The Demon Castle asked for no decisions and gave almost nothing back. Floors are bought with demon souls now, every descent is planned like any other gate, and four named floors each hold something worth reaching. Hunters past level 83 have been reset.
[ GAMES ]
–Arise: most Demon Castle descents advanced no floors at all, and levelling up did nothing to change that — the castle got harder exactly as fast as you did. Floors are now bought with demon souls, which you keep whatever happens, and a stronger hunter genuinely has an easier time.
–Arise: descending the Demon Castle was a single button behind a single roll. A descent now opens the same battle plan every other gate opens, so your shadows, weapons, skills and mana all matter on the way down.
–Arise: four Demon Castle floors now hold something worth reaching them for — Cerberus on the first, Vulcan on the fiftieth, Metus on the seventy-fifth and Baran on the hundredth, each guarding a piece of the Elixir of Life.
–Arise: Esil Radiru waits on the seventy-sixth floor and is not fighting you. Spare her and eight floors open without a fight; cut her down and her soul is worth a great many demon souls.
–Arise: the Demon Castle has its own cooldown, so descending no longer locks you out of ordinary gates and choosing to withdraw no longer costs the same as being killed.
–Arise: Jima has been removed. The Boss Naga was never part of the Demon Castle, and will return with the arc it actually belongs to.
[ ECONOMY ]
–Arise: the Elixir of Life is crafted rather than found. It used to drop from ordinary high-rank gates, so the one thing the Demon Castle exists to produce could be held long before the castle opened — it now takes the recipe and all three ingredients, and there is no other way to get it.
[ FIXES ]
–Arise: every hunter above level 83 has been reset to level 81, with shadows and items cleared. Hunters at or below 83 are untouched, and volt already earned is unaffected — both yours and your server's reward pool.
gameseconomyfixes
Arise: one way of reading a shadow
Shadows, drops and skills now read the same way on every screen, and the Skills page has dropped its padlocks. The Red Gate's boss also has one name again.
[ UI ]
–Arise: a shadow looked different depending on the screen. Your Shadow Army page said who each one was before you raised them; the gate result, where they actually rise, showed a bare name and a count. Every screen now puts the name on its own line with the count, the level and the description beneath it, and a named shadow like Igris shows no quantity at all — he is one person, so he wears his level instead.
–Arise: the items a gate pays out now tell you where they came from, the same line your Inventory already showed.
–Arise: extracting your shadows used to make the rest of the gate's reward disappear — the ARISE screen replaced the clear report, so the key you found and the skill you learned went with it. That screen now shows everything the gate paid.
–Arise: the Skills page has dropped its padlocks. A skill you have not learned yet is greyed out in full, name included, instead of wearing a lock icon in front of a name at full brightness.
–Arise: your Shadow Army page is now one sorted list instead of blocks under repeating rarity headings, ordered the same way your battle plan's shadow dropdown is — named commanders first, then by grade. Each shadow carries its own grade and rarity, with a gap between entries.
–Arise: every screen now lists shadows, items and skills the same way — the name on its own line, its details beneath, its description under that. The roster, the gate result, the training hall, your inventory and the standings had four different formats between them.
–Arise: a gate's enemy list is one list instead of blocks under Magic Beasts, Elites and Gate Boss, since every enemy now states its own grade. The boss still stands out — its line opens with GATE BOSS.
–Arise: section headings on the gate screens are in capitals now, with a gap above each, so it is obvious at a glance which list is which. Your health and mana totals are bold rather than boxed.
–Arise: the after-action report had become a wall — Recovered, The Fallen and Skill Learned each ran three lines per entry, pushing your XP and level off the bottom of the screen. Those three lists are one line each now, the way your battle plan lists what you took in with you. The ARISE screen still shows your new shadows in full.
–Arise: your inventory no longer groups items under rarity headings that repeated across pages — each item states its own rarity on its line, and the list runs best-first. Every listing also has a blank line between entries now, your Main Menu included, and the paged screens show five entries instead of seven.
–Arise: your weapons and skills were doing nothing beyond the first one you picked — one weak weapon and two best weapons plus three skills produced identical damage, because everything that is not your army was capped at a ceiling you were already over. A better weapon is better now, and skills add on top.
–Arise: your shadows, weapons and skills all level. Anything you take into a gate gains 2 levels for free, and you can train them with mana as well. Nothing can outgrow you — the ceiling is your own level, so clearing gates is still what raises it.
–Arise: every paged screen shows five entries now — the Armoury, the training hall, the Standings and your Ledger were still on ten. An item also reads the same wherever you see it: a weapon showed its rarity and level in your inventory but a bare count on the gate screen that had just awarded it, and no rarity at all in the Armoury.
–Arise: the green ticks on your story panel are gone. A cleared event was marked while staying at full brightness, so a mostly-cleared story read as a wall of live content and the one gate you can actually fight was no easier to find. Cleared events now grey out entirely; what stays bright is what you can act on.
–Arise: pressing Withdraw in the Demon Castle after a descent errored out. The screen a descent produces is now a report rather than a menu — both castle actions go dark and a Status Window button takes their place, so the message is not a dead end.
–Arise: your lists are compact again. The blank line between entries is gone from your inventory, shadow roster, skills, story panel and main menu; the gaps that separate sections are untouched.
–Arise: the Train button on your Inventory and the one on your Skills page opened the same list, holding weapons and skills together — so neither trained what you were looking at. There are three halls now: the Armoury for weapons, Skill Training for skills, and your Shadow Army’s own hall as before.
–Arise now opens on your Main Menu rather than your status window — both are navigation, and the hub is the screen that names every destination. A new hunter still gets the campaign introduction, and How to play shows the first time you open your status window.
–Arise: Status Window wears one icon everywhere now. It had the crossed swords on some buttons and the chart on others, and the crossed swords are Enter Gate’s — so one glyph meant two different destinations depending on the screen.
–Arise: standing instructions are greyed out rather than italic — the Demon Castle’s “descend as far as you can hold” line said the same thing on every visit while competing with the floor you reached and what just happened. Story prose and empty states are untouched.
–Arise: nothing on your story panel is greyed out any more. Cleared events dimmed entirely, and since the panel is mostly cleared for most of a hunter’s life that meant most of the screen was dim. The word Cleared beneath each one is the indication, and it is enough.
–Arise: your ready-reminder’s Status Window button was opening the Main Menu — it shares a launcher with /playarise, and when that moved to the hub the button followed it quietly. A reminder saying your gate is ready now lands you on the screen with the gate button on it.
–Arise: your three training halls read as three halls now — the Armory, Skill Training and Shadow Training. Shadow training kept a generic header while the other two had been named; everything below the header was already identical.
–Arise: the three training halls now word every message the same way. Training a shadow read “Igris reaches Lv 38. −82 MP.” against the other two halls’ “Longevity reaches level 13”, and two refusals had drifted apart as well.
–Arise: Tank showed as a brown bear in the training dropdown and a polar bear in the embed directly above it — the wrong animal, on the same screen, for the same shadow. Ice Bear, Great Ice Bear, Cerberus and two others had the same problem; every dropdown emoji matches the one beside it now.
[ FIXES ]
–Arise: the Red Gate briefing introduced your opponent as Baruka, King of the Ice Elves, and then the battle plan named the boss Barca. He is Baruka, and every screen now says so.
uifixes
Arise: the gate screen keeps you on it
Spending an Instant Dungeon Key no longer throws you back to your status window, you can now rest without leaving the gate screen, and your named shadows lead the deploy list instead of being buried in it.
