Why not take a Halloween break in the beautiful town of Greenwater?
You could take a relaxing fishing trip to the Cypress Lodge or sample the comfort of the Pelican Motel?
Our friendly doctors will cater for all your needs in The Greenwater Institute.
Hot fixes
To all Greenwater patients,
In a bid to improve facilities at The Greenwater Institute we inadvertently caused a couple of issues for patients. Rest assured that these should all be rectified now and patients will be able to use the facilities at their leisure. If you encounter any further blackouts please alert a member of staff immediately!
The evening medication schedule will start as per usual.
Thank you for your time,
support@achairinaroom.com
Investigate the case of the missing woodland girl in the original “A Chair in a Room” short story
Investigate the case of the missing woodland girl in the original “A Chair in a Room” short story – now included in the latest update
Now with an expanded storyline, full use of the tracked controllers and a room-scale option for further immersion and exploration, this experience, which tells the story of the police investigation of a missing girl, has been totally reimagined and is free to all owners of the full length “Greenwater” game and, at around 10-20 mins long, is a great way to demo VR horror to family and friends.
The original “A Chair in a Room” was made over 2 years ago for Oculus DK1 and Google Cardboard to test the potential of horror in VR. It was the great reaction to this that led to the creation of the full length game “A Chair in a Room: Greenwater”.
In addition to the new story some additional improvements have been made based on community feedback:
Hard reset to Locomotion
(if you accidentally switch off locomotion and can’t reach the options clipboard to reset)
Left Ctrl + Left Shift + L
Added “Enhance VO” to the options
This will reduce the volume of all other sound channels to lift the VO channel. In addition I’ve added a normalise volume of 1.25x to increase overall sound levels across the game.
Increased the final trigger size and position in the Swamp boat ride to help make the final reveal easier to trigger.
New short story coming soon
Anyone who has played the original "A Chair in a Room" demo, released over two years ago on Oculus (Share Store) and shortly after on Google Cardboard, will remember the haunting story of a missing girl and the dark events surrounding her disappearance. This short experience is in the process of being expanded and redesigned for SteamVR.
It will feature:
Re-modelled and re-textured elements with much more detail
Expanded storyline told through the new richer environment
New and unique items with new interactions
Reworked set pieces and frights
Remixed atmospheric soundtrack and SFX
Room-scale or locomotion, as with the main game
It will include all of the main elements from the game and will be ideal for showing off VR horror stories to friends or family.
It will become available to anyone who owns "A Chair in a Room: Greenwater" as part of the next major update, expected mid-late August 2016.
More news and info on the update coming soon. In the meantime check out the comparison images of the old vs the new.
Ryan
Summer Sale 20% Discount
It's summer so what better to do than spending time in a creepy hospital!
Enjoy,
Ryan
V1.1 update now live
V1.1 update now live
The first major update offers full locomotion with no limits on room size
Improved object manipulation
Objects can be passed from hand to hand and key items such as flashlights now snap into position
More control over larger objects
Settings for locomotion, define left or right handed and switch off locomotion if required
Bug fixes and general improvements
Thanks to everyone who participated in the open Beta, your help and feedback is much appreciated. Although much of the feedback has made it into this release, not all could be applied but please be assured that it has been noted.
Ryan
P.S. If you spot anything game breaking please let me know.
Beta testing Locomotion
A number of updates and fixes have been applied from last weekends beta feedback but the beta period for the new teleportation and hand scripts has been extended to allow time for further feedback, testing and an improved final implementation. This is open to anyone who owns the game and any feedback will be taken into consideration for the upcoming 1.1 update.
Greenwater needs your feedback on:
New teleportation system (Any room scale accommodated including “Standing”)
Re-worked hand interactions
Updated controls based on feedback received so far: Locomotion can be accessed by gripping the controller and pointing at the floor.
To move - release the grip as you are pointing where you want to go (Green)
To cancel - release the grip when not pointing at the floor (Red)
The chapel lock now works by rotating around the thumb pad and should be around 1:1 motion
Updated locomotion based on feedback so far: Initially movement was based on moving the whole room scale with you represented relative to the room position.
