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Hello, what is the difference between this version and the steam version?

Steam version is a full game. This one is pretty old, in-development build.

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Boo

any chance for a pico 4 release?

Seems unlikely. The game is working on Pico4 but there's a problem with reading the size of the room + placement in that space. It has been reported a few times but after the shifts in the company last year it seems unlikely to be handled.

Join discord server's test builds to get access to Pico4 build.

Amazing experience!! Tried on Meta Quest 3 just now and I'm curious about all the lore...

Glad you like it :)

For the lore, it's the best to visit discord server, #lore (first go to #lore-access). I don't give the ultimate answer to the questions about the lore as some of the stuff is up to the interpretation but there is still lots of hindsight into the world and its history.

Hey void, thank you for doin roomscale, i do love this stuff

Thank you!

While I am still fixing stuff for Tea For God and working on the endless mode, I am already planning the next game which will also be room-scale. Although this time I plan to release a pancake version as well which may differ when it comes to the gameplay a bit - more open spaces.

Hi, its been a while since Ive been on my quest 2 but this is still my favorite Quest 2 adventure. I just tried to download the latest APK but every time I hit the link it installs it to my PC hard as a full exe gam drive instead of giving me the APK to sideload into my headset. the link doesn't give me an option to just download. Am i missing something?

That's weird. I just tried downloading APK (#288, the second link from the top) and it downloaded as APK.

For Quest 2 I recommend checking the demo in AppLab.

Nope, just tried again and Itch is only giving me the install option no matter what link I hit. I will try the demo in AppLab, is it the same build? I believe I'm using 6.2 at the moment. BTW I think I might have told you before but this game has been incredible since i discovered it a couple years ago and just gets better every time I update. This past year I installed an infrared flood light in my backyard and was able to use the a Maximum boundary of 20 x20 feet. The grass felt weird walking on it but i literally walked for miles till i got pooped. It was bind bending for me and my grandson. I am 70 so don't use crouch, ;)

Ok, I went through AppLab and discovered there was a paid version now available. So I paid. and I am so happy you pointed me in that direction. I installed and started a fresh campaign for a short bit and this almost complete version is Sooooo good. This is what VR was meant to be. I have supported in the past through donations and didn't even flinch to buy as this is what we were all waiting for. Great job Void Room, keep up the great work.

Thankyou

Thank you!

There are more things coming to Tea For God (endless mode is going to be the next biggest addition) and soon I should start to work on something else - but it is going to be an impossible space vr game as well.

Wow, endless would be cool. Like the old ID games in god mode sort of, for those of us with shitty finger dexterity. 

Excited about an another endless space adventure to awe the bejesus out of me. 

okay :D

I'm sorry. I must have missed the notofication.

ita all good , i got sick at that ime and didnt find the time to test it, but i will, soon.

TY

About the owo interagtion do i need something ?

Just OWO and it should connect over the network.

awesome

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this game seems to have been in development for ages (respectfully), I'm very curious as to if it's still being actively updated and worked on. 

I love the game concept and look forward to seeing what the game may turn out to be

Edit: I saw in a post that the main story is almost complete, just how long will the main campaign be???

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That really depends on the mode and of course how you play it. Standard rules are much shorter than advanced rules.

Standard rules should be between 2 and 3 hours. I'd prefer people to finish the main campaign on Standard rules in one session. This assumes that you don't rush but also you don't examine everything (during focus tests, people were playing 30 minutes long section of the game and some have still not finish it after more than an hour), get as many upgrades as possible and you don't fail (unless you play with "respawn and continue", that puts you back into the game immediately).

With advanced rules it is longer.

The game is released on July 19th.

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Oh wow that is much sooner than I expected, definitely looking forward to playing the full release

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this was my first real roomscale VR experience, absolutely mind blowing!

had me walking circles all round the front room of my apartment. took a bit to 'trust' the tracking but it's so very on point!

looking forward to final release of this :)

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Soon :)

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This is stella, day 1 full purchase for sure!
Love the world, can't wait to see how much more it develops,
Thanks for the demo, I'll be replaying it alot I think.

EDIT: I've had a chance to play in roomscale and man is this something else. I'm mad that I've hurt my back recently so I can only play in short bursts, but I'm addicted! You truely have something special on your hands here, I'd love this mechanic in other types of games in the future too.

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Thanks! The main story is going to be complete soon but that's not going to be the end of the game as I plan to release more content in what is going to be an endless mode.

There are a few games like that worth trying, Sommad: The Lost Plants, TraVRsal. There is also Eye of the Temple and although it doesn't use impossible spaces, it allows movement without sliding and teleporting.