[ UI ]
–Arise: spending an Instant Dungeon Key threw you back to your status window, so you had to press Enter Gate again to return to the screen you were standing on. The key now keeps you there and switches the rank buttons from greyed to live.
–Arise: Rest is now on the gate screen, where you actually realise you need it. Resting updates the screen in place — the result appears above your Vitals and the numbers update with it — and the button greys out while Rest is on its own cooldown.
–Arise: your named shadows could be missing from the deploy dropdown entirely — with a few hundred raised beasts in your army the list ran alphabetically, and its 25 slots ran out before reaching them. Named shadows now lead the list, followed by the highest grades, and each option states its grade.
–Arise: the standalone Arise button on your status window is gone. It raised one random shadow from your last clear on its own 90-minute cooldown — a second, worse route to something a cleared gate already does properly by offering its whole manifest. Its cooldown, its row in your Actions list and its ready reminder go with it.
–Arise: every gate and every story event now opens its battle plan. Quick Simulation no longer applies to Arise; the setting stays in your server settings, kept ready for a future game, and now says plainly that no game uses it yet.
–Arise: clearing a story gate gave you its boss twice — beat the Hunters Guild Gate and you were granted Tusk, and also raised Kargalgan as a separate shadow, though they are the same individual under two names. Five bosses did this. The boss now rises once, as the shadow he becomes, and any duplicate you were holding has been removed with your named shadow left untouched.
ui
Arise: a red gate result you can read at a glance
A failed red gate looked like a win, stats were shown four different ways across the game, and the Main Menu called your status window something the screen itself never did.
[ FIXES ]
–Arise: a failed red gate looked like a win — the same red circle on the title whether you cleared it or not, and if you dodged every strike the screen showed a full health bar and a plan that turned aside most of the damage. A red gate now clears with a trophy and fails with a skull like every other gate, and the 90-minute seal leads the cost instead of trailing it.
–Arise: a gate you walked out of untouched reported minus zero damage. It now says untouched.
–Arise: clearing a story gate granted you named shadows without telling you — beat the Red Gate and Tank and Iron were raised, but the screen listed only the gate’s magic beasts, so they turned up in your Shadow Army later having arrived from nowhere. Named shadows now get their own Signature Shadows section, with the description line your roster shows, and they are announced whether or not you press ARISE.
[ UI ]
–Arise: stats were shown four different ways — your status window one way, the recommended class spread another (as one long block that wrapped mid-list), and the message confirming spent points a third. Every stat display now matches your status window, and the recommended spread carries a percent sign because those are weightings rather than real stat values.
–Arise: the Main Menu’s System Window button is now Status Window, matching what the screen has always called itself.
fixesui
Arise: the Job Change Quest, and a campaign that follows the story
Named story bosses have stopped reappearing in ordinary gates, gates no longer close on the same boss every time, and the Job Change Quest now plays out the way the story does — a hidden-class offer, a promotion to Shadow Monarch, and only then your first shadow. Every gate a Monarch clears now offers its dead. The campaign itself also got its facts straight: Jeju is the Fourth raid, the Red Gate comes before the Hunters Guild Gate, Kamish is a corpse you raise rather than a dragon you fight, and the National Level title comes from beating Thomas Andre.
[ FIXES ]
–Arise: Igris kept appearing as a gate boss after you had already raised him — while he stood in your own army. He, Kargalgan, Baruka, Baran, the Ant King, Kamish and Bellion were all fightable again after their story event had killed them. A named individual is now fought once, in their own event, and never again.
–Arise: five of the eight level bands had exactly one gate boss, so every gate in that range ended with the identical fight. Every band now fields at least three.
[ NEW FEATURE ]
–Arise: the Job Change Quest now follows the story. You pick your class at level 10; at level 40 the System offers you a hidden class, and declining only makes it ask whether you still decline. Accepting promotes you to Shadow Monarch and grants Shadow Extraction, and only then is your first shadow offered behind an ARISE button.
–Arise: every gate a Shadow Monarch clears now lists its dead and offers to raise all of them at once, at full count — a gate of fourteen hundred ants raises fourteen hundred. You have 90 seconds before they disperse, and the one shadow that will not rise is named rather than quietly dropped.
[ GAMES ]
–Arise: the bestiary was rebuilt against the official Solo Leveling monster guide — 82 magic beasts across eight level bands, so a gate fields real variety instead of the same handful of rows. Dungeon Jackals, Insectoids, Giant Scorpions, Arch Liches, all three kinds of Cartenon statue, Evolved Flying Ants, Royal Guard Ants, Wyverns and the rest are all in.
–Arise: several beasts were in the wrong place entirely and have been corrected — the Steel-Fanged Lycan belongs to the instant dungeons rather than forty levels deeper, the poison-toothed centipedes are the Penalty Zone’s, and the Earth Golem is an ordinary A-rank dungeon boss rather than a Demon Castle one.
–Arise: extraction now follows the source’s own rules. Lower Rank Demons’ souls are corrupted and cannot be raised, and Kaisellin was the only monster in the whole Demon Castle that could be — so the castle’s demons, nobles, undead and floor bosses all refuse, alongside Baruka.
–Arise: hunters have been reset for the new sequence, which only reads correctly from level 1. Every volt you have already earned stays exactly where it is.
[ FIXES ]
–Arise: the Jeju Island event is the Fourth raid, not the Third — three attempts had already failed before the joint Korean–Japanese operation went in.
–Arise: the Red Gate now comes before the Hunters Guild Gate, which is the order the story runs them in, so Tank and Iron are raised before Tusk. They were the wrong way round.
–Arise: Sung Jinwoo never fought Kamish — five hunters killed the dragon eight years before the story opens, and he is granted the corpse long afterwards. Level 250 is now Kamish’s Corpse, an extraction rather than a raid, and it gives you the dragon as a mythic shadow.
–Arise: the National Level title moves to the International Guild Conference, where beating Thomas Andre — the Goliath, and one of the five who actually killed Kamish — is what puts you above the tier. Hwang Dongsoo is still there, and is still the only one who rises afterwards.
[ NEW FEATURE ]
–Arise: the Monarchs War is now seven episodes thirty levels apart instead of one fight, taking the campaign from level 350 all the way to 560. Bellion at 350, then Legia the King of Giants, Querehsha the Queen of Insects, Tarnak of the Iron Body, Sillad the King of Snow Folk, Rakan the King of Beasts, and Yogumunt of the Demonic Spectres — one Monarch per episode, each with the roster the story gave it.
–Arise: the Final Battle against Antares, King of Dragons, closes the campaign at level 560. It is its own event rather than an eighth episode of the war, because that is what it is in the story.
[ UI ]
–Arise: the campaign intro screen was rebuilt to match the Story panel it sits beside, instead of the cramped column of level badges it was.
–Arise: the story panel shows the whole Monarchs War as a single row tracking how far through it you are, rather than seven rows crowding out every other event.
–Arise: the Job Change Quest now shows you the battle result and the System’s offer together on one screen, instead of jumping straight to the notification. You get to see the Blood-Red Commander fall before you are asked anything.
–Arise: the status window no longer carries its own Arise button while every cleared gate is already offering to raise its dead — two routes to the same thing, and the older one raised a random shadow from outside any gate.
–Arise: the shadow extraction window is 90 seconds rather than 23, which is long enough to actually read what fell before deciding.
