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Just did a short run last night on my Quest. The simplified gameplay is very welcome. Focus on the fun parts. Great job! I actually did some melee fighting when my guns ran out of energy which I always really avoided before and it's pretty satisfying (though I wish I could make a fist to punch with rather than arming the guns).

I'm looking forward to seeing some tutorials though because I'm still a bit confused by the energy points.

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To make a fist, hold grab first, don't press trigger. The game does not check that - but maybe I should change it, so if you use your fists, you do more damage. BTW killing an enemy with melee gives you some energy for weapons.

By "energy points" do you mean just energy management or how to get energy?

Things are going to be explained in the game but not yet - as some of them may still change - and right now I want to focus on finishing the gameplay loop and then iterate.

Holding grab without the trigger I thought makes you extend your index finger? I'll play with it.

re: energy management there were some points in the middle of the level where big white arrows and the energy symbol appeared on the wall and I couldn't figure out how to interact with it at all. I assumed it allows me to exchange the energy between my health/weapons etc. I think there's a similar thing when picking EXMs at the beginning of the run but again I haven't figured it out fully. Part of that may just be that I haven't given it enough time. I totally understand not wanting to make a bunch of tuts while it's still being developed.

If you straighten your index finger then yes, if you hold it close, you make a fist

Those big white arrows mean that you moved between "cells" on the map. Initially I wanted to display coordinates as well which would make it clearer but they didn't look good. They are just an information.

Device to exchange weapon is indicated by two arrows (blue and red). Upgrade machine looks like three yellow "i"s. The map is never explained at the moment but will be.

ok I figured out the fist thing. I guess just my natural response when going to hit someone is to squeeze the controller pressing the trigger all the way down which arms the guns. For myself I'd make it so that the guns are only deployed if the grip buttons are still held when the trigger is released. So squeeze everything: fist. Hold grip & release trigger: arm guns. Release everything open hand.

Also I ran into a minor bug where I was in the bottom of a U-shaped corridor under some heavy attack. I put my back to the wall and was just firing at the bots coming through both doors. I cleared them out and waited a second to see if any more would come when suddenly an enemy spawned behind my back! It was exciting, but a bit immersion breaking to have it come from nowhere.

Thanks for the help and explanations!

It actually shouldn't happen, spawning behind back as right when an enemy is to be placed, the game checks if the room is visible or not. I will be modifying spawning again as I want to have more directed experience. Currently it is a bit wave based but really random.

As for fists, pressing grip and putting thumb on the controller should be enough to make a fist.

I want to avoid situations in which same controls do different things. And have it as simple as it is. Holding grip is also used to grab objects and makes the whole thing context dependent. It is impossible to avoid such situations but having as little as possible should help. Although I wonder if grip only deploy/holster could work better with fast reload EXM. Worth trying out.

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Thanks :) I am about to upload a new build (just need to test it) which should fix the crashes. Hopefully! I couldn't get them after quite long autotest.

I will be trying how far can I push graphics on Q2. I am surprised how powerful it is when compared to Q1.

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Please tell me how the heck do I get passed the locked doors and blocked paths? The map I generated had a blocked path North East and West.

I THOUGHT it would be the sticky bombs. I'm a little sad it wasn't. Destructible environments... that's my only request ~<3


(help plz)

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It's a bug with generation of corridors. The game goes literally into circles, creating an endless corridor. If you'd wait long enough, it would crash. One of top priorities bug right now.

works with the valve index and knuckles input?

Should be working fine. Haven't tested it personally as I don't have neither valve index nor knuckles (I have prototype knuckles but they're a bit different) but heard from index's owners it works.

I played it on Quest 2 after the fix was released today. It worked pretty much flawlessly except for two things.

1: When I deployed more than 4 of the spider bombs the game became unbearably laggy until I either picked up or deactivated the 5th spider bomb.

