous factory in this puzzle platformer."

Recent updates View all (4)

November 20

Hard mode ON

This update brings back the initial game's difficulty which is now called HARD mode.
Additionally to SPACE BAR you can also use LEFT SHIFT to disconnect the "newest" blue beam. We hope some of you will find it useful :)

Unfortunately this update is not available for Mac users just yet, as we have some technical issues with preparing the build.

4 comments Read more

September 20

A new way to disconnect.

With this update you can now disconnect the beam simply by pressing the space bar.

Other improvements and changes:
- the way you cut the beam using a mouse button is now more intuitive.
- difficulty and gameplay improvements.

Let us know what you think.

2 comments Read more

About This Game

You were on the way to a recycling process when fortunately for you - and unfortunately for the environment - you accidentally ran off.

Now your goal is to escape from the facility, which is an extremely difficult task due to the fact that you are a battery without legs. Equipped with a limited number of electric beams, you can connect to walls, move or destroy objects, turn switches, and charge generators.
You also have the ability to jump or push off the walls - the rest is up to physics and gravity.

Key features:

- puzzle platformer with a lot of explosions
- over 60 levels divided into 4 industrial-themed zones
- boss stages
- unlockable 12-bit levels
- unlockable batteries
- unlimited lives !

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP
    • Processor: 1.7 Ghz
    • Memory: 1 GB RAM
    • Graphics: Intel GMA 900
    • DirectX: Version 9.0
    • Storage: 150 MB available space
    • OS: OS X Lion 10.7.5
    • Processor: 2 Ghz
    • Memory: 2 GB RAM
    • Graphics: Intel GMA 950
    • Storage: 150 MB available space
    • OS: Ubuntu 12.04.4 LTS
    • Processor: 2 Ghz
    • Memory: 1 GB RAM
    • Graphics: Intel GMA 900
    • Storage: 150 MB available space
Helpful customer reviews
65 of 75 people (87%) found this review helpful
1 person found this review funny
1.2 hrs on record
Posted: April 14, 2014
Volt is a pretty good game, in my opinion. It's definitely not the best game i've played this year, or even this month for that matter, but for the price of six dollars (or your regional equivalent), I think it's a wonderful deal. While the story isn't really important to a game like this, the gameplay is, and in my opinion the gameplay is very good in Volt. The game works in a physics based way. You move by attaching beams of electricity to your surroundings, and letting gravity do the rest. I personally do not typically like it when games do this, but I feel like Volt did it very well. The difficulty is also right. At the time of writing this review, I am on the 16th stage of level 1, and the difficulty is already starting to become noticable. It will probably take someone quite a few attempts on each level to be able to beat the game. Also, the puzzles are not really explained to you. This may deter some people, but I think that it allows players to figure out many different ways to solve puzzles. The music is pretty good. It seems to fit the gameplay very well, but it doesn't really add a whole lot to the package. The art, however, is very good. The colors that were used really manage to pull off the industrial theme, and they add emphasis to important things by making those things stick out with brighter colors. The controls are not as good as I would like them to be though. The game works completely with the mouse. To break the beams, you hold the lmb and drag it. This seems kind of finicky to me, because sometimes it seems to cut the wrong beam, or both beams. The rest of the controls seem to work just fine. Overall, I would say that Volt is a very good game, that is worth the price that they are asking for it.
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53 of 59 people (90%) found this review helpful
4 people found this review funny
18.1 hrs on record
Posted: June 25, 2014
I usually don't write reviews in English, but I feel like it could be useful to some, so here we go.

Unlike the other reviewers (judging by the hours they've put into it), I've actually beaten the game. So you can believe me when I tell you it's tough. Really tough. The difficulty is fairly reasonable in the first zone, but from the second zone onwards, your patience is going to be tested a lot. So if you're easily frustrated, skip the rest of this review and go find another game, because you're going to pull your hair out until you're hairless in every zone of your body. Hell, you might pull someone else's hair out too.

But anyway, first things first: the gameplay. The main concept of Volt is fairly simple: you're a battery, and your goal is to escape from a factory, so you can live in freedom rather than being destroyed. This is easier said than done, however, because you can't walk. All you can do is swing (using a limited supply of electricity beams) and jump (using a very limited supply of energy). Some variations and complications are introduced in the game, but most of the time, you're going to be swinging through a level and solving platforming puzzles. And I must say it mostly works quite well. The swinging and puzzle-solving is entertaining, it is implemented in a variety of ways to avoid being repetitive (across different levels at least), and it has some nice highlights in it. The boss fights, for example, are well done and pretty memorable.