[ FIXES ]
–Arise: Shadow Extraction was available at level 40 before you had fought the Job Change Quest, and the promotion screen then announced it as newly granted. It is the Shadow Monarch’s job skill and now arrives with the job — as do Shadow Preservation, Shadow Exchange and Monarch’s Domain.
–Arise: the Accept and Decline buttons on the hidden-class offer both failed with “Voltcord didn’t respond in time”.
–Arise: every after-action report ended by saying the gate boss was the last thing standing — including the cleared ones, where you had just killed it. A cleared gate now closes on the boss falling.
–Arise: on servers running a faster solo cooldown rate, the “Enter Gate is ready” ping could arrive while you were still fighting that gate, with your status window correctly disagreeing a moment later. The reminder now waits until the gate is finished.
–Arise: magic beasts raised from a gate showed only a name and a count in your Shadow Army, while named shadows like Igris carried a line saying who they were. Every shadow now carries its description.
–Arise: a red gate was the only gate you fought blind — straight from the Enter button to a result screen, with no manifest, no loadout, no after-action report and no ARISE offer on the S-rank dead it left behind. Red gates now open the same battle plan every other gate does, and your plan reduces the damage they deal.
–Arise: a gate that took you to zero health and then levelled you up still said “You are down” beside a full health bar. The result screen now reads your health after the level-up has restored you.
gamesfixesui
Arise: a story campaign, and one screen per gate
Arise now follows the story properly: eight compulsory events between level 40 and level 350, each holding the named shadows that came out of it. Gates have also been rebuilt around a single battle plan screen — you see everything inside before you go in, then choose your shadows, weapons and skills. Skills have arrived, every enemy is now one the story actually put there, and every hunter has been reset.
[ NEW FEATURE ]
–Arise: eight story events now gate your progress, from the Job Change at level 40 to the Monarchs War at 350. Reaching an event's level makes it your next gate and the ordinary ladder waits until it is cleared — there is no declining and no fighting them out of order.
–Arise: every named shadow now comes from the event it came from in the story rather than dropping at random. Igris from the Job Change, Tank and Iron from the Red Gate, Beru from Jeju Island, Bellion from the Monarchs War.
–Arise: the Demon Castle is a hundred floors taken across as many visits as you need. Descend as far as you can hold, withdraw, and it is exactly where you left it — everything cleared stays cleared.
–Arise: the Jeju Island raid asks whether you want to keep Min Byung-Gyu's shadow or let him go. Keeping him gives you the only healer your army will ever have; neither answer is the right one, and the choice is permanent.
–Arise: every event opens with a briefing, including the full raid roster where the story has one — all sixteen S-rank hunters at Jeju, with their guild and their class.
[ GAMES ]
–Arise: the Job Change moves from level 10 to level 40, where the story puts it. Levels 1–39 pay more XP to compensate, so reaching a class takes about as long as it used to.
–Arise: every hunter has been reset. Saves held shadows the campaign now gates behind events that had never been fought, and there was no way to carry that forward. Your first visit explains what changed.
[ NEW FEATURE ]
–Arise: gates now open on a single battle plan screen listing everything inside — every magic beast, elite and boss, named and counted — where you deploy up to five shadows, carry up to two weapons and ready up to three skills before pressing Fight. The wave-by-wave animation it replaces is gone.
–Arise: skills have arrived. Nineteen of them unlock as you level, in the order they were earned in the story — Sprint, Stealth, Bloodlust, Shadow Extraction at the Job Change, then Dagger Rush, Ruler’s Authority and Monarch’s Domain. Actives are readied in your battle plan; passives apply on their own.
–Arise: a Skills page on the Main Menu lists every skill including the ones you have not earned, with the level each one arrives at.
[ GAMES ]
–Arise: every enemy in a gate now comes from the story, and you only meet what you should have met by that point — goblins and cave bats early, then the instant dungeons and Kasaka, knight-type beasts, High Orcs, the Red Gate’s ice elves, the Demon Castle’s demons, Jeju’s ants and eventually the Monarchs.
–Arise: deploying more shadows costs more mana and saves more health, so a full commitment runs about half your mana pool and takes roughly a third of the damage a bare hunter takes.
–Arise: gates deal considerably more damage than they did, and resting is a real part of the loop again rather than something you could skip indefinitely.
–Arise: every cleared gate now gives up at least one item at every rank. Depth decides what drops and how much rather than whether anything drops at all, and Instant Dungeon Keys and Reawakening Stones are more common.
–Arise: story events now open their own battle plan against their own roster, so the Job Change, the Red Gate, Jeju and the Monarchs War each field what the story put there.
–Arise: hunters have been reset again for the new bestiary and skill order, which only read correctly from level 1. Every volt you have already earned stays exactly where it is.
games
Arise: red gates, the Kamish Raid, and gates that pay by rank
Arise gates now pay by rank and every gate pays more than it did. Red gates have opened — sealed, harder than anything on the ladder — and at level 200 the Hunter's Association invites you to the Kamish Raid for the National Level title. Separately, installing Voltcord from its Discord profile card or a bot listing site now lands on Community Edition instead of leaving the server with nothing.
[ GAMES ]
–Arise: every gate you could reach paid the same XP once you hit the top ranks, so which gate you entered made no difference. Gate rank now decides what a clear is worth, and every gate pays more than it used to — the old rate is the floor, and each rank closer to your own pays more on top.
–Arise: red gates now open every few gates. A red gate posts a rank below yours and is harder than anything on the ladder — it seals behind you with no way out, pays far more XP than any ordinary gate, and can raise a shadow from the Red Gate itself. Walking away costs nothing.
–Arise: at level 200 the Hunter's Association invites you to the Kamish Raid, and winning it makes you a National Level Hunter. Lose and you are carried out of it; decline and they ask again at 300, at 400, and so on. The odds are thin at 200 and near-certain past 1000.
–Arise: volt per level is now 175 rather than 400, because levels arrive far more often under the new gate XP. A dedicated hunter still earns slightly more per day than before.
[ FIXES ]
–Adding Voltcord from anywhere other than our website left the server with every command blocked, including the free ones, and a welcome message pointing at a setup command it could not run. Any install now lands on Community Edition. Servers already on a plan are unaffected.
gamesfixes
Ban status gets thorough, and the esports embeds get their artwork back
The Counter-Strike ban status check now works through all four ban types in turn, two of which it never reported at all. Separately, the Valorant draft and map ban embeds had been running without a thumbnail since last August — a missing image just renders as empty space, so nothing showed it.
[ FIXES ]
–Counter-Strike ban status now checks all four ban types one at a time — VAC, game, economy and community — showing each result as it lands. Economy and community bans were previously left out entirely, so a flagged account could come back as having no bans.
–Valorant: the draft and map ban embeds showed no thumbnail. The Valorant mark is back on both, in full quality.
–Counter-Strike: the draft and map ban embeds now carry the Counter-Strike mark.
–The Steam profile and ban status embeds showed a Counter-Strike logo next to their Steam credit line. That is the Steam logo again.
fixes
Plans rebuilt: Starter absorbs Pro, and a free Community Edition
The plans changed today. Starter now includes almost everything Pro did, leaving four features on Pro, which also gains a Developer API and minor change requests. Bug fixes are listed on every paid plan. And Voltcord has a free plan: Community Edition gives any server the Quran and Sunnah modules in full, sponsored by Qiyamah, with no card and no expiry.
