2MD VR Football cover
2MD VR Football screenshot
Genre: Sport, Indie, Arcade

2MD VR Football

2MD: VR Football Evolution | Getting the Most out of the Game!

We're excited to finally share our exciting update to 2MD: VR Football with all of our players on Steam.

We felt this might serve as the right time, pre-launch, to highlight some important additions to the experience which will help you get the most out of Evolution. And remember, if you own 2MD: VR Football on Steam already, Evolution will automatically appear in your library at launch!

First and foremost, probably the most important thing to do before diving into the game proper is to explore the available quality modes, and choose the one that best fits your system spec. The quality settings configuration can be accessed by launching 2MD: VR Football Evolution from the Steam desktop client or a desktop shortcut (or, if you are in VR, launch the desktop viewer and access the steam client there.)



(You may get a warning about launching a VR game in desktop mode, but you can safely bypass this. Once loaded, you will be greeted by the config screen.)

2MD: VR Football features 8 quality settings:


  1. Entry-Level
  2. Low End
  3. Optimized
  4. Optimized [Broadcast]
  5. Pentultimate
  6. Pentultimate [Broadcast]
  7. Overlord
  8. Overlord [Broadcast]



The first 4 quality levels are designed for mid-range to lower-end systems (those utilizing a GTX 1050 -equivalent to about a GTX 1070 -equivalent video card). the "Broadcast" modifier means the second spectator camera is enabled, which provides a bird's eye view of the action. This is set at the highest of the mid-range quality modes because enabling said camera essentially doubles the GPU overhead:



It cannot be stressed enough that if you notice frame-drops or inaccurate throw behavior (throws falling short, for example) this is likely due to the additional load on the GPU if you've selected a [Broadcast] mode, or the config setting you've chosen is too high. For maximum accuracy, our throw tracking is done over multiple reference points over the arc of your throw at the native refresh rate of the headset you are using (70 - 90 Hz, depending on the HMD) so it is highly performance dependent. Dropped frames means those reference points might be lossed or mis-reported, resulting in inaccurate throws. (This was the most common 'bug' listed in 2MD: VR Football's original release, and it was actually several weeks before we determined people were not utilizing the available quality modes at the time.) Adjusting the quality setting should mitigate this issue.

Lastly, ALL of these modes all have AA turned off, sacrificing visual quality for performance.

Currently, the DEFAULT quality mode for all platforms is set to "Optimized [Broadcast], as this represents the most likely average system capability of most SteamVR players. If you have a more capable system, however, read on ...

The next 4 quality levels target "Higher-End" VR players--those with GTX 1070 / RTX 2060 equivalents and above, using headsets such as Vive Pro, Valve Index, HP Reverb and the like. These modes feature additional pixel lights, 2x-4x MSAA, higher-quality shadows and less-aggressive LOD tolerances. Modes with [Broadcast] enabled are intended for systems with GTX 1080 TI / RTX 2080 -equivalent high-end cards.

Next, we'd like to talk about controllers.

2MD supports ALL SteamVR compatible controllers. This includes standard Vive, Vive Pro, Knuckles / Index, Oculus Touch, and WMR devices. All of these devices feature radically different grip positioning. Now, while this matters for precision implements like the marker (you have to orient the in-game hand to ensure the marker tip is touching the board) it does NOT matter on the field.



IE, you can hold your hand / controller in whatever position is most natural for you when you throw the ball, how the in-game hand is oriented prior to release will have no bearing on the throw, it will be released correctly every time. You can orient your controller upright, sideways, upside-down, backwards, etc--it won't matter, so long as your throw vector and release timing are true, the ball will go where you want it every time.

Lastly, and this is the most important takeaway for us - if you experience problems and are looking for help, please notify us on twitter @truantpixel or via email at contact(at)truantpixel.com . It feels strange to say this, but we ask that folks do this before leaving us an angry or negative review, as we want you first and foremost to have fun with this game. We've tested 2MD: Evolution rigorously for the last 3 months, and even brought it to PAX East 2020 where we were able to get feedback from hundreds of players on the feel, performance, and stability of the game. If your throws are falling short, your controllers aren't working, or your game is crashing, or some other experience-ruining bug, reach out to us first because until now we've not found any such issues (and we've put more than 200 hours into the game at this point) :) . As a developer, it is essential for us to determine if the bug is in the A) reproducible and B) a function of the game itself, versus being a bad configuration. We want to be sure before digging around in the code to patch something and potentially break something else for hundreds of other players.

