High speed online multiplayer cross platform VR game. Immersive movement mechanics with arm swing and grapple hooks. Multiple revolving games modes and regular updates with more content.
Season's greetings!
This will probably be the last update before the holiday break but it's a big one!
Thanks to some feedback we've been getting and no small amount of background jiggery pokery we feel the game is much better to play now.
Here's a list of changes:
[img]{STEAM_CLAN_IMAGE}/29361476/edf96ace722b209d5e2a14494c217a1c0cc282aa.gif[/img]
1. Your collider now shrinks into your head when you jump and then grows back to normal size when you land which makes getting over ledges much easier!
2. Grapple hooks home in on the nearest grapple point. Makes them easier to hit in a race.
3. You have more air control the closer you are to the ground, that means to go faster you should stay low.
4. Air brakes! You can now use the primary face button on your controllers to apply the brakes on those fast corners.
5. Brake turning! (off by default) If you have an iron stomach you can turn on brake turning in the options menu. Afterwards you can stick your arm out and apply the brakes to turn in that direction letting you make even tighter turns!
6. Speaking of options you can now open the options menu using the secondary face button on your left controler seeing as the steam overlay takes over the menu button in most cases.
7. Smoother motion. We've tweaked the movement mechanics and it should feel a lot smoother at all speed levels but we'll keep tweaking the system as we go to get it just right.
8. You can shoot the blocks in drop block levels with your bow.
9. Added LIV support for all you streamers
[img]{STEAM_CLAN_IMAGE}/29361476/581d74204b8bea282cf2ff6e2b32afa645f51e73.png[/img]
On a less gameplay related change we've decided to swap out Havok Physics / entities physics for PhysX. While Havok is a great industry standard physics engine we're just more familiar with the PhysX engine and can add and tweak new features at a faster rate this way and the performance difference is minimal.
As such we've also have to redo the level physics for every map but this should all be invisible to players.
Other minor changes:
[list]
[*] Arrows fly straight for a short time after shooting
[*] Ammo spawns in the lobby
[*] The fingers move a little while idle to add life
[*] Removed unnecessary occlusion culling
[*] Fixed the rope texture not receiving light probe data
[*] The tutorial bot's mouth moves while talking(!)
[*] Hide subtitles after 1 second
[*] Pickups not being interactable by some players
[*] Removed unnecessary scenes
[*] Show hands when returning to the main menu
[*] Arrows have a delay before being attracted to hook points. Release the left trigger after shooting to let the arrow fly straight.
[*] Refactored some code
[*] Fixed some bugs
[/list]
Thank you for your continued support and remember to leave a review and invite your friends!