[ PLANS ]
–Priority support is now included on Pro. The Developer API is now the Custom Developer API, and change requests are on demand. Enterprise adds a dedicated business manager.
–The plan cards have been rewritten — Starter and Pro were still described the way they were before Starter took on most of the Pro feature set.
[ FIXES ]
–The message Voltcord posts when it joins a server now matches the plan it was installed under. Community Edition servers were told to run a setup command that is not part of the free plan.
[ PLANS ]
–Pro and Enterprise now list a Custom Developer API and on-demand change requests — tweaks to behaviour that already ships, such as a threshold, a label or a default.
–Bug fixes are now listed on every paid plan, Starter included.
[ PLANS ]
–Starter now includes almost everything Pro did. Moderation, the points store, invite rewards, custom branding, Minecraft, Valorant, Counter-Strike and the entertainment commands have all moved down a plan.
–Four features stay on Pro: Volt Games, Sound Studio, support ticketing, and the extended 30-day leaderboard window. Enterprise and Community Edition are unchanged.
[ NEW FEATURE ]
–Community Edition is a new free plan: any server can install Voltcord and use the Quran and Sunnah modules in full — 59 reciters, 24/7 radio, Stage playback, the ayah-by-ayah reader with 126 translations and 20 tafsir commentaries, and 17 hadith collections with search. It installs straight from Discord with no checkout, and it is sponsored by Qiyamah.
[ PLANS ]
–A cancelled subscription now drops to Community Edition instead of leaving the server with nothing, so Quran and Sunnah keep working.
[ UI ]
–The message you get when a command isn't on your plan now says which plan you're on and what upgrading adds, with a button to the plans page instead of a link to retype.
–The site, the docs, the dashboard and the checkout now all use Voltcord's own red — the same colour the bot's embeds have always used — instead of the blue they carried before.
–The plan cards read in short lines now instead of long sentences, so what each plan includes can be scanned at a glance.
–The plan comparison table gives every plan an evenly spaced column and a coloured name, rather than four columns crowded against one edge.
–The home page leads with a single button to install the free Community Edition, and the header now has a sign-in link to your dashboard.
–The home page's install button now carries Voltcord's red at rest rather than only when you point at it, and a soft gloss sweeps across it on hover.
–Voltcord's red is now the exact brand colour across the site and your dashboard — both were rendering a lighter, pinker shade that didn't match the bot's embeds.
–"How it works" has been rebuilt: four steps down one connected path, each naming what you do and how long it takes, starting from the free install rather than a plan decision.
–The plan buttons, the games link and the dashboard sign-in button all pick up the same gloss sweep on hover.
–Every plan now has its own colour in the comparison table — Enterprise reads gold and Starter blue, matching the docs instead of both showing plain white.
–Your dashboard's Subscription page now shows the same plan cards as the pricing page, so the free plan no longer runs to a long list of crosses and the games link is where you'd expect it.
–The changelog's date list is grouped by year and month, so it stays quick to jump through as releases pile up.
–Buttons look and behave the same everywhere now — on the site, in the docs, on your dashboard and through checkout — apart from the home page's install button, which leads.
[ FIXES ]
–Server leaderboards were still being posted in servers with no active plan. They now require one.
–On the plan cards, the Volt Games tag sat oddly far from its cross and stayed clickable on plans that don't include games. It now sits flush and reads as unavailable.
–Plan cards on the pricing page and your dashboard now line up with each other — prices, buttons and feature lists sit on the same line across all four, instead of drifting depending on how long each plan's description ran.
–The free plan's card on your dashboard was listing three features where the pricing page lists ten. It now shows all ten.
–The changelog's date list now collapses by month and year, opening on the current month, so it stays short to scan as releases pile up.
–The docs quoted the old leaderboard history lengths — they now say 14 days on Starter, 30 on Pro and 365 on Enterprise, matching what the bot actually does.
plansuifixes
Hadith arrive: browse, read and search the collections
Voltcord can read hadith with you now. /sunnah reader opens a board covering 17 collections — Bukhari, Muslim, the four Sunan, Riyad as-Salihin, Mishkat and more — and /sunnah search finds hadiths by what they say.
[ NEW FEATURE ]
–Sunnah: the new /sunnah reader opens a board for browsing and reading 17 hadith collections — pick a collection, pick a book, and read hadith by hadith with the Arabic, the narrator, the English translation and the scholarly grading where one exists. It remembers where you left off and which language you were reading in, in every server you read in.
–Sunnah: /sunnah search finds hadiths by what they say — search for intention or charity and it returns the matches ranked by relevance with a short preview, and opens any of them in the reader.
[ UI ]
–Sunnah: the book list shows ten books a page on one line each, instead of five spread over two — Sahih Muslim went from twelve pages to six.
[ FIXES ]
–Sunnah: Prev, Next, Language and opening a search result often answered with "Voltcord didn't respond in time" even though the page had loaded. They respond immediately now.
–Sunnah: hadith text was broken across lines mid-sentence, and names carrying an apostrophe-like mark could turn part of a narration into a code block. Hadiths now read as flowing paragraphs.
–Quran and Sunnah: Arabic was being laid out left-to-right, putting the full stop at the wrong end of the line and pushing the text against the wrong margin. Arabic now reads right-to-left and English left-to-right, each following its own language.
–Quran: Previous, Next, Tafsir, Translation, Context and the surah picker could answer with "Voltcord didn't respond in time" even though the page then loaded. They respond immediately now.
scriptureuifixes
Quran: read it ayah by ayah, and move a station where you want it
Voltcord can read the Quran with you now, not just recite it — /quran reader opens a board for going through the text one ayah at a time, with translation, tafsir and context. The player's Reciter and Surah buttons also became dropdowns whose picks are held until you press Confirm, and admins can move a running station to a different channel while members can no longer pull one out of the channel everybody is listening in.
[ NEW FEATURE ]
–Quran: the new /quran reader opens a board for reading the Quran one ayah at a time — the Arabic with a translation under it, 20 tafsir commentaries in 6 languages, 126 translations across 67 languages, the surrounding ayahs for context, and a button to hear that ayah recited in your voice channel. Language and edition are picked from dropdowns on the page itself, and it remembers your choices and where you left off in every server you read in.
[ UI ]
–Quran player: Reciter and Surah are dropdowns on the player itself, and picking one no longer queues it — choose a reciter, a surah, or both, and press Confirm when you mean it. Confirm stays greyed out until you have actually picked something.
–Quran player: the Queue button now opens the queue directly, privately to you. It used to turn the player into a second page carrying another button that opened the real list.
[ VOICE ]
–Quran radio: anyone can now read the queue on a station, even though pause, skip and stop stay admin-only.
[ FIXES ]
–Quran: pointing the player or the radio at a different channel while a session was already running failed with a lost-connection error and left the old recitation playing. An admin can now move a running session, and it starts there straight away with the reciter and starting surah they chose.
–Quran: a member can no longer pull a running session into their own voice channel mid-recitation. They now get a private notice naming the channel it is playing in, so they can join it instead.
uivoicefixes
Quran: searchable picks, one-screen radio setup, and deafened joins
/quran play and /quran radio both take searchable reciter and surah options now, and radio setup fits on one screen where every choice updates the summary as you make it. Voltcord also joins voice channels deafened — it only ever plays audio — and a radio session that loses its voice connection reconnects by itself.