Absolutely loved this game, and the new updates have really improved things... But I miss being able to turn it on and just play endlessly - instead I keep getting to the end.
I'd be happy to buy pre-release just to regain that function...

The released game is going to have an endless mode :)

Godspeed, then, my friend. Still one of the best experiences in VR, and yeah, I'm not alone in having money now for playable now. The story mode is cool, too.

Again, good luck and thanks.

Thank you. The endless mode will borrow some of the stuff from the main mode but there should be more content being added that will expand places you may visit and things you may do.

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almost beat it this time too bad i'm turret blind honestly don't know how i  ran past and didn't see nor hear the 3 i went past


sorry if the double post bugs ya i just wanted to try to beat it since i now understand the mechanics of the game

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Feel free to post :) While watching I was taking notes - some of the bugs and issues might be already solved in the either preview build or unpublished yet preview build.

This was really fun can't wait to see what else you add 

do be careful not to overwork yourself and get burnout i've been through that and man it's not fun

This game looks fun, do you see yourself adding a PC point at any point? I would really like to play this.

Do you mean a PC version? Because there already is, in the download section. The demo is also on Steam. If you mean something else, let me know and I will see how/when it could be done.

I meant playable on mouse and keyboard.

Oh, that's more complicated. I have a development version of the game that is playable with keyboard+mouse but it mimics some VR behaviour with a quite convoluted controlling scheme (to extend arms, etc) + there's no controls for some of the things you may do.

To make a keyboard+mouse (or just non-VR version in general) it would require a bit more work. The most important things:

1. Weapon management. Instead of the current "main weapon on forearm" I imagine it would require slot approach to switch between 4 weapons/items?

2. Simple/short version: Add "use" button. Long version: redesign how interaction with various devices looks like - instead of pulling levers/pressing buttons, some would just require pressing button to use, while others would require telling exactly what you want to do. I imagine that entering various utility rooms would just switch to a different control scheme - instead of walking in the room you would be selecting which device to use and how.

3. Redesign some parts of the game. Some of the sequences are quite hard to play on keyboard+mouse while they're much simpler in VR. Centipede fight is among them. Without impossible spaces, it would be possible to completely change how specific sections play. Instead of being limited to a small part of the world, ie. platform, you could walk freely.

In general, it is doable and it might be a good idea to do this. It needs to wait a bit though. Till the game is released as a VR title.

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Ok, I really look forward to being able to play this in any form :) 

This looks interesting, and I'm going to try it out soon. I almost missed it though, and only found it because it was linked to from The Impossible Crypt (prototype). Maybe add Oculus Quest to the tags?

Added oculus-quest tag, thank you!

I was not aware of The Impossible Crypt. It looks promising but there's no update on it since 2019...

I just downloaded Tea on Sidequest - appreciative of the stationary gameplay mode, since my lounge it too small to use the walkaround version. As an aside, is it possible to move an upgrade from one hand to the other? I accidentally installed the shield on my right hand, but being right-handed, that feels unintuitive for me and I can't for the life of me work out how to put on a different hand after claiming it.

In Arcade mode it is not possible. In Roguelite mode when you find an orange room, there is a device on the left side that allows installing all already unlocked upgrades. If you choose shield and install it on your right hand, it will automatically be removed from your left hand and placed on your right hand.

Ahh, thanks. At least it's a mistake I'll only make once!
Loving the tension and feel of the game. I've jumped out of my skin several times when encountering a robot I didn't expect. Brief forays outdoors really add to the atmostphere, with the droning of the large transporters flying overhead - and launching robots at you while you're on a tower, too!

I plan to add a simpler gameplay mode. The whole plan is to separate checkpoint/run based gameplay setting from gameplay complexity making it possible to play simpler gameplay run-based (permadeath).

Another thing that is going to happen is extended play/endless mode. This will enforce current roguelite mode rules, though. With map, additional devices and permadeath.

I had a really fun time playing this, because it really immerses you in world through actual locomotion. Every other VR game nauseates me through its smooth-step teleportation or joystick movement. My legs would usually get cramped and hurt a lot from the built up stress of standing.

There should be more games like this! I look forward to this game's continued development.

I see that there is an update for this - v0.7.0 (#275) with OpenXR and would love to try it on steam. Unfortunately the Itch.IO app doesn't recognize it and is instead pushing to v0.6.3 (#255). Is it because there is no Windows icon on that latest version? I did a download of the zip so I will just try and use that for now.

Sorry about that. I did not marked the file as "windows executable". It should work now :)

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Does it end at the turret thing, or is there more? I am playing on quest bur I have a PC that can play it, does it offer a different play session?

Is there I full came I am Able to get? I loved it and it was amazing!