We have always been open to feedback and are ready to respond in a timely fashion (current pandemic and quarantine issues permitting) and we will be watching the discussions on launch week. If you're streaming on YouTube or Twitch, cross-posting screenshots on twitter, or any other type of broadcast, please feel free to share your experience with us as we love watching people play our game.

Thanks for your time, and we look forward to seeing you on the field next week!


Almost Ready for Launch . . .



2MD: VR Football Evolution is inching ever closer to release. We are now content complete, and we're eager to see what you think of the game!

We wanted to use this opportunity to reveal even more of what's been added to this rather gigantic game update (now that many of us are locked away for the necessary quarantine measure that, if nothing else, makes us all extra glad we have VR headsets).

For starters: every field in the game has been re-imagined for this new, darker timeline, in many cases complete with updated or entirely new attractions!




In addition, we've also added 2 BRAND NEW fields, which you'll get to play on in the 3rd and 5th rounds, respectively, saving your home field for the 1st and final rounds of the game (if you think you're good enough to get there!)



But not only that. As you know, the players have gotten a major makeover, complete with the addition of a new animation system designed to work with the original game logic. Beyond that, the players have been given physical traits unique to their position on the field. For example:



Here we have our receiver. A lean, mean, running machine (literally.).

In contrast,



Our lineman here is bigger, heavier, meaner, with armored shoulders and high-contrast markings (The yellow / red is nature's way of saying, "I mean business"). They also hit pretty hard.

These differences will not only help differentiate who's doing what when the play starts, but also gives you a visual reference of who you might, say, want to throw the ball to in a pinch. (One of them will have an easier time catching it, while the other would just as soon stomp it into the field in a fit of machine rage.)

2MD: VR Football Evolution is currently scheduled for release on 4/1/2020. And remember, as a current owner of 2MD: VR Football on Steam, you will be entitled to the game for free, automatically, because reasons! And if for some reason you're reading this but you DON'T own the original 2MD, fear not, because purchasing 2MD: EVO will entitle you to a free copy of that game!

So, if you dig the game, you can help us out by spreading the word, and as always, thank you for playing 2MD!



2MD: VR Football Evolution Progress Update

Hi everyone.

As we work on putting the last bits of polish on the first version of 2MD: EVO , I thought it might be a good time to share some of the new features that have made their way into the game.



For starters, you can now customize the color of your routes as they appear on the field! In addition to giving folks another layer of customization (you dig that right?) It's also intended as an accessibility feature for certain types of color vision deficiency (CVD), to ensure folks have no problems identifying their custom plays on the field.



Next, the practice stadium configuration panel has its own significant new addition: a height adjustment slider. This will allow you to customize your height in a predetermined range, to allow for shorter folks as well as seated players to be able to play at the intended height for the best visibility / experience.



Next up, a fun fact - Each team now has a 'star player' who is a little bit faster and a bit little stronger than the rest. Who it is may just be some sort of mystery.



Finally in addition to updating the old stadiums for this new, darker timeline, we've also added an entirely new field into the mix. Originally designed for a different kind of 'football,' the new Truants home field features a multi-tier open-dome design that is well adapted the brutal art of robot gridiron deathsport.

2MD: VR Football Evolution Announced

Hi everyone.

We're proud to announce a special treat for everyone currently playing 2MD: VR Football on Steam VR...

[previewyoutube="qw720lDPhl4;full"]

We've been working in secret for some time on a special update that re-imagines the game for modern hardware, one that takes the visuals and effects to a whole new level, and ramps up the difficulty in some ways while granting the player new abilities in others.



2MD: VR Football Evolution is not-quite-a-remake, not-quite-a-sequel that wraps the tried-and-true 2MD formula in a shiny metal veneer complete with enhanced graphics, weather effects, updated music and more.


OH. And you're getting it for free.