[ NEW FEATURE ]
–/quran play starts a recitation with both options searchable as you type — a reciter by name, a surah by name, meaning or number. Leave either out for Tawfeeq from Al-Fatihah.
[ VOICE ]
–/quran radio now takes searchable reciter and surah options, the same as /quran play. Pick them at the command and the setup screen opens with your choice already filled in.
–Voltcord now joins voice channels deafened. It only ever plays audio and never listens to a channel, so you can see for yourself that it isn’t — playback is unaffected.
[ UI ]
–Quran radio setup is one screen now: four dropdowns, and the summary updates the moment you touch any of them. Choosing a reciter no longer replaces the panel with a browse list.
–Queueing a recitation while one is already playing now gives you an Open Player button on the confirmation, so pause, skip and the queue are one click away.
[ FIXES ]
–Quran radio: when Discord disconnected the bot from its channel, the station went silent until an admin restarted it. It now rejoins on its own and picks the current surah back up, queue intact.
–Quran radio setup: picking a voice or announcements channel left the summary reading “Not selected”. The choice had registered, but nothing on screen said so. It updates immediately now.
voiceuifixes
Third Rail, and payouts brought into one band
A new game joins the roster — Third Rail, where you program three moves in secret and watch them play out against your rival's. Street Fight and Speed Chess have also been rescaled into the same payout range as everything else.
[ NEW GAME ]
–Third Rail: two carts, one live tunnel. Program three moves in secret each round — roll forward, back off, or energise the segment ahead — then both programs run in lockstep. Five rounds, deepest cart wins, and you’re paid for catching your rival mid-push.
[ ECONOMY ]
–Street Fight and Speed Chess paid up to 10,000 and 7,500 volt a win while every other game topped out at 1,000. Both now pay 200–1,000 — same rules, same play, and no game will pay above 1,000 from here on.
[ FIXES ]
–Dice Siege and Loose Lips showed 0 volt on the match earnings after every match since launch. The volt was always credited correctly — only the figure on screen was wrong, and it now matches.
gameseconomyfixes
Quran: two interactive commands, restart survival, and UI polish
/quran player and /quran radio replace the old command set entirely, with reciter and surah picked from menus instead of typed. Sessions now also survive a bot restart, rejoining and resuming automatically instead of going silent. Plus a continuous Stage mode, admin controls, and dashboard parity from earlier the same day.
[ NEW FEATURE ]
–/quran player replaces the old play/skip/pause/queue commands with one live control panel — buttons for everything, plus a browse-and-pick menu for choosing a reciter or surah. Anyone can open and use it.
–/quran radio (admins only) replaces the old play/stage [channel] options with a step-by-step setup screen for starting a continuous session in any voice or stage channel.
–Both panels now show how long this server has streamed in total, the total across every server running Voltcord, a breakdown of radio vs. on-demand listening, and the most-streamed reciter overall.
–/quran stage starts a continuous recitation of all 114 surahs, in order, repeating forever, on a Stage channel. Reciter and starting surah are both optional — by default it's Tawfeeq ibn Sa`id as-Sawa'igh, starting from Surah 1. Voltcord starts the Stage session itself and becomes a speaker so it can be heard.
–Server admins can have Voltcord join and recite in any voice or stage channel without joining it themselves, using /quran play [channel] or /quran stage [channel]. A session started this way runs as a continuous radio — it never pauses when the channel empties, so anyone who joins later hears wherever the recitation currently is.
–/quran play now defaults to the same continuous, full-Quran playback as /quran stage — looping forever — rather than a single random track. Picking a reciter and/or surah just chooses who reads it and where it starts.
[ UI ]
–The voice channel's status now names the surah being recited, and a stage's topic reads "Quran: {surah}" — both update automatically every time the track changes.
–A new Quran page on the dashboard controls the exact same session Discord does — join a channel, pause, resume, skip, stop, loop mode, and curate the queue with searchable reciter and surah pickers — staying in sync with Discord either way.
[ FIXES ]
–A Quran session used to go silent for good whenever Voltcord restarted — someone had to notice and start it again by hand. It now rejoins and resumes automatically the moment the bot comes back online, with the same reciter, queue and loop mode. Only the one surah playing at the moment of the restart starts over from the beginning.
dashboarduifixes
Quran recitation playback, and grouped Channels commands
A new Quran module: play Quran recitations right in a voice channel, with a queue and full playback controls. Also, yesterday's Dynamic Channels commands are now grouped under /channels.
[ NEW FEATURE ]
–Quran recitation playback: run /quran play and Voltcord joins your voice channel and starts reciting — pick a reciter and surah, or leave it blank for a random one. 59 reciters, each with the full Quran available.
–A live Now Playing message shows the current surah and reciter, with buttons to pause, resume, skip, stop, cycle the loop mode, and check the queue.
–Queue up more with /quran queue add. If everyone leaves the voice channel, Voltcord pauses and picks back up automatically the moment someone rejoins.
–Available on every plan — no upgrade required.
[ UI ]
–/channels is now /channels setup, and /channelslist and /channelsremove are now /channels list and /channels remove. Nothing about how Dynamic Channels works has changed, only what you type.
[ FIXES ]
–/quran queue add could get stuck showing "thinking..." forever with no response. It now always answers.
–Some reciters' names were rendering as garbled, highlighted text in the Queue view, sometimes spilling into the next queued track. Names now display correctly.
–/quran queue add left a "thinking..." placeholder on screen even after the queue had already updated. It now clears itself automatically.
–Voltcord used to leave the voice channel the instant everyone else stepped out, so coming back meant starting over with /quran play. It now stays connected, pausing when the channel empties and resuming automatically once anyone rejoins — a pause you trigger yourself with /quran pause is unaffected and stays paused.
dashboarduifixes
Dynamic Channels — Join to Create
A new Channels module, starting with Dynamic Channels: turn any voice channel into a source, and anyone who joins it gets their own new channel automatically. Set it up in Discord or from the dashboard.
[ NEW FEATURE ]
–Dynamic Channels ("Join to Create"): designate any voice channel as a source, and anyone who joins it instantly gets their own new voice channel — matching its category, permissions, bitrate, user limit, and region — and is moved into it automatically.
–No limit on how many dynamic channels can exist at once. A created channel deletes itself automatically once everyone leaves it.
–Set up with the guided /channels wizard in Discord, or manage sources directly from a new Channels page on the dashboard.
–Available on every plan — no upgrade required.
dashboard
Arise: a Penalty Zone lockout fixed
Hunters who missed the daily quest could get permanently stuck in the Penalty Zone. That's fixed.
[ FIXES ]
–Arise: hunters who missed the daily quest could get stuck in the Penalty Zone forever, with every gate attempt showing a nonsensical result. Fixed — already-stuck hunters are freed automatically on their next gate attempt.
fixes
A Quick Simulation setting for Arise
Server admins can now choose whether Arise gates play out in full or resolve straight to the result, from Volt Games® settings.
[ GAMES ]
–Arise: a new Quick Simulation setting lets admins skip the in-gate battle screen and resolve gates straight to the result. Off by default. The outcome — odds, XP, drops, damage — is unaffected either way; it only changes how it's shown.
[ FIXES ]
–Arise: HP and MP now take the full width of the status window instead of sharing a row with Combat and Class, so each reads on one clean line.
gamesfixes
Gates are fought now, and training opens
Arise gates are no longer a single click — you go inside, meet the beasts wave by wave and decide how to fight each one. The Train button also works now, and stat points can be typed in bulk instead of clicked one at a time.
