Course #1 has been totally redone. Instead of walking through the basics over the first dozen courses, most of the movement concepts are now introduced in a single level. It's also more optimized than previous levels and should run pretty smoothly on most systems.
Adaptive Rendering Quality has been added. This should improve the look of the game (on some levels) and will scale based on your PC's performance.
Bug fixes
Clipping has been improved. On the new course #1, you should not be able to walk through walls. (your screen will go dark). Some issues may still exists and we will address those in an upcoming release.
Upcoming Changes
A new Course #2 is now being built that will introduce hazards (fire, lasers, and more). That will go live at the end of the week.
The early courses (2-15 or so) are also being rebuilt. The current versions were prototypes that will be replaced with all new original designs.
We've had a couple reviews and they have been mixed. We hear your concerns and we are actively addressing them!
Most of the issues identified are known issues. We want to have a polished game too, but the first step is getting something out there. Unfortunately, polish comes last. We chose to make a fun game that we can polish, rather than a polished game that is no fun.
By final release it will be Fun AND Polished!
We want to assure current and future customers that we have taken the feedback into account and we are addressing the issues.
Clipping We are aware of the clipping problems. They mostly occur on the starter levels (1-15) where the blocks are smaller. Some of our toolkits have problems with smaller geometry. Early levels are being reworked.
Leaderboard There was a "Dummy" score added to every leaderboard result for testing. It was always added to the end of the scores and made it look like sorting was broken. It's been removed and will be fixed in the next update.
Headset going dark This issue was identified in later levels and addressed. We are fixing this in the early levels. The screen will go dark if you put your head into a wall, but not if you put your head in a grip, a ball, a bar, a pole, etc.
Countown blocking view The countdown has been made much smaller to give a better view of the course and to get our of the players way.
Since there is no way to respond to reviews, we hope more feedback comes in through the community hub.
Thank you!
-VRoximity
Throw / Vault / Jump Bug Fix
We just released a quick update to address the bug some users encountered. You should be able to leap from grip to grip like tarzan now. Now you can swing from pole to pole as intended.
The bug was causing players to drop straight down when they released a grip on some courses.
If you're looking for a challenge, try the later (18+) levels!
-VRoximity
Quick Note!
A few users have reported that they are unable to "throw themselves" from a grip sometimes. You should always be able to leap, soar, fly between grips.
Loading Course #1 and going back to the course with the issue seems to be a good workaround.
We'll try to isolate the cause and get a fix out as soon as possible.
Demo and Early Access out later today!
We're happy to announce that both our demo (free 4-levels) and Early Access (27 levels) will be launching later today!
Please remember that we are in Early Access. The game is not done, but we feel it offers lots of play value, even in its early state.
The sound and graphics will improve. Many more levels will be added. New features will be added too.
If you find a bug or have feedback, please comment on the Community page. We'd rather make the game better than give early adopters a bad experience that leads to a negative review.
Upcoming Features:
Grip Stamina (adds drama to climbing since you can't hang forever)
Ghost replays (race against your best times or global leaders)
Additional Levels - 9 new levels every 1-2 weeks
Thank you.
-VRoximity
Welcome!
Hello. Thanks for your interest in our game. As we lead up to our Early Access launch (in the next few days) and beyond we're hoping to involve the community to help guide this game.
Our gameplay relies on lots of new VR movement ideas. We want to know what you want to do, what you enjoy doing and how it feels. The initial game features walking, running, climbing, and "leaping" from grab to grab. The level design is intended to introduce these concepts and ease players in slowly. There's a lot of room for some really advanced ideas (bouncing off walls, trampolines, boosters, etc) but we don't want to make the game uncomfortable, so knowing what players like will be helpful.