Howdy old friends?
First off, apologies for our absence in the PCVR space. After a very hectic 2024 ([i]and 2023. aaaand 2022[/i]), we had to take some time to reassess the VR market and our place in it.
As I’m sure many of you are aware, VR developers are facing some serious challenges right now: Meta’s questionable shift in the standalone side of things, the lack of competition in gaming hardware from other OEMs (Valve pls), manufacturers redirecting their focus to MR and AR, and, of course, a stagnating economy overall.
Considering all of that, developing VR games has become riskier than ever - especially for a small, independent, and self-funded team like ours.
Yes, it’s a bit grim. But despite the unfavorable circumstances, we ain't going anywhere! We’re committed to keeping the single-player/co-op shooter genre alive in VR. So buckle up - it’s going to be an intense 2025!
👇 [b]Here’s what we’ve been up to[/b] 👇
[h3]ZERO CALIBER 2 ON STEAM[/h3]
It’s alive! We now have a playable, kind of stable build. Don’t expect Alyx levels of visuals, but we’re doing our best within the constraints of UE 4.27. Release date is still TBD (soon though!). We still have some work to do on non-Quest HMD support, optimization and other boring backend stuff.
Here's a first look teaser:
[previewyoutube=pO5p98Ihp0o;full][/previewyoutube]
[b]A wishlist would mean the world to our small, indie team. 🙏[/b]
[h3]A NEW PROJECT[/h3]
I can’t share much about this just yet, but here’s a teaser: we’re moving our backend to UE 5.5 and working on a Zero Cal spinoff. I’ll share more details when the time is right.
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Alright, that's all for now - thank you for coming to my TED Talk! I’ll be sharing sneak peeks of ZC 2’s PCVR progress and snippets from the new project in the coming weeks, so keep an eye on this space.
And as always, thank you so much for supporting us for this long. We truly appreciate every bit of feedback. We’re all on this VR journey together - let’s keep it that way! 🫡