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Here you can learn more about V0LT, and read frequently asked questions.

What is V0LT?

V0LT is hard to describe. Simply put, its a place for all the games, software, music, images, and videos I produce. In essence, it's like my public 'persona' so to speak. It isn't really a company, but still seems to function like one, with users, products, services, and followers. I don't do any of it to earn money, though that is an added benefit. I do it more for the feeling of getting messages from people who enjoy using the things I produce. I try to keep everything I upload free, and nearly everything I make is both advertisement and microtransaction free. Occasionally, I will produce V0LT content that only has paid access, though I try to keep these to a minimum.

Where can I contact V0LT?

You can contact V0LT a few different ways.

  1. Email: 'vieirast@icloud.com'
  2. Live support: Dialog at bottom right of page

Whats the catch to all these free products and services?

If all goes well, hopefully none. Most products and services are free to download and use, don't contain ads, and don't have any trackers or data collection tools. I do most of what I do in hopes of helping someone out, or improving someone's life, so if I managed to do so, I'd really a message or email. If you enjoy any of these products or services, then a donation to V0LT, or purchasing a paid V0LT program is also extremely appreciated.

What is V0LT's stance on privacy?

I'm a huge advocate and supporter of digital privacy, so I do everything in my power to keep all V0LT services and products free of trackers of any kind. The only analytics I use for V0LT are basic day-by-day and page-by-page visit counters that make no attempt to track you as an individual. I also do everything possible to avoid using 3rd party services, especially those like Google, Facebook, and Microsoft, who are notorious for bad user privacy.

Do you have any physical content you produce?

I occasionally make physical products for V0LT, but only ever distribute them to people who I have physical access to, as I don't have the time nor the resources to ship anything. The physical products I do produce are usually very simple, like stickers of the V0LT emblem, or other small objects.

How come V0LT Music only really produces remixes and mashups?

To make songs for V0LT Music, I use Logic Pro, which is often considered the industry standard for professional grade music production. However, I've found that none of the 'built-in' digital instruments for Logic fit as instruments I would use in a song. Purchasing 3rd party instruments is outrageously expensive, approaching 4 figure numbers for higher end packages. As a result, I typically only remix existing songs, or create original songs using loops.

Why are many of your programs only supported by MacOS?

Many V0LT programs are supported by MacOS, Windows, and Linux. However, these programs are produced in Unity, which usually feels pretty sloppy and rushed, despite weeks of work. The other large portion of V0LT software is Mac compatible. These programs take advantage of Xcode, Swift, and all of the advanced technologies offered by MacOS. As a result, for applications for which it's appropriate, I try to use Xcode and Swift as much as I can to give the user a more premium and refined experience. While the functionality of Unity and Xcode apps is often the same, the presentation and usage of Xcode apps is typically more 'polished' so to speak.

Why is the V0LT website/server often slow?

I run V0LT on an extremely limited budget. I basically just use whatever I have laying around to run it. As a result, I use an old 2007 MacBook to run the V0LT server/website. This machine has been rebuilt and optimized as much as possible to accomplish this task, but, again, I'm still heavily restricted financially, so it still struggles with heavy loads. If more than a few people browse V0LT at the same time, which is very common, the server can get heavily bogged down until it has time to cool off. I've done my best to compensate for this software side however, by making the pages as small as possible, and by ensuring proper cacheing methods are used to speed up the experience later.