2: I became trapped, because there were doors that were locked closed that lead outside of the current location I was in. This includes the original entrance that I used to enter the location. Is this a game mechanic of some sort?

1. This is a very good description of the bug. I run once into it (although I did it with robodogs) and thought it was related to something else. There's no strict limit to how many robots can be on your side, so I kind of expect it's their AI code fighting for something under the hood.

2. This one is known to me :( It's related to how corridors connecting two rooms are generated. There are certain situations in which the game code ends up in creating an endless corridor, resulting in generation of the level to seemingly stop. There are lots of other problems with corridors (they're too long ending up going in circles) that I will be soon fixing, so the bug should get fixed along the way.

Is there any news on this getting patched for quest 2? I get flashing/glitching objects. Got excited when someone said it was working on quest 2 on sidequest but I reinstalled and still no luck.

Right now I am preparing a build candidate to test it. Uploading it today.

The bug was fixed a few days ago but I wanted to push a few other things and because of that I found a few other bugs that were fixed too.

thanks for replying! I never played it on my first quest and even with graphics not working I am blown away by what you have done with the game. Can't wait to play it without the glitching!

The build with a fix is available :)

Out of interest, what was causing the glitching with the graphics? It was a really weird effect.

I was naively assuming that every graphic card and driver is faithful to opengl ES specificiations. Adreno 650 isn't. It does not allow for indexing of matrices 4x4 (mat4) arrays by variable. Workaround is to use array of vectors 4 (vec4) and building matrices out of them. There were also a few other minor things related to that. There are some good reasons for that I suppose and it's not a big deal but makes you remember to always check things on actual hardware.

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I have no idea how to play this game and the tutorials aren't helping. When I die the game is like "Oh you didn't use X inventory management mechanic!" and I'm like "ok but I've yet to come across another one of the blue things you stick your hand inside of to use your inventory". Also the guns are tilted too far up on Index controllers so my aim gets thrown off. Every pickup is a glowing orb. It doesn't even tell me what I've got when I pick it up.

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Most of those issues won't be no longer relevant with the next update (the gameplay got simplified a lot, no orb pickups etc, no tutorials and so on), so it should be easier to get into the game and have fun.

Yeah, it was overcomplicated but I want to fix it. In a two week time the new update should be available. Give it a try then :)

awesome!

This was an amazing experience. Any plans for charging for this game once it is done?

Eventually, yes. For time being it works like a pre production demo. When I get the feeling of the game right (which I'm currently getting closer to), I will release free demo and focus on making the actual game. I consider releasing small playable snippets during the production.

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Very excited! I'll buy it the day it comes out!

Gonna add my take on the quest 2 version just so you have a bit of information before you get your headset to start developing it.
Firstly I love the game and it's incredible the experience that you can have in a small room walking around in endless environements and i can't wait to play it without getting tangled u in cables.

With the quest 2. Sometimes my left eye will just freeze... thats it. right eye will be perfectly fine and i can look around but the left eye will freeze, other times it is fine. When loading into the start area with the first door the hands / arms are there but they are like a transparent thing like they arent being rendered on the correct layer or something, same with some door objects and enemies. 

Just thought I might add my take aswell :)

Before I get my Quest, I thought that I may look through the documentation and my code to see if maybe there's something missing.

No way to properly test it on my own, though :)

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I am also using Quest 2 and have the same transparency issues as well. elevators, enemy's, and my guns did not render correctly and often are invisible or blinking in and out.

As someone else said, launching the game on Quest 2 lead me to a blank room with crosses and dots, like a loading room but nothing happens. Maybe not linked to the Quest 2 since I saw that Power Maker was able to play it...

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Those two things might be related, just appear differently. I should get my Quest 2 my the end of October :/ I have no idea what could be wrong.

I really hope it becomes apparent when you get one.  It's strange.  The grey space it takes you to specifically is the one you see when you hold the power button where it displays the Restart/Turn off menu, but no menus or information.  It may also be the same background used for the permission request screens.