[ FIXES ]
–Arise: the Train button on your Shadow Army page did nothing when pressed. Training now opens.
–Arise: Reawaken no longer refunds your build on the first click — it has moved away from the stat buttons and asks twice.
–Arise: Igris, Beru and their soldiers have new emblems. Igris's old one never displayed in the training list.
–Slow Roast: opening your roastery often failed with "This interaction failed", most visibly from the Open Roastery button on a reminder. It now opens reliably.
–Arise: a named shadow could be raised past the level of the hunter commanding them. They now stop at your level — clear gates to raise the ceiling.
–Arise: clearing a raid wave showed battle-plan buttons for the next wave's enemies before they appeared on screen. You now get a recap with an Advance button, and the next wave arrives with its enemies and buttons together.
–Arise: your health bar could read completely full while showing that you had lost health, and appeared to reset at the start of each wave. It now tracks correctly through a whole raid.
–Arise: two groups of the same beast on one wave gave you two identical rows of buttons. Repeated enemies are now numbered.
–Arise: your HP and MP broke across two ragged lines mid-number. Each now reads on its own line at any value.
–Arise: the Main Menu's "Back to the Gate" button didn't lead to a gate. It's now called System Window, and Ledger, Inventory and Shadows have been regrouped for a cleaner hub.
[ GAMES ]
–Arise: stat points can be typed in bulk. A new Distribute button opens a box with one field per stat, so 300 points is one submit rather than 300 clicks.
–Arise: gates are now fought instead of resolved in one click. Beasts come at you in waves, you assign your shadows and yourself against each group before pressing FIGHT, and the battle plays out on screen. Your odds of clearing, the XP and the drops are unchanged — the plan decides how much damage you take.
fixesgames
An army rises with its commander, and the roastery goes into business
Shadows now rise with the soldiers they led, gates drop real loot, and the roastery gains equipment, a 100-review wall and franchising up to sixty shops. Both single-player games also get paged screens, a Notifications toggle, and a long list of fixes.
[ GAMES ]
–Arise: a commander no longer rises alone. Raising a shadow that led others brings its soldiers up too — anywhere from a handful to a hundred, and a Legendary or Mythic raise always brings a host.
–Four rank-and-file shadows exist only this way: Orc Warrior, Ant Soldier, Naga Warrior and Bloodred Knight. No gate ever drops them on their own.
–Arise: sixteen items to find, from Lesser Healing Potions up to the Holy Water of Life. The gate decides what can drop, so the best loot only comes out of the deepest gates.
–Arise: a named shadow is raised once. Raising one you already hold retells their battle instead — they gain a level and their soldiers rise with them. Nine are unique; everything else still stacks.
–Arise: your shadow army can be trained. A Train button on the Shadow Army page levels commanders one at a time and populations as a body, paid for in mana.
–There is no level cap on a shadow, and no shadow can pass your own level. Training costs mana, which also feeds your power — so it trades against your next gate.
–Slow Roast: serving customers turns up equipment. Twenty pieces across five rarities and three tracks — Yield, Efficiency and Tempo — with one of each active at a time.
–Slow Roast: customers leave reviews, 100 to collect. Who walks in depends on how far your shop has come.
–Slow Roast: collect all 100 reviews to unlock franchising, up to 60 shops. Every shop feeds one shared milestone ladder, and offices at 10, 20 and 50 shops save you clicks.
–Every single-player game now has a Notifications toggle on its Main Menu. It covers every server and overrides whatever your server chose.
[ UI ]
–Arise: a gate result now reads on your status window instead of as separate pop-ups behind it.
–Arise: the Job Change is a button on your status window that stays until you take it.
–Arise: Inventory, Shadow Army, Standings and Ledger now have pages, and each screen carries its own buttons back to the Main Menu.
–Arise: the Main Menu now says what every button leads to, and every shadow shows its level.
–Slow Roast: reaching a milestone takes over the roastery screen instead of arriving as a pop-up behind it.
–Slow Roast: the screens now page and navigate the same way Arise's do.
[ FIXES ]
–Arise: an item could appear twice in your inventory with its count split across the two lines. It now reads once.
–Arise: levelled unique shadows were not showing their level on the Shadow Army page.
–Slow Roast: the Leaderboard and Profile buttons failed every time. Both now open, along with four more buttons that had the same fault waiting.
–Slow Roast: server standings now rank everyone who has earned in your server, not only players who started the game there.
–Slow Roast: a customer review left after a Serve rendered with broken formatting. Reviews now read as small grey text on their own line.
–On the Essential reminder setting, the longer actions were never announced at all. Essential now pings one action per game straight away.
[ DASHBOARD ]
–Server admins can choose how loudly single-player games ping players, under Ready-Reminders on the Volt Games settings page. It affects reminders only — cooldowns, earnings and your reward pool are identical at every setting.
gamesuifixesdashboard
Arise's gate screen no longer runs out of gates
Arise's gate screen ran out of gates as you levelled — from level 37 it opened with none at all. It now always offers the top three ranks. Your shadow army also moves to its own screen, and every shadow you raise is now a named character.
[ FIXES ]
–Arise: past level 36 the gate screen showed no gates at all, and offered fewer than three from around level 25. It now always offers three ranks.
–Arise: a gate could insist it was never the rank it plainly was, with the Double Dungeon warning contradicting the gate you had entered.
–Arise: the reminder button reads "Status Window" instead of looking like an unfilled placeholder.
[ GAMES ]
–Arise: your shadow army has its own screen, next to Inventory — a shadow was never really an item.
–Arise: every shadow you raise is now someone. Fifteen named shadows across six rarities, and the gate you clear decides what can rise from it.
–For the Shadow Monarch, which shadows you hold now matters as much as how many — your best twelve set your army's quality.
fixesgames
Arise's Instant Dungeon Keys can finally be spent
Instant Dungeon Keys could be earned but never spent, and now work as intended. Your game record — and your solo save file — also follows you between servers, while volt stays with the server you earned it in.
[ FIXES ]
–Arise: Instant Dungeon Keys could be collected but never used. Enter Gate now opens while you are recovering, with Use Key offered when it can actually do something.
–Arise: waiting on the gate screen for more than a few minutes made every button stop working. Retired screens now grey out so you can see it has happened.
[ GAMES ]
–Arise: spending an Instant Dungeon Key no longer throws you into a gate at your own rank — it clears the cooldown and hands you back your status window.
–Your game record now follows you between servers: wins, losses, win rate, rating and match history count every match you have played anywhere.
–Slow Roast and Arise are one save file too. If you played in more than one server, those saves have been merged into the furthest-progressed one.
–Leaderboards now work both ways, opening on your server's standings with a Global button for the all-servers board.
[ ECONOMY ]
–Volt still belongs to the server you earned it in — arriving somewhere new brings your record, not your earnings.
–There is no combined volt or points total anywhere, since points are not the same currency between servers.
fixesgameseconomy
Arise's first ten levels were far too hard, and solo reminders now have a button
If you tried Arise and gave up because nothing would clear, it was not you. New hunters were losing about 70% of their gates when they should have been winning about 80% — the first ten levels were tuned for a build you cannot have yet. That is fixed. Separately, both single-player games now let you jump back in straight from the reminder they ping you with.
[ GAMES ]
–Arise: a gate at your own rank now clears about 80% for a new hunter, up from about 30%, and no gate lies about its rank before level 10. Rest is 30 minutes instead of 50.