This has been changed to move the player to the centre of the pointer irrespective of where you are within your own room scale
Warnings:
Already picked up some bugs from feedback but you will probably encounter more, please report
Probably best not to beta test if you haven’t played it before
No reported loss of save progress but no guarantees until out of beta
To keep it all manageable, there is a feedback form linked from the website:
www.achairinaroom.com
If you spot anything game breaking please let me know via the support email:
support@achairinaroom.com
Thanks for all the great feedback and support!
Ryan
OPT-IN:
You will need to opt-in to the Beta Program, instructions as follows:
To test game content from branches other than Default, right-click on the game in the Steam client and select Properties. From the Properties window, click the Beta tab.
Open Beta testing live now! - Dev update 28th May 2016
Open Beta testing live now! - Dev update 28th May 2016
Major update coming, Greenwater needs your feedback:
New teleportation system (Any room scale accommodated including ‘Standing’)
Re-worked hand interactions
This is open to anyone who owns the game and is limited to approx. two days from now, after this I’ll will take all of the feedback into consideration for the upcoming 1.1 update
OPT-IN:
You will need to opt-in to the Beta Program, instructions as follows:
To test game content from branches other than Default, right-click on the game in the Steam client and select Properties. From the Properties window, click the Beta tab.
New controls: (Instructions will be in the config room when the update goes live)
Locomotion can be accessed by gripping the controller and pointing at the floor. Pressing the thumb pad will teleport you to the chosen position.
Warnings:
You may lose your save progress
You will probably encounter bugs - let me know!
Probably best not to beta test if you haven’t played it before
Still have a couple of days polish to do, so it is rough around the edges
To keep it all manageable, there is a feedback form:
achairinaroom.com
If you spot anything game breaking please let me know via the support email:
support@achairinaroom.com
Just to let you know, Wolf & Wood is about as indie as it gets, it’s really just me at present, so it goes without saying that anyone who takes the time out to help me make this game better is a proper legend!
Thanks for all the great feedback, support and reviews.
Ryan
Dev diary (update in progress)
20th May 2016
We’ve been busy pulling the game apart and putting it back together in order to make improvements to the hands and add in a locomotion option for people with rooms under 2.5m x 2.5m. Apologies to anyone waiting on Locomotion but we’ve decided that this will be packaged alongside an overhaul on the hands in order to provide a better overall experience.
Plans for the update (Est. 1 week):
Locomotion
- For players who don’t have 2.5m x 2.5m you will have the option to teleport around the space
- This area will be a spacious 3.5m x 4m with the exception of some areas designed to make you feel a bit claustrophobic (not scientifically correct)
- You will be able to set this for either left or right handed use
- There will be an option to use the 2.5m x 2.5m if you don’t want to use teleportation
Options
- You will now be able to clear the saved progress
- All options for Locomotion (open to people with less than 2.5m sq.)
Hands
- Objects can now be passed between hands for easier rotation and positioning without the need to place down on surfaces to manipulate
- When carried, objects will pass through the world, like in The Gallery, to avoid knocking the object out of your hand when hitting a wall or surface
- Updated functionality for future improvements (currently exploring the option of an open beta area to test new functionality outside of the game narrative)
5 tips to uncover the secrets of Greenwater
1. Avoid spoilers before playing
Now I’d better write this without spoilers, as you can’t have the tension without the surprises.
2. Listen to your surroundings and the music
A mixture of musical cues and positional audio should help you find the next clue - if you hear something go bump in the night, it’s up to you to investigate. If you hear a chime, pay attention because that object means something.
3. Read everything
Everything in the game holds some information about Greenwater and the events surrounding your current confinement. Some elements are obvious, such as newspaper articles, but others are a little more cryptic, this could include symbolism and gothic and classical references.
4. Re-cap
As you progress, you start to build up a collection of clues from the different locations you visit - these become available at the end of each chapter. This is a good time to take a step back and piece together who you might be and why you’re in the institution in the first place.
5. Don’t rush
All of the clues are there from the start. Take time to digest what is around you - it may become more apparent towards the end, but you can always start to analyse the clues earlier to form your own assumptions of why you’ve been locked away.