That's right: everyone who owns 2MD: VR Football will automatically be granted full entitlement to 2MD: VR Football Evolution, as our humble way of saying 'thank you' for supporting us when others out there tried to stop us from even releasing the game back in the days of Steam Greenlight.

Not only that, but everyone who purchases 2MD: VR Football Evolution separately will, in turn, be granted full access to the original 2MD as well.

Because you can't have a post-apocalypse without a pre-apocalypse.

Follow us @truantpixel on twitter for more updates, including when 2MD: EVO will be live!

2MD: VR Football 2020 Engine and Optimization Update

Hi all! Now that we've got a dedicated Oculus Rift / Oculus Quest launch out of the way, we're turning our attention back to the build that started it all.

The original 2MD was created using Unity 4 and one of the earliest implementations of the OpenVR standard. It has performed remarkably will despite having no engine updates over the years, however as technology has progressed and new headsets have been added, we've been made aware of a few issues that impact the experience of a small subset of users (less than 5%). That being said, our main goal with 2MD is that people have fun, with an experience that only VR can truly provide. To that end, we've got some small but not insubstantial updates on the way this month.


  1. We've added additional optimizations that were not present in the original game; namely, a fully functioning LOD system for the players that will allow for better performance across all systems, both low to high end.



  2. The whiteboard system has also seen a significant update. It now utilizes an enumerator function initially developed for the PSVR version of the game, this greatly reduces the overhead caused by instantiating your saved plays. The result is instead of each route being drawn in one frame, they are drawn over the course of several, eliminating potential hiccups / frame drops.



  3. We've added an entirely new (and cleverly named) set of quality modes that are a bit more descriptive. More importantly, there are now variants of all the mid-range to high-end modes that have the broadcast camera enabled (for streaming and social screen play) and disabled for every other circumstance. The reason for this is simply performance -- the added broadcast cameras tend to add significant overhead, which can put a strain on even higher-level systems. This is the most common cause of dropped throws, by far, for the vast majority of players, and it is our hope that this will improve the experience for everyone.



  4. Our small studio tests on a variety of systems, incorporating everything from the standard Vive, Rift, Rift/S, Vive Pro, and WMR headsets. Whereas performance and handling can differ slightly between these three, the game is fully compatible with all of these HMDs, because it uses the OpenVR standard. We've personally tested this updated on Rift-S, Vive, Vive Pro in recent days as well to confirm that tracking and ball behaviors are identical.



    That being said, we've also adjusted the slider values for throw power, as oculus headsets tend to throw a little shorter than their Vive counterparts, so this should allow for more accurate and consistent throw distance for those headsets.

    Because the ratios for throw height and power are now different, you will need to re-calibrate your throw settings upon downloading this update!



  5. Lastly, the game has been updated to a 64 bit executable, which will provide faster loading and enhanced performance on systems which can supply additional memory.



There are a couple of other small QOL improvements here and there, as well as the addition of a small Easter egg that we're sure none of you will find. But you'll get a shoutout if you do!

As always, thanks for playing 2MD, and for supporting us in the days to come! Oh, and don't forget to visit us at PAX East 2020 at the end of this month. We'll be showcasing as part of Indie MEGABOOTH! Tell us what you think of the game, grab some free swag (and let us know if you got the steam version too!)


2MD: VR Football Selected as Part of Indie MEGABOOTH 2020 PAX East Showcase!

We're excited to announce that all iterations of 2MD: VR Football will be playable at PAX East 2020 as part of Indie MEGABOOTH! We'll be there Feb 27 - Mar 1, 2020 in Boston, MA! Come visit us at booth 23029, Where you can not only try the PC, PSVR, and Oculus Quest versions of 2MD, but you'll also get a chance to grab some free swag, and get a glimpse at what the future has in store!

[previewyoutube="AmQhnfD-LPo;full"]



Chat with the devs, try out Head 2 Head mode, and tell us what you think of the game!

Follow us for updates on twitter @truantpixel
Find out more at https://indiemegabooth.com/

2MD Vision Alpha Video

Hi everyone,

Firstly, we're grateful for the response to some of our ideas for a vision of a potential update / sequel to 2MD. At this point, there are no plans to release anything as we would need to secure funding beforehand in order to do the game justice, in terms of fidelity of animation and physics for players on the field.