–What you earn is unchanged — volt per level is the same and an established hunter's rate is untouched. Only the opening stretch changed.
–Arise and Slow Roast reminders now carry a button that opens your game straight away. Only the player it is for can use it, and it keeps working after Voltcord restarts.
[ FIXES ]
–Arise's reminder button read "Enter the Gate" but opens your status window. It now reads [ STATUS WINDOW ].
–Arise's reminder now names /playarise, which it previously did not.
gamesfixes
Arise — build a hunter, one gate at a time
A second single-player game, and the first where the character is yours to shape. You get a status window, five stats, and a quest you did not agree to. Clear gates, level up, and decide yourself what your hunter becomes — because nothing spends those points for you.
[ NEW GAME ]
–Arise — no opponent, no challenge, no match. Clear gates for XP, level up, and allocate every stat point yourself. Open it with /playarise, or from /games.
–Your hunter is saved per server and keeps everything between visits: level, stats, class, shadows and items. Re-opening resumes exactly where you left off.
–Every level grants 5 stat points across Strength, Agility, Vitality, Intelligence and Sense — each doing something distinct. Clear power, dodging strikes, health, your mana pool, and reading a gate's true rank before you step through it.
–At level 10 you choose a class — Fighter, Assassin or Mage — and your build is scored against what that class was designed around from then on. There is a fourth class that is not on the menu.
–Six gate ranks, E through S. You may always enter above your grade: it pays more, and it will probably kill you.
–A gate's stated rank is not always the truth. High Sense warns you before the door closes; low Sense means you find out inside.
–Keep the daily quest for 3 extra stat points. Miss the window and your next gate is a Penalty Zone — survival only, no XP.
–Misbuilt your hunter? Reawakening Stones drop from B-rank gates and above and refund every point you have spent. Your class is permanent; your stats are not.
–When a cooldown comes up, Voltcord posts a reminder in the channel you were playing in.
[ ECONOMY ]
–Every level pays a flat 400 volt, with no cap and no decay — level 300 pays exactly what level 3 paid.
–Your build changes how often you clear a gate, never what a clear pays. A dedicated player earns roughly 2,960 volt a day and keeps earning at that rate.
[ DOCS ]
–Arise has a full walkthrough on the games explorer — the loop, what each stat does, all four classes, the gate ranks, and a worked example of a first evening.
[ FIXES ]
–Arise's buttons could fail with "Voltcord didn't respond in time", leaving that screen broken until it was reopened. Spending a stat point was the clearest case, and /playarise itself could fail the same way.
[ SETTINGS ]
–New Volt Games® page under /settings — this is where all game settings live from now on.
–New Solo Cooldown Rate: decide how fast single-player games move. 100% is normal and stays the default, so nothing changes unless you change it. 10% is the fastest, where a 30-minute action takes 3 minutes — about ten times faster progression. Anything in between works too.
–It applies to every single-player game at once, and to any added later. Changes take effect on the next action; a cooldown already running is left alone.
–Faster cooldowns mean members earn voltage proportionally sooner. That moves leaderboard rank rather than your weekly reward pool — the pool is capped either way, so this can't cost your server more.
–Game Colors now appears on the Volt Games® page as well as under White Labeling. It's the same setting in both places: change it from either and both show the new value.
gameseconomydocsfixesdashboard
New plans, release notes in your server, and a colour per game
Every plan is cheaper than it was and most servers just gained features — Automod is now on Starter, and ticketing, the store and audio all moved down to Pro. Voltcord can also tell your members when it ships an update, Slow Roast gets the views it was missing, and every game now wears its own colour in Discord.
[ ANNOUNCEMENTS ]
–New Release Notes toggle under Settings → Channel — turn it on and Voltcord posts release notes to your announcement channel whenever it ships an update.
–It uses the announcement channel and Broadcast Mention role you already have, so there's nothing else to set up. @everyone is never used.
–Turning it on starts from the next release, so nobody gets a backlog of everything that already shipped.
[ GAMES ]
–Slow Roast gets a Main Menu button: the server leaderboard, your profile and your progress, handing the game message straight back when you leave it.
–Every game now uses its own colour across every screen, matching its artwork and its card on the games explorer — so in a busy channel you can tell which message belongs to which game.
[ UI ]
–New Game Colors toggle under Settings → White Labeling, on by default. Turn it off to use your server's theme colour for game embeds too.
[ PLANS & PRICING ]
–Automod is now on every plan, including Starter. Raid, spam and nuke protection used to be Enterprise-only — protecting your server shouldn't be the most expensive thing you can buy.
–Support Ticketing, the Points Store and the Audio Toolbox all moved down to Pro. Pro is now the whole toolkit: games, moderation, ticketing, the store, audio and custom branding.
–Leaderboard history got longer on every plan — Starter 14 days, Pro 30 days, Enterprise 365 days.
–New pricing: Starter $10/month, Pro $30/month, Enterprise $500/month. Paying yearly costs ten months on every plan, so two months are free.
–Starter and Pro prices now include tax, so the price on the card is the price you pay at checkout.
–Enterprise is now a retainer: priority support plus 4 hours a month of custom feature development and change requests. Hours are per month and don't roll over, and anything beyond them is quoted and agreed before work starts.
–Every feature that moved, moved down a tier — no plan lost anything it had before.
[ FIXES ]
–/gamestats leaderboard, profile and history now work with Slow Roast. They previously listed it and then answered "Unknown game".
–The dashboard's Subscription page was showing outdated plans and prices that disagreed with this site. It now reads the same source this page does, so the two can't drift apart again.
dashboardgamesuifixeseconomy
Slow Roast — the first single-player game
Every game so far has been you against someone else. This one is just yours: a coffee roastery you build over weeks, that keeps everything between visits, and that keeps paying for as long as you keep playing.
[ NEW GAME ]
–Slow Roast — no opponent, no challenge, no match. Open your own roastery and grow it: Roast turns green beans into stock, Serve works the queue and wins you regulars, Restock refills the hopper. Each action is on its own cooldown, so it's something to dip into through the day rather than sit down for.
–Regulars are the score. Cross a milestone and you earn volt. Every 10 milestones upgrades your shop — from a Cart through Kiosk, Café and Roastery up to Master Roaster — and every upgrade makes the whole loop yield more.
–Your roastery is permanent. It keeps every bean, every regular and every upgrade between visits, in that server, for as long as you play. Re-opening it picks up exactly where you left off.
[ ECONOMY ]
–Slow Roast has no earnings cap, and its rate never slows down — a milestone reached in month six pays exactly what your first one paid. It's the first game where sustained play, rather than one good match, is the thing being rewarded, and a player who commits to it can top the voltage leaderboard on that alone.
gameseconomy
Dice Siege and Loose Lips join the roster
Two new duels — a dice-allocation combat game, and a hidden-role interrogation where your cover is the only thing keeping you in the game.
[ NEW GAMES ]
–Dice Siege — split five dice between attack and defense each round, then reveal and roll. Break your rival's wall before they break yours.
–Loose Lips — you and your rival are each secretly running a cover. Trade tells about your own story every round, then call their cover the moment you're sure. Guess right and you walk. Guess wrong and you're the one in cuffs.
–Both support Practice with Bot, open challenges, and full leaderboards.
games
Skyline Draft joins the roster, and every match now pays something
A new fully-visible territory draft, plus a guarantee that every future game pays both players at least something for a completed match.