After watching the video a few times, my rough guess is that it's either skinning shader or skinning meshes' data that are bugged. At least, when you get it running, blank room with crosses and dots might be something different.

If it helps anything, hand models in the menu look fine, until I switch to hand tracking, whose models are also bugged.

Also if you have any idea what's wrong I could test the apks for you until your Quest 2 arrives.

I have a very rough idea it is related to skinning (bugged hand tracking hands confirm that) although I have no idea what can be wrong there, is it layout of vertex data, shader itself (but then it would not compile, would just crash). I have to wait for have Quest 2 on my desk to fix this :(

My crosses and dots issue seemed to be caused by me needing to allow access to storage. I have the same visual issues as everyone else though!

I just tried installing this on my Quest 2, but I get a lot of weird artifacts. Do you also experience these? If yes is it going to be fixed in the next update?

I don't have Quest 2 and for a while I am not getting one :(

Would it be possible to send me a screenshot or a video?

Here's a video: 

The artifacts look different on both eyes, so it's quite trippy.

Thanks. Seems that some of the things are not rendered properly, although it's really weird, seems a bit like clipping issues, a bit like depth buffer.

Ah, I need to clear one thing. I will get Quest 2 but I still have to wait for it for arrive. While I am waiting, I shall continue with the new core gameplay loop changes.

i also tried to play on my just some hours ago arrived quest2 and if i start i have a blank room with crosses and dots, like a loading room but nothing happens

I guess that there are two problems with TFG on Quest 2. It might be one just manifesting differently, though. When I get my Quest 2, I'll fix that.

thank you. Im looking forward

this game is amazing I tried it but I am trying to be cautious because I don't want to use sidequest but with it wired I can get my cords twisted up and broken otherwise a great game

You don't need Sidequest to install *.apk programs on Oculus.

Since Oculus is just an Android device, you can use adb (tool provided by Google, used by Android developers, see some more at https://developer.android.com/studio/run/device). It requires some setup the first time you use it (you need to put your device in developer mode, install adb, and either install the right drivers if you are on Windows or setup udev rule if you are on Linux), but once you have that, you just need to connect the device via USB, and call ` adb -s <device_name> install <apk_name>.apk`

Hey there void room!

I just came across this great game. I actually created a similar experience using the OuterBoundary input and wrote an article about it, mentioning your game as a pioneer in procedural generation in VR.

Take a look and tell me what you think :) and DM me if you want to collaborate somehow

https://medium.com/@thebne/locomotion-in-vr-procedural-generation-of-a-scene-2e1...

https://uxplanet.org/physical-spaces-in-virtual-realities-cf11e9205f20

Hey ;)

Good stuff. I love things that use boundary or play area in a creative way. One of the problems is that you have to either stay in one place or if moving from one to another, limit/alter boundary, so each place does not look exactly the same when it comes to the size. Hm. Even putting a door in the middle could work.

Do you have any ideas or plans what to do with it? I'd love to see more :)

So many!

Right now I'm working on a "whac-a-mole" concept within the polygon. Letting players run around from place to place to smash things with their hands sounds like a good idea to me. I have countless amount of idea for arcade games that can be ported to VR.

Otherwise I want to explore more strategy-oriented ideas (tower defense is my top candidate), and maybe some action game (the thing you said about the door made me think - you could divide the polygon to two halves, each is a different world, and you need to move between them all the time). Anyway, there's SO much potential there IMO

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Just to make it worse, the ideas may keep coming! ;)

Another one! A platformer that is happening on a level in your play area. So you have little guys running on walls but also bridges and other structures in the middle, spanning from a wall to wall. With small doors that if the guy moves through, gets to another play area.