That said, many have inquired as to what the current alpha looks like in motion. Here is an extremely early, raw look at some footage of the game being played.

[previewyoutube="xoAi1dypd24;full"]

As you can see, what is there is certainly functional, but the expectations for how players should move and react change significantly when they retain more human traits. Rest assured, if the situation changes, we will happily post another update with whatever plans we set into motion.

Until then, thank you for your time, and for playing and sharing 2MD!

2MD: VR Football Unleashed on Oculus Quest / Rift

Hi Everyone!

As you may have heard, we recently announced that a version of 2MD will be releasing on Oculus Quest and Oculus Rift (with crossbuy support in mind) on January 9, 2020.

https://www.oculus.com/experiences/quest/2592096760842149

The game is entitled "2MD: VR Football Unleashed," and features visuals that have been optimized for the Quest's mobile chipset. Player models utilize a more optimized LOD system, and the stadiums have gone through varying levels of cosmetic re-design to allow for consistent performance on the platform. We'd previously thought it impossible (and it took basically tearing the game apart and rebuilding it from an empty field), but we managed to squeeze all of the physics, AI, animated crowds and the natural throwing system onto the Quest.




The Quest version is missing the spectator / broadcast camera (not needed as a second display is not standard and this would place undo burden on the hardware.). It is called 'unleashed' as the unique wireless nature of the platform allows for truly untethered play. Beyond this, the core gameplay is unchanged from any other versions of 2MD.

In the interest of providing the maximum value to players, we went ahead and took the completed optimized Quest version (which utilizes the Oculus SDK as opposed to OpenVR in the Steam release) and created a Rift/Rift S compatible build for distribution on the oculus store that features enhanced visuals compared to the Quest release. This build features the PC player models from the Steam version of the game, more varied lighting / materials, and the return of the broadcast / spectator modes, and will be included with the Quest version (and vice-versa) via crossbuy.



So, while the name has been changed to reflect the untethered play in the Quest version, there are no other significant differences between the Steam VR versions and the Rift / Rift S version which will be released on the Oculus store. So, if you already own and are enjoying the SteamVR version of 2MD , unless you are interested in the Quest version, you're not missing anything significant from the "Unleashed" build.

However, the Rift version may perform slightly better on certain Oculus hardware configurations as it has been ported to their native SDK, so if you previously purchased the steam version but had difficulties / problems with it on Oculus setups (including 3 camera setups!) the dedicated rift version may be worth your while in that instance, and will include the added value of the Quest version, if you have access to that hardware!

As always, thanks for your time, and your support! Please don't hesitate to post your questions below if you have any, we'll do our very best to answer them.

2MD: VR Football hits its 2-year anniversary!

First, allow me to thank each and every one of you who have taken the time to commit your thoughts (both lauding the game and providing constructive criticism) to 2MD. Truly, it is all we can ask for. In the years (!) since 2MD first launched on Steam, we've brought it to PlayStation VR, and more recently VivePort Infinity, in the hopes that we might continue to grow the game and, hopefully, one day explore the possibilities of what 2MD could evolve into.

The following a screenshots from an extremely early but playable alpha, which features human players and spectators, and utilizes the same groundbreaking AI and play mechanics as the original 2MD. Currently, movement / character interaction is at its most basic, as a truly realistic football experience must be driven by real-world physics and kinematics. Given the size of such an undertaking, it would be positioned not as a simple update to 2MD, but a full-fledged sequel, with complete quarters and a wealth of customization options.





It's exciting to share this potential "vision of the future," which currently has no plans for release, as a fairly significant amount of funding would be needed in order to build the necessary animation systems and behaviors in order to achieve the necessary level of quality and realism. Instead, we're presenting this first glimpse as a way of letting all of you wonderful players know that, if the opportunity ever presents itself we will be happy to take it to the next level. As a company, though we are quite small and our interests diverse, we have been and will continue to be committed to making sure every one of you has an outstanding experience with our game. Thank you for a wonderful 2 years, and here's to our hope for more in the future.

Trading Card Update



We're happy to announce the implementation of trading cards and badges, awarded for ongoing play. To those users who have been long time supporters of 2MD, check your inventory to see what drops have been made available!