But the gameplay isn't Volt's only strong point. In fact, if you ask me, it is not even its strongest point: that prize goes to its atmosphere. It probably doesn't suit everyone's taste, but I really like the minimalistic, high-contrast industrial environments, and I really like the music as well. It varies between ambient and minimalistic techno or trance (whatever you wish to call it), which fits the visual design of the levels really well and sets the right tone for the game. I personally preferred the more energetic music from zone 3 onwards (as it makes for a more uplifting atmosphere), but the ambient was pretty great as well.

Unfortunately, however, even though Volt is, in my view, a good game, it is far from perfect. Most crucially, it can become very frustrating at times. The levels have no checkpoints, and they are pretty long (in comparison to Super Meat Boy, say), so there are plenty of levels you're going to have to spend a long time in before finally beating them (over half an hour). Add to that imprecise controls (as is to be expected given the physics-based gameplay, but better design might have alleviated the frustrations a bit) and some questionable level design (a puzzle on the end of a difficult long level, where you will inevitably die a couple of times), and the result is that unless you're some kind of Buddha, you're going to cry in agony multiple times.

All in all, I do recommend Volt to some gamers, but I certainly don't recommend it to everyone. If the main concept appeals to you, if the atmosphere suits your sentiments and if you like a challenge, you could do worse than buying Volt. It's very cheap, after all, and it offers about 15 hours of gameplay (although it must be noted that you're going to be stuck in the same levels a lot of the time, making the game pretty repetitive at times). If you're easily frustrated, however, you should avoid this game at all costs. 7/10
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60 of 73 people (82%) found this review helpful
3 people found this review funny
3.1 hrs on record
Posted: February 17
Do you love to cut ropes by clicking and dragging a mouse, but wish there was a game that the difficulty greatly outweighed the fun? You may be one of the rare people meant to play Volt. The object of Volt is to get a robotic head with twin rope cannons from the start into a black hole of an exit square.

Yes yes, calm down. Dual rope cannons do sound cool. Volt (your robot, not the game), can shoot out two grappling hooks within a certain radius that appears on your screen as a beautiful glowing blue hue. To deploy a grappling hook, just left click your mouse on a wall, ceiling or floor. The only problem is Volt can't climb, it can just hang on. If you need to shorten the rope, you need to figure out a way to make it shorter. Things like making a second rope and then cutting the first one to swing on the second and making a new first rope at the apex of your swing.

To cut the rope, you need to hold the left mouse button and drag a line across the tether that you want severed. That too is pretty easy. Its just the timing, cutting, precision, aim and momentum that become the issue. I'm sure it works great on an touch screen, but not with a mouse. Even something as cool as swinging on ropes has turned into an awful process.

Volt is legless, so you are unable to move left, or right. You can't control your swing either. To make volt move you need momentum from one rope to the next like Spiderman with no legs or tumble down a slope. Right mouse clicking will make Volt jump if its on a solid object like a floor or a wall. If Volt is flat on the floor and he jumps it will hit the ground and randomly move one way or the other. It is imprecise and inconsistent. If Volt is hanging from a rope and next to the wall, the right click makes it push off a bit. I've gotta say this control scheme is awful for the levels that you play in. These levels need a lot of perfect timing and luck. Your hook shots are limited and you can touch certain spheres for more ammunition. So if you run out, you're stuck and need to hit escape to restart the level or go back to the menu.

The game consists of four zones, each with 15 - 20 levels and the last having only 6. The first four out of 60+ levels start out fine and introduce the mechanics. Cutting the rope, swinging and cutting, jumping, tumbling your robot head down a slope into an exit. They all have saw blades that aren't quite instant death. Volt (the robot) has four cells of energy. Some saw blades take two cells, others take one. The game even forces you to take a hit on a saw blade to make it to an exit to prove that you will survive.

Then Volt (the game, not the robot) decides you've had life too easy and throws you quickly to the wolves. What makes these levels so bad? Just the mechanics and the fact you need to be so precise. Swinging through saw blades, avoiding moving saw blades. These eventually get to be long levels. I can't call them time consuming, because each attempt takes less than a minute, but it becomes a longer than necessary process. Every swing and incorrect timing will mean certain death.

To top that off, a lot of the levels feel cryptic. Not with where you go, but how you go there. For better or worse, there is no hand holding in this game. You need to figure out to shoot something that will disable a laser. To have one tether connected to a ceiling, then one to a moving platform below you and wait until the lower rope stretches so far that it breaks so you catapult upward. This is all on you to figure these things out.

Since there are so many things the game doesn't tell you, I do feel like I had plenty of ah ha moments. Some people may like that, but ending a level with a head scratcher doesn't feel like fun. It made me feel like I had to get through the level ten times before I could solve the puzzle at the end. In fact the whole game didn't seem fun or entertaining. Its just a tough, uphill challenge.