Today I discovered Tea For God! No game on the quest quite got me this involved as this one did. I was literally crawling with delight under heavy fire and squishing my pet, which decided it was a good time to show some love!! Well done sir! I am slowly learning but wondered is there a YT? Tutorial on different aspects of game play eg: weapons upgrade/creating weapons? Look forward to updates! Thanks for making an amazing game.

Thanks :) Don't worry about the stuff being complicated. The gameplay is going to be changed a lot in a few weeks (I'm about to start doing it, just after I finish the initial pass on open-world).

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I can't wait to get a VR headset so I can try this!

Fantastic job! This is exactly the kind of game I was hoping for when I bought the Rift...love the real space exploration, the manipulation of the environment, the heart-thumping combat! Trying to figure out how to turn the machines against themselves? brilliant! I've barely touched the upgrade potential in game, and can't wait to really delve into that. Crafting and upgrading gear/stats is always a big selling point for me in games. The game seems complex, way beyond the surface of the boxy graphics. Which, by the way, I think is absolutely great as is. The weirdness of the seemingly innocuous bots that we do battle with just adds to the eeriness factor. Some ominous music at key points could enhance the experience, but that's a minor point. I would gladly pay for this game and hope to see more. Great work!

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This game is amazing. How it the non-euclidean space done here? Is it portals or swapping rooms on the fly?

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Portals (using depth stencil). Unseen Diplomacy used swapping rooms and it worked really well.

Wonderful job on the optimization. It's running very smoothly now.

Thank you :) There are still a few areas to improve and hitches to solve. Slowly getting there :)

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I liked this so much that I paid for it.  I abhor the menu navigation and all the text it involves, but the game is otherwise lovely and I hope to see it finished eventually.

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Thank you :) While I was implementing various gameplay systems, I was looking for a way to explain the gameplay basics (not through the tutorials) until I realised that the systems alone were fine (I really do want to make a fast-paced exploration/parkour maybe game with reactor mechanic) but put together they were too large to grasp and be fun. Cut and rearrange.

Whats the bigger space the game can handle?

Right now it is only limited by what headset allows. For Quest it is 8x8m / 26x26ft.

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I saw this game on the side quest store and I was like, "Hm, probably another generic shooter." I then ignored the game and after I downloaded the game.. wow, this game is awesome. Probably my favorite game on the Quest just because of how immersive it can be despite the simple graphics. I discovered so many things in this game, like how the little guys can fight for you and be a bomb, I ended up dying when I found out they were a bomb though heh. However I do have a suggestion for the game in a future update, please add some ambience to the environment. The game is very silent and I'm not sure if that's what you're going for but it would be nice to hear some calming ambience when you are on the roof of a tower, etc. If people don't want to hear the ambience then an option to turn it off can be added. Other than that, this game is amazing.

Holy shit this is amazing. I'm no game designer by a long run but Tea for God is brimming with depth in its game-play, I Loved just finding weird little creatures and the finding out, if held in the right way, it was a shield! or another that once armed became a bomb!

There is so much that is left to the mind to figure out, I went into Tea for God without reading the story in the description and boy have I enjoyed myself trying to figure out who I am, where I am, HOW I am and the lore that reeks out from the areas and places you see.

Basically - amazing game, 5/5 and looking forward to following and seeing more inn development.

Thanks :)

I will be trying to change a lot soon as the gameplay stuff I added started to cannibalise other things. Long-term it was more worthy to not use found objects as you could grind and -- grind is something I wanted to avoid in my games. The gameplay is going to get simplified to focus more on variety of found objects than unlocking stuff.

Also, the story is going to be told in a much straight-forward way (it isn't told now in any way, mind that). I'd like to make a game which has a feeling of the mystery and there's barely any word driven narration there, but not this one.

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This is a amazing game. I love the noneclidian part of it because it allows for infinite play space within your own room.

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Wow i revisited this and it's changed a lot, the tutorial is very useful.

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I signed up for an itch.io account just to thank you for making this amazing game - keep up the awesome work and I am excited for future updates!