I also never experienced the tinker aspect either, where can it be found

Yes, the demo ends after the turret section (the result doesn't matter). There are preview builds that will have more content and they are available through discord server -> https://discord.gg/FFwyf4n

There is no full game yet.

The tinker aspect is available in roguelite mode. Note, it is more difficult mode in many aspects. Less energy dispensers, more complex navigation, if you die, you have to restart - from outer rim, you don't have to go through the intro.

Will this support the Index?

Headset? Yes. Via SteamVR ATM. I implemented OpenXR support which is available in the preview builds.

Controllers? They used to work. But recently I got one person who had some issues with sliding locomotion (which is a feature coming soon to public builds). 

Before I make it a public build, I am going to dig up my HTV Vive + prototype Index controllers to check if everything works.

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I was wondering what the game looks like if we have a really a lot of space and that's interesting when I saw that on YT. That game have big potential

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My plan is to arrange a large room and record some gameplay there. Also with an external camera.

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yeah i have played in room 5 by 5 m , and it's a lot better than 2 by 2. I'm also curious (not tested yet) how the game will behave with Oculus Quest Guardian turned off in Developer settings. Because im using it when im at home to use gogles at all rooms in my house without getting disconnected. It also working when i'm using Steam VR Games

Hmmm, więc jednak nie porzuciłeś tej gry. Kiedyś rozmawiałem z tobą na SideQuest i mówiłeś że gra nie za bardzo wyszła tak jak chciałeś. I od tamtego momentu myślałem że porzuciłeś projekt.

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Tak, wychodziła inaczej niż chciałem, ale to też nie był powód, aby ją zupełnie porzucić, ale aby spróbować innej drogi. Tak naprawdę to gra zmieniała się w bardzo dużym stopniu kilkukrotnie. W tej chwili jestem zadowolony z tego, w którą stronę idzie i pozostaje do końca ją robić (czyt. dalsze levele, przeciwników, bronie itd).

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Obejrzałem sobie twój ostatni filmik z rozgrywki z wersji #245 i jestem pozytywnie zaskoczony w jaki sposób gra się zmieniła, podoba mi się ten monolog bohatera którym gramy, no i jednak to że gra ma już konkretny cel podróży aby pokonać tytułowego Boga.

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A to nie wszystko, bo planuję też dodać sceny, które będą się działy trochę w tle, a trochę dookoła bohatera, które mają trochę rozbudować fabułę, a trochę nadać jej inne znaczenie.

Przede wszystkim jednak jestem zadowolony, że obecny gameplay jest bardziej zwarty niż to sprzed 2-3 lat. A i tak zamierzam dodać jeszcze prostszy tryb, który ma zadziałać jako swoisty haczyk. Krótki, treściwy, ale jednocześnie możliwie najbardziej wyzbyty fabuły. Coś, co się zagra i mam nadzieję, że pomyśli "o, to było całkiem spoko, chcę więcej" i wtedy wjeżdża faktyczna gra z fabułą.

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Thank you :) Working right now on more content (that utilises larger areas). And with the next week, I plan to focus on a Steam demo, also with joystick movement as it is quite often requested and might help with the reach.

This game is definitely one of the most immersive VR games I've ever played. Unfortunately, the game crashed right when things were starting to get exciting. Not sure if there's supposed to be more than just walking through the same few areas over and over, cause I've only tried starting it with the default setting

Sorry about that. There's a crash and/or freeze happening for certain sizes of play areas for particular random seeds. I recently added a code to monitor such cases and fixed this bug yesterday. I still have two crashes to fix and when they're fixed, I will be creating and uploading a new build.

Is this game still under development? I haven't heard anything about it for a good while

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It is under development.

I was adding new content and soon I am getting back to it. Right now I am focusing on solving some outstanding performance issues.

There are preview builds available at the discord server.

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I haven't even been playing it for all that long - but it's safe to say this is my all-time favourite vr game! I am so thankful I stumbled across this absolute masterpiece! The immersion you get from actually walking everywhere is amazing. Nothing beats the feeling of turning around a corner to be surprised by an enemy and being able to physically turn around and run back to safety

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Awesome game. Most immersive VR experience I've ever had. Can there be an option to fall to your death if you step over a steep ledge? And for the more shallow indoor drops, maybe a ladder you have to climb back up if you fall. Would add a nice sense of danger when near edges

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Thanks :) Falling is in plans, although that will be available on an option (most likely on by default + off via info screen while loading).

At the moment I do not plan to have climbing :(

Climbing could only work in very specific places. Adding climbing would make it possible to go into shallow drops but only if you would have a big enough playarea. For most of the people, the drops would be gone as if you could fall there, you would have to be able to move freely there - requiring playarea big enough to contain the whole place.

