ADR1FT is on sale for 50% off today (9/30) through next Friday (10/7). Kick off your weekend by bringing Hardiman's own Alex Oshima back to Earth in one piece.
We're counting on you.
Hardiman Aerospace Command out.
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ADR1FT Vive Update Live
Hello!
ADR1FT HTC Vive support is now available as a free patch for current ADR1FT Steam owners.
ADR1FT is also on sale today as a Steam Daily Deal for $9.99 (50% 0ff). The sale runs from 10am PST - 10am PST.
Vive Motion Control Support:
ADR1FT Vive will have it's own unique take on motion controls. We've assembled a hybrid gamepad/motion control setup onto the Vive Wands that really take ADR1FT to a brand new place. It's changed the game experience dramatically (and unexpectedly) into a new immersive and compelling EVA SIM:
- Movement, input-actions and menus are handled on the Vive Wands via pad and button input.
- Interaction with objects in the world are handled using motion control with the Vive Wands.
ADR1FT Vive Tips:
- A third launch option has been added to Steam to launch in Steam VR.
- ADR1FT Vive defaults to motion controls and is intended to be an expert EVA SIM VR experience.
- This experience requires a light touch and lots of gentle micro-adjusting (much like a flight SIM and much like space).
- For a casual experience, gamepad control can be accessed through the options menu.
- We highly recommend completing EVA TRAINING before starting the game. EVA TRAINING provides a safe environment to test and master movement and interaction with the new EVA control scheme.
- ADR1FT Vive utilizes an auto-lock feature with the Wands to easily highlight, attach, grab and interact with objects floating in the world. Simply dropping your Wand will disengage this system and allow you to interact with different objects within your reach.
- Activate EVA Reset often to ensure your camera and helmet positions are aligned properly.
- EVA Stabilize re-orients your position in the world and is a helpful tool during all types of EVA activity.
- EVA Scan highlights interactive objects in the world and objective waypoints. Scanning each new environment is important and recommended.
We hope you enjoy this new ADR1FT experience. For many of us on the team, it's our favorite way to play.
As always, we're listening to your feedback and will act on it where and when we can.
- Orthy
ADR1FT Vive Update 7.19.16
ADR1FT Vive Update 7.19.16
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Hello all! We are prepping to launch ADR1FT Vive on July 28th! You may have noticed on the store page that the HTC Vive tag is there, noting that Vive is available now. As you already know, this is not the case. We wanted to apologize for any and all confusion that this has caused, and explain that the tag has to be active in order to enable the HTC Vive testing environment that the developers are using to make sure the Vive experience is the best it can be.
Free Steam update to those who currently own ADR1FT
ADR1FT Vive Details:
- ADR1FT seated/standing VR experience (no room-scale support)
- Gamepad support
- Steam Controller support
- Motion control support
ADR1FT Motion Control Support:
ADR1FT Vive will have it's own unique take on motion controls. We've assembled a hybrid gamepad/motion control setup onto the Vive Wands that really take ADR1FT to a brand new place. It's changed the game experience dramatically (and unexpectedly) into a new immersive and compelling EVA SIM:
- Movement, input-actions and menus are handled on the Vive Wands via pad and button input.
- Interaction with objects in the world are handled using motion control with the Vive Wands.
We're having a great time playing ADR1FT this way. Reaching out for oxygen canisters, audio logs, terminals, collectibles, debris etc. with your arms while simultaneously micro-tuning your movement on the Wand pads and managing your oxygen adds an incredible new layer to the game that changes it fundamentally and we think you are really going to love it.
We have some more exciting ADR1FT Vive news coming closer to release date as well.
Thank you for being patient with us. ADR1FT is a labor of love for our small team. We wanted to take the extra time to do this right. Next week, you'll be able to play ADR1FT 4 very different ways on 4 very different platforms. As developers, that's a point of pride for us and we're working hard with the fans and community to listen, learn and act on feedback when and where we can. We want everyone to have the best ADR1FT experience possible on their chosen platform.
See you in space,
- Orthy
Hi.
Vive Logo Clarity
Hey everyone,
Just wanted to quickly clear something up:
You can see the Vive logo on our page right now because we are privately testing builds of the game pre-release via Steam.
- Vive support is not live to the public yet.
- We have no control over the Vive logo appearing on our page. That is part of Steam's architecture and there is nothing we can do about it. If we could remove it, we would. We tried.
- Facebook/Oculus has never paid us or offered us payment for anything. While titillating, the conspiracy theories are baseless and unfortunately, untrue (but still entertaining).
Hope that clears things up. We have a news update on ADR1FT Vive coming tomorrow that announces an imminent release date and information about motion control support.
- Orthy
ADR1FT Vive Update
By Adam Orth
Hey everyone, quick update on ADR1FT Vive progress:
Initially, we thought we’d be able to have this out to you before the end of May and obviously, that hasn’t happened. We’ve got the game up and running on the Vive and it’s coming along very nicely, but it needs some additional time and love in order to hone in on the things that make the combination of the Vive and ADR1FT a special VR experience. We want to make sure that we support all of the ways the hardware allows our game to shine, so we’re going to keep working and make sure we deliver something exceptionally cool as soon as possible.
One thing we get asked frequently: “will ADR1FT support the Vive’s motion controllers?”. Yes, we will support them, but in a traditional game controller experience, rather than a full hands/arms motion control experience. We began development on ADR1FT long before we had VR devkits with motion control support and it’s just not possible to retrofit fully-functioning hands and arms into our game. We are working on some unique ways to incorporate motion controls into the ADR1FT Vive experience, though. We’ll keep you updated on those, as well as when we’ll be pushing ADR1FT out to Steam.
ADR1FT Vive:
- ADR1FT + EVA Free Seated VR experience
- Vive controller support
- Steam controller support
- Gamepad support
Thanks for your patience on this. We’re a tiny dev team working as hard as we can to make great VR experiences. It won’t be long and we think ADR1FT on the Vive will be well worth the wait.
ADR1FT Update - Version: 1.1.5.19121
Greetings!
We've just pushed an update to ADR1FT! Version 1.1.5.19121 introduces the following changes:
Fix for performance regression
Allow users to play VR with keyboard + mouse
We would also like to extend a special thank-you to user "sanderbos" for helping Three One Zero with debugging -- we appreciate it!
As always, please continue to share your experience with ADR1FT -- we are listening!
ADR1FT Update 1.1.4.18748
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Hello Hardiman Aerospace Cadets,
ADR1FT is updating to version 1.1.4.18748. This version features several improvements to the game:
Show “breadcrumb“ icon when using EVA Scan
Show state of use for narrative items in the world (blue/red = unused/used)
Several EVA Free fixes
Localization updates
Please use this page and/or the forums and continue giving us your feedback as we are listening!
ADR1FT Update April 20st, 2016
We are continuing to listen to feedback you've provided and a new ADR1FT update is available to download right now. Take a look at the following patch notes to find out what's in the update:
Added new Profile Save file to contain player progress variables. Fixes the long nasty hang we had in the main menu. Players with current save files will experience this hang one last time. There should be a game message stating the file is out of date.
Unreal Engine 4.11 final update (required for Vive support). This is the main reason for the large update size.
Localized text for all new menu options
Allow volume to go to 0
Fix credits music not respecting volume
Thank you for your feedback. We will continue to create updates based on the comments/conversations you're posting, so definitely let us know if there's a way we can improve ADR1FT for you.