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Thank you :)

One small update coming today. More on that in devlog :)

Can I join the discord, too? I'd love to follow everything around this game while I wait for my headset to arrive

Of course :) https://discord.gg/4f7JE6G

You are doing an amazing job immersing the player in your game world. I've put in many hours into my current load out and finally unlocked the ability to stack upgrades without degrading their effectiveness. I love what you are doing with impossible spaces. 

If I may make a request, the games that immerse me the best have interactive objects and structures. Your elevators, track capsules, and swivel platforms really help with expanding the feeling of greater spaces, and I would love to see more buttons and switches that alter the environment. 

For instance:

-Tactile puzzles that open doorways/unlock a gun box

-Keys that open closed off areas

-Control panels that align far off platforms to create pathways to the other side

-Far off targets that trigger events when shot

While I'm at it, the AI bots are fun, but a tad static. I'd love a hunter that is tracking me, a large boss that requires riding elevators to take out sections of its body, elite versions of the current bots that drop guaranteed weapon types.

Thank you again for your hard work, I look forward to your updates.

-Mataio

All of that is on the list and is going to happen :)

The current bots are just bare minimum. They do not pose almost any danger as the big ones do not seek you (one is actually completely blind) and the others are not that dangerous. In the next build I want to add an enemy that might spice things up.

Thank you for the reply. Is there a build diary or something like that to follow? You are doing quality work.

There's a devlog here, at itch.io. Although for a few months I only post info when a new build is released.

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Really enjoy this game, the moving around a physical space is such a great concept. Cannot wait what to see how this further develops. 
Played on the Index and works perfectly :D  

Thank you! I had lots of issues with Knuckles and as I don't have Index, at least, yet, I couldn't test it properly. Glad it works now :)

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Anticipating the arrival of my Oculus Quest...I bought it specifically for this game after my friend let me play it on his!! This game blew my mind, I cant wait to get lost in it

I am now uploading a new build and after I fix some bugs I want to add a new enemy and a new zone. And an open world feature gest closer and closer - this should change a lot.

I love being able to walk around in real life and traverse the game environment like that. Open world sounds really interesting I cant wait! My quest arrives next week and im excited to buy this and play!

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This is definitely my all time favorite Quest game. I love the thought put in to developing this game and i especially love the enemy design :)

Jump in onto discord https://discord.gg/Kde8dF :)

Although I have lots of ideas for enemies, I am happy to take any ideas. In the build after the one I am about to finish, I want to add a new type of enemy that is going to be based partially on ideas from the discord.

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Amazing work! I hope you keep experimenting & finding new techiniqes that bring a smile to your face while implementing them.

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Man this game sure is fire! I'm playing it since i bought the Quest about half a year ago. It's so much fun to see how much better the game get's each Update. I really hope to see even more cool content. Keep up the good work. It's already one of the best games for the Quest since Launch.

Thanks :) I cannot wait till I'm done with core gameplay mechanics as then I'll start adding more actual content. And a very big step after that will be adding narrative.

if you dont mind, how do you set this up? or is there a tutorial for it somewhere? i downloaded the latest version.

For Quest? The best way is to do it via Sidequest ( https://sidequestvr.com/ ). There are instructions what you have to do (you need to setup a developer account, switch your Quest in developer mode and then install games via Sidequest on you computer or commandline using adb). Please check that website.

thanks!

If you'd rub into any problems let me know :)

I want to Stream the game on Twitch, but i can't choose the game there.

Could you try to Upload Infos and stuff on Twitch so i can choose it?:)


I have no idea how to do it

I wasn't registered as a developer on Twich. Send a registration form and waiting for an answer. Should be all set up in max few days.

Thank you so much :) i hope through that more people will find out about the game.