[ NEW GAMES ]
–Skyline Draft — nine plots, every value visible from the start. Claim any open plot on your turn; claim one next to a plot you already own and it scores double. Highest total when the board fills wins.
–Supports Practice with Bot, open challenges, and full leaderboards.
[ ECONOMY ]
–Every game shipped from here on guarantees both players at least 100 volt for a completed match — win, loss, or draw. Skyline Draft is the first game built this way, so even a loss still earns something.
[ DASHBOARD ]
–Member lists across the dashboard now consistently show names and avatars alongside IDs.
gameseconomydashboard
Salvage Run joins the roster, and Trip Wire always pays out on a win
A new drafting duel over a line of sealed crates, plus a fix so every Trip Wire round win earns something.
[ NEW GAMES ]
–Salvage Run — a new drafting duel. Ten sealed crates sit in a line; claim the one at either end blind, or scan it first to learn what it's worth before committing — scanning costs your turn, and you only get three all game. Five picks each closes the run, and the bigger haul wins.
–Supports Practice with Bot, open challenges, and full leaderboards.
[ ECONOMY ]
–Trip Wire — every round you win now pays something, even if it wasn't a photo finish. A normal win no longer earns 0 volt.
gameseconomy
Echo Vault, Frontline, and Trip Wire join the roster
Three new duels arrive — a memory test where you race to out-remember your rival, a territory push where holding ground pays off, and a pure reflex race against a hidden clock.
[ NEW GAMES ]
–Echo Vault — a shared-sequence memory duel. Both players watch the same flashing panel sequence, then reproduce it from memory at the same moment. Miss a beat and you lose a life; the longer the sequence gets before someone slips, the bigger the payout.
–Frontline — a territory-control duel. Push troops across a 9-outpost line against a rival, in secret, one round at a time. Take more ground than they do on a shared push and you claim the outpost; tie, and it's gone for good. Hold territory next to your next target and your push hits harder. First to 5 of 9 outposts wins.
–Trip Wire — a new reflex-timing duel. The wire arms, waits on a hidden delay, then flashes live — cut fastest to win the round. Jump the gun and it costs you the round. First to 4 round wins takes the match. No cards, no bluffing, just reaction speed.
–All three support Practice with Bot, open challenges, and full leaderboards.
[ FIXES ]
–Trip Wire — fixed a bug where a match could get permanently stuck on a round if neither player cut in time. The next round now always arms correctly.
gamesfixes
Fault Line, Ghost Trace, and Gavel join the roster
Three new games arrive — a shared rockface duel where everything is out in the open, a hide-and-seek duel where nothing is, and a sealed-bid auction under a hidden reserve.
[ NEW GAMES ]
–Fault Line — a shared rockface with three seams, both visible the whole match. Strike in secret each round; land a heavy hit on the same seam as your rival and it resets for both of you. Claim two of three seams to win.
–Ghost Trace — a hide-and-seek duel on a shared 7-cell track. Slip to a new hiding spot or Trace a cell hoping your rival's still there; land three hits first to win, and the fewer guesses it takes you, the bigger the payout.
–Gavel — a sealed-bid auction duel. Seven lots go under the hammer, and you and your rival bid blind from your own wallet each round. High bid wins the lot, but every credit either of you bids is spent either way — so a cheap, uncontested win pays nothing. First to four lots takes the house.
–All three support Practice with Bot, open challenges, and full leaderboards.
games
Weekly winners now runs on your schedule, and self-heals if missed
Pick your own day and time for the weekly winners announcement, and never worry about it silently skipping a week again.
[ FIXES ]
–Server admins can now choose the day and time (UTC) their weekly winners announcement goes out, from Settings → High Voltage → Announcement Schedule. Servers that haven't picked one yet keep the existing Sunday cadence.
–If the bot happens to restart right at your scheduled moment, the announcement now catches up automatically instead of being skipped for the week.
fixes
Practice against the bot in Tic-Tac-Toe and Russian Roulette
Want to play solo, or warm up before challenging someone? Two games now let you go head-to-head with the bot itself.
[ GAMEPLAY ]
–Tic-Tac-Toe and Russian Roulette now offer a Practice with Bot option — play solo against the bot any time, no second player required. Practice matches don't earn RR or volt.
–Practice with Bot is no longer limited to Tic-Tac-Toe and Russian Roulette — every game now offers an instant solo match against the bot, with no need to wait on a second player. The bot plays a real, if beatable, game rather than a pushover.
[ UI ]
–Running /games with no game chosen now shows the full list of games with short descriptions, paged so nothing is missed — the dropdown to start a match sits right below it.
[ FIXES ]
–Match History entries now always fit on one line, showing the result plus the reward and rating earned for that match.
–Wire Cutters now privately reveals your opponent's live wire when the match starts, and your own wire the instant it's signaled to you — both were silently missing before.
gamesuifixes
Wire Cutters, and a second way to run Breach
An eleventh game joins the roster, and Breach players can now choose how their cipher puzzle plays out.
[ NEW GAMES ]
–Wire Cutters — a simultaneous bomb-defusal duel. Each of you is defusing your own bomb blind, but you can see your opponent's live wire. Signal it to them for free, or cut on your own read. First to clear three wires wins.
–Cutting on a signal you gave away pays nothing — the voltage only rewards cuts made on a real, unshared read.
[ GAMEPLAY ]
–Breach now offers two cipher modes at challenge time: Standard Cipher and Complex Cipher, picked before the match starts.
gameseconomy
A rare double-click could split a match across two boards
Tapping Accept twice in quick succession could very occasionally show two copies of a game board. Fixed across every game.
[ FIXES ]
–A challenge can now only be answered once — a second tap is quietly ignored instead of starting a duplicate match.
–A finished match no longer responds to further taps, so a stale board left on screen can't be played on after the fact.
gamesfixes
Landslide joins the roster, and losing finally pays
A tenth game arrives, ratings can no longer go negative, and every match now earns something for both players.
[ NEW GAMES ]
–Landslide — drop pieces into a seven-wide grid and connect four in a row, column, or diagonal. Pure positional play, nothing hidden, no luck.
[ ECONOMY ]
–Rating can no longer fall — a win adds 300, a loss or draw adds 75. It only ever goes up.
–Losing now earns voltage too: at least a quarter of the winner's payout, up to half in games where both players clearly contributed.
–Draws pay both players the loser rate. Forfeits still pay nobody.
–Speed Chess payout now scales with how long the match actually ran, instead of paying the same regardless — a full-length game still pays at the top of the band, a very short one pays near the floor. Real games are unaffected.
[ UI ]
–Win rate now shows next to rating everywhere it appears, since rating alone no longer tells you who's actually winning.
–The leaderboard field formerly called "Rating" is now labelled Points.
gameseconomy
Volt Games Explorer, with a full walkthrough for every game
A browsable showcase for every game now lives on the docs site, with a step-by-step guide for each one.
[ DOCS ]
–The Games Explorer lists every game's payout range, player count, and time limit at a glance.
–Every game now has a full "how to play" walkthrough — what you're given, how a round resolves, a worked example, and what actually earns voltage.
–Search and filter by type, turn style, or match length to find the right game for your server.
gamesdocs
Dashboard: server admins now show up correctly
If you managed a server without owning it, the dashboard's server list couldn't see you. Fixed.
[ DASHBOARD ]
–Any server where you're the owner, an administrator, or have Manage Server now appears correctly after login.
–Fixed a caching issue that could briefly show one admin someone else's server list.