There are blue lines and yellow lines. Blue lines you can't hook through. So walls and ceilings get covered with blue lines. Then there are blue lines that Volt can go through, but not your lines. So if you're hanging from a moving platform that crosses through a blue line, your tether gets cut and you fall.

Yellow plates begin to cover walls, touching them will hurt Volt. These you can grapple onto, but it sends an energy charge down your line to Volt. If the charge touches your robot, not only does it hurt you, but it severs that line. Its a good sort of way to push your pace. Then there are yellow auras that reverse gravity. You gently hover up to the ceiling in the yellow aura. It slows down your momentum though. So even quick swinging into the aura, you'll slow down and get pulled upward. There are a few levels that require you to swing deep into these auras and hope to not hit saw blade walls. Not just going one direction, but then turning around back the other way. If you haven't guessed, you can't turn Volt around without the hook and momentum, but you can't hook onto saw blades.

At some point the game introduces boxes that need you to either momentum swing into them to knock them down or shooting them with your rope will make it disappear. In fact if your light rope touches a box, the box and rope disappear. Several times, I had swung into a box and poof there went the rope and I fell into a pit of saw blades. Then there are red boxes. Hitting them with your rope makes them explode and if you're close enough, Volt will fly the other direction.

All the plates, explosive boxes and moving platforms do make for some intriguing levels. I just wish that Volt controlled better and I didn't have to be so exact with my time. I wish there was an easy mode with less saw blades and less challenge. This isn't a game like Super Meat Boy where I still have fun dying dozens of times in an hour, I feel every death in Volt. I feel the brief one second reload time as I need to methodically go through the precise process just to make it back to where I had died. Knowing that its not always skill, but a bit of luck that will get me back there.

The game has a nice atmosphere, with black silhouettes and glowing colors. It looks like a game I want to play. I just wish that the controls were better. I think its the visuals that really kept me in the game to suffer as long as I did. Since Volt can get frustratingly difficult far too soon, the developers made a good choice on the mellow music in the background.

You need to complete one level to unlock the next. Forcing you to play every level. There are par times that give you 'a' rankings. It seems like there are a few collectables here and there and four unlockable characters. None of which I've unlocked and I can only hope they control better, because they can't be worse.

If you are a hardcore gamer that needs a steep challenge, this game is for you. For anyone else that needs to swing on ropes to have fun, try out Bionic Commando or even Cut the Rope. Sure one is a 2D shooter and the other is a casual game, but they are both far more fun than this. Who am I to say what your fun is?
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37 of 48 people (77%) found this review helpful
4 people found this review funny
1.3 hrs on record
Posted: October 6, 2014
Although I have no inherent issue with mobile ports or mobile aimed design, in the case of Volt its control scheme is so egregiously designed around the use of touch that the PC version almost feels unplayable.

But lets take a step back. Volt is easiest (and I haven't the energy to write a lengthy description so easy is what you get) described as Cut the Rope as a platformer. As a little robot, you shoot electric strands out like a robotic Spiderman, swinging around level using only your momentum as you attempt to float into the warp holes placed in the most difficult to reach places.

If you've never played Cut the Rope, the key mechanic is cutting, well, rope in order to drop candy into an Omnom's gaping mouth. Except in this instance it's not candy, but your character, and instead of clever momentum manipulation it's frustratingly precise obstacle dodging as far too many different hazards conjoin to make getting through a level of Volt something akin a root canal.

Volt is challenging, to be sure, but it's the method of control which really makes it such a nightmare. Having to slice with a mouse with any degree of accuracy is far more difficult than it has any right to be, and the precision you're required to do so in to make it through a level is far beyond what you're capable of with the limited control you have over your battery character. And to be quite clear, this is within the first dozen levels of the game. You're given next to no time to learn how to use the terribly clumsy controls, and then sent on your way expected to be able to somehow survive a minefield you often can't see until you've already died within it.

It's horrendous design from top to bottom, and made me absolutely loath the hour or so I spent attempting to play the game. I don't even know why I found myself so angry, but maybe it's because all of Volt's issues seem like just a series of many slight missteps that could have easily been avoided, but instead produced an experience I couldn't wait to get out of.
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21 of 26 people (81%) found this review helpful
1.6 hrs on record
Posted: April 14, 2014
It's difficult not recommending Volt, the gameplay is solid, and while I feel it's a bit more choppy that I would like it's still very satisfying when you nail some tricky, optimized maneuver. Basically, it's fancy Cut the Rope. You extend lazor grapple beams, and cut them by dragging scross the beams. Additionally, you can bounce off the group, which leads to some pretty fun fall-jump-swing-cut-swing portions.

The only thing that's really frustrated me so far is no explaination of new elements. There's a -short- tutorial explaining the basic rope mechanics and then nothing so even if you're doing well you'll run into something new you don't know how to work with, and usually you have to experiement a few times before figuring out how to deal with it.
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