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This is amazing, what a cool idea! I love being able to physically walk around the environment. However there is one major problem I'm having. I'm playing on the Vive, and all the controller button functions are reversed for some reason. So when I pull the right trigger, my left hand closes, and vice versa. Same goes for the trackpad, so I'm guessing it's just all the buttons are reversed. 

Also, would this game be better with the wire mounted to the ceiling, or is it really only made for standalone VR like the Quest? Thanks.

Thank you :) and thanks for the information about the bug. I assume you're talking about standard Vive controllers? I will check that out (I need to store my Vive somewhere else as almost constantly it is under a pile of other boxes :( ).

Well, I started to work on it with a wired headset and I sometimes playtest it like that, although using wireless solution makes you not worry about the cable. For the wired experience, there is a FAD on your left forearm, close to your wrist. It shows how many turns did you take, so you can untwist. Ceiling mount may help a lot. I decided to get a wireless adapter for my Vive (tpcast) and that might be the best way to play the game. Alternative is using a backpack laptop with a headset. I actually should try this out with Rift S.

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I just played the game again and the bug seems to have fixed itself

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I don't know if I had submitted a comment, but this game is awesome! I have played this a long time ago, (Back then it was the first version..) and I see it came a long way!

I have one thing, though. I am using Index controllers and the navigation doesn't seem to appear. Don't know if it's something that is known. If not, then I can give you logs and other things to help with finding this bug.

I assume that you have navigation EXM installed. There is a known bug related to navigation - sometimes path doesn't get generated and I need to find cases when that happens. If you can send me a logfile (to contact@voidroom.com) then it will be helpful. I'll be creating a test case to generate worlds one after another (using different play area settings) to look for invalid navigation cases.

If it helps you out, it was while I was running through the tutorial, So the EXM's were definitely installed.  It showed no types of tracking on the hand displays or the arm displays. 

trying the game today, and the navigation is okay now. I dont know why i was having problems last night.

That happens for some levels (both play area size and random generator seed matter, so it can be reproduced).

Amazing game, I am hooked. I love the progression system gives it, I'll give it one more go feeling. Is there any plans to improve the graphics or enemy models in future updates

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Thanks :)

There are a few ideas I want to try to add a bit more detail to both characters and environment, but for this project, the graphics are not going to be vastly changed. One reason is that I like this kind of aesthetic but there are far more important reasons too: everything in the game is procedurally created and to make it as quickly as possible, I decided to drop texturing and just focus on meshes alone. I am not a big fan of loading screens in games ;) and I want to keep these as little and as short as it is possible. And with open-world feature coming... soonish, the need for a short generation of meshes is even more in demand.

While I could just use existing textures for various bits, they would look terrible when those various parts get combined. This could look cheap/bad. To make it fit nicely, all textures should be modified a bit. This is not only time required during the run time but also I would have to spend a while coming up with a solution, experimenting and so on.

Graphics is important but right now I'd rather focus on the gameplay and then actual content, variety of weapons, enemies, places etc.

The thing with procedural generation is that if I find some time to work on improving graphics, it might be possible to add a system that generates textures and it could work automatically for most of the assets. That's something that I'd love to have but it may have to wait for another project.

I've already left my review on SideQuest but wanted to post a bit of it here, just in case. My biggest points were: More variety in gameplay - maybe create some locomotion puzzles involving picking the right room/door? A randomized puzzle to unlock an elevator? Or a tool that turns walls into doors/hallways for when we're backed into a corner? Nothing too complex, just something to break things up. Also, and this is a big one, I'd LOVE to have a seated mode that allows me to use the sticks to smoothly move and turn - this is the only thing keeping me from playing more. Fantastic job on this!!