I might still add climbing but it would be in a very specific place/section rather than a part of the gameplay loop.

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with the newest update, is it strictly story mode now, i used to be able to jump into any random map i wanted with all sorts of settings, now there all gone, what happened??? (btw oculus quest 2 user)

They're not gone. They are still there. Depending on how old version we're talking:

1. If you mean one random level after another. This is not available right now. I do consider adding a mode that is just going forward through random mazes but for time being, there's just one main mode.

2. If you mean the open-world section, as it was, it is still there. The game will be a mix of linear levels and open-world levels. If you'd prefer to jump straight to that mode, choose custom, then arcade or roguelite and while you do it, hold grip buttons on both controllers. Then if you press "go" you will have access to the level of your choice.

The plan is to have a story mode and then add other modes.

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Cant believe you delete this option, i loved to play every time a diferent gameplay... cant believe..

Whats the last version without story mode?

0.4.13. Story/map mode was introduced with 0.5.0.

Hi it seems, at least for me, boundary detection is not working for the Reverb G2 headset.
I have a WMR boundary setup, but when I load into Tea For God it shows me as having only a tiny square of space (I'm guessing the smallest default space).

Just a follow-up, I got it to work by forcing SteamVR to take me through room setup, using OVR Advanced Settings, as described here: https://www.reddit.com/r/HPReverb/comments/kvd3m9/comment/gixybqw/?utm_source=sh...

With the SteamVR boundary setup, everything worked great on the G2.

Of course most users will not know to do that. I saw below you mentioned you're looking to support OpenXR, I imagine that will solve the issue for the average G2 user! :)

Thank you :) Yes, indeed I will be implementing OpenXR support (+ most likely, sliding locomotion). The demo will be extended to what currently is available and I'd like to have it available via Steam.

Sounds good!

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Game seems to hang indefinitely after the initial moon cutscene. Playing v0.6.2 on Index. Let me know if any additional info would be useful!

Um, sorry about that :( Can you send me a log file (in _logs subfolder there should be output.log). Just zip it and send to contact@voidroom.com, please. I'll check what's going on and fix it.

I've just run into this too - I'll email you this log.

I've been watching this game for quite some time now and it's easily one of the most innovative projects I've seen so far in VR app development. How can we help fund your efforts? Do you have a Patreon, or someplace we can make a donation?

Thank you :) It is only possible to donate via itch.io at the moment. I don't plan to have a Patreon.

did you remove the enemies who throw glass I haven't been able to find them anywhere

Yes :( I am still not sure whether to have them or not. Without a proper explanation, they seem to be a bit out of place. 

The whole outer ridge was meant to have lots of damaged/defunct utility droids, waiters, laundromats, vacuuming robots and so on. Instead of meeting fighting robots, you were first meant to meet such droids - the forward guard. The story: when robots go damaged, were no longer useful in the world outside, some of them were sent back to the cubes for recycling. And as some of them could still walk and communicate with the complex, they could serve the guardian role. That's why the robot had glitched speech and was throwing glasses and bottles at you.

Hm. A scene with the droids forced onto a ship towards the cube could work quite well. I will add it to todo list and if that works, I read them.

Can you estimate around when the full game will be released and if it will be taken out of app lab and go to the official store. Or are you keeping it a secret for now which is totally fine if you are

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I plan to finish development October next year. As for AppLab/official store, when I will have any information that I will be able to share, I will do so :)

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ok thanks!!!

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The minimal space required has not increased, actually you should be able to play in even smaller space.

What actually happens when you try to play the game?

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Could you tell me on which platform did it happen and under which version?

Note that when playing PCVR version through Airlink, you have to calibrate the play area manually from within the game. For a brief period of time, there was also a bug that under rare and certain situations was offsetting the play area. It has been fixed.

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Hey! I saw that you were releasing this on Steam and I decided to make some custom capsule art for it! https://www.steamgriddb.com/game/5297151

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Thank you :)

Always seem to end up coming back to this just as you release an update, Thrilled to see the new one!

This is easily the best. game. on. VR. The feel of the world and exploration and just... everything about it hooks me. Some odd combination compelling gameplay and the aesthetic feel of sci-fi artists like Barlowe 

I might as well ask, would you care if I were to try my hand at streaming this via twitch or whatever? I keep meaning to do more VR streaming and this would be the thing I'd want to play

I haven't seen anything by Barlowe. Some amazing works. One of my inspirations are works of Zdzisław Beksiński.

As for streaming, go ahead :) And it reminds me, that I should add "tea for god" as a game on twitch.

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