Hey, thanks :) I answer in points:

  1. I plan to add a few places that might work as locomotion puzzles. The elevator zone, without the navigation, does work as a puzzle and I want to have elevator zones that have navigation blocked, so you have to figure out where to go on your own. One thing is important here - the main roguelite mode is going to have an open world. This means that some places may be much harder (which includes more complex navigation) as you may choose to walk around them.
  2. I plan to add machines and computers that will work as puzzles. Those won't be mandatory to proceed, they will contain extra items, access to a shortcut, etc. The game is a rougelite shooter foremost and this is what I want to be the main feature - combat + gameplay-related decisions + creating different builds. Optional puzzles spice things up, but mandatory ones can be a real drag.
  3. Seated version. Well, a friend suggested that to me a long time ago. It is already in the game but locked and only available in development builds. It makes testing much easier. But to make it available to the public, I need to solve first a few issues. Although it defies one of the unique things that the game offers, I see that it might be really desired in certain situations.
  4. One more thing, I was asked about portals a few times and besides a few certain places that will have fixed portals, I might add a portal gun. But due to impossible spaces, you won't be able to use it anywhere you want. Only at certain spots. It might work more like the thing from "Sliders" or "Rick and Morty" - a portal floating in the air.
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This is the best game for quest  what you're doing is amazing. But please make it possible so you can swap the left and right weapon. That would make it a lot easier for lefthanded people. And are you working on this alone? How much will the full game cost. 

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Thank you :)

Right now I am working on weapon crafting and as you mention it, I'll add "swap weapons" button to make it easier. Probably tomorrow there is going to be a new build with new weapon system (the actual crafting is going to happen after that).

Yup, alone. Not decided on the price yet. I was thinking about $15-$20 but that still depends on a few important things. And with current world events the situation may change within the next few months.

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Thanks for the fast reply. Have you already planned a realease date or year. Will you add more content updates after the game comes out? Also, the corridors are at first way too easy if you compare it with the sideways elevator section, but the big enemys are very annoying because you have to wait so long until the finaly turn around. It would be cool if there was another way to kill them.

I had plans. But the plans went out of the window a few times. Mostly due to non-development related things.

The plan is to have the release version with rich roguelite mode + one story mode and after that to expend with new zones, enemies, items and new stories (these are meant to be 1-2 hour long modes that resemble traditional single player games).

You can push them of the ledge or use grenades/mines. Right now I am changing weapon system and one of the possible improvements for guns is "armour piercing" node. Also there are going to be other types of weapons. And traps. So there's going to be a plenty of ways to dispose enemies.

I'm so exited for the new build and i have discovered a crash in the menu where you assemble data blocks if you put a block there then auto fill the rest and then immediately press clear the game chrashes. I'm on quest. 

I'm so thankful you for that repro! I got a few crashes reported with this bug and couldn't figure out what is going on there from the log alone. Now it is going to be fiexed.

Except for that, the newest build is almost ready (I still want to add a few weapon parts).

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I smiled so hard during your game i pushed the quest up all the time. Iam so fascinated about the possibility. I saw the video and thought: looks ok ill see what they mean.


And now i cant wait to try it with a little more room or let others play and watch it!

Thank you so much! While these hard times i happily forget everything within good vr games. And this os one of them . Even pre alpha.


Can i suggest you something? I missunderstood something in game and made the idea:

what if we not only buy upgrade stuff for the arm but also level parts which can be generated? 

:D

That's sort of part of the plan :) You will have to unlock access to further parts of the world (although I don't want it to be just on/off thing and even without the unlock, you should be able to enter other levels but at some cost). For sure in the the final game, the enemies will appear one at a time, not just a mix right from the start (which is also part of the story).

Im so looking forward to it!

When I open the game, a window shows up on my desktop as if I was in VR, but my headset only displays that the app is loading. (Windows 10, Rift S)

(+1)

When you move the headset, it moves in the window?

If so, could you check if maybe you have two graphic cards. If you have, you should try to run the game in performance mode (it should be possible to set it up when you right-click on tea.exe).

If that's not the case, could you send me output.log file (from _logs subfolder) to contact@voidroom.com. please?

(+1)

That fixed it, thanks! And wow, you responded quickly!

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