BattleGroupVR cover
BattleGroupVR screenshot
Genre: Simulator, Strategy

BattleGroupVR

Get that Game Awards Badge

Hello, captains!

Participate in the Steam Awards - you get free badges!



  • Nominate BattleGroupVR
  • Open & close it
  • Leave/update a review


I do hope you leave a positive review. But what matters more is that you get a Steam Badge!
》Make it till Nov 28th《


And, yeah, there is a sale. Obviously.
Yours,
Liya

Turn-based Festival Broadcast with Vtuber VR_MYA_

Vtuber VR_MYA_ agreed to share her BattleGroupVR playthrough vid for the Turn-Based Fest!

Very cute Japanese Vtuber playing serious VR games:

Strategy Fest Discount

Version 1.0 is being released on July 31st!

Version 1.0 is being released on July 31st!

The Final frontier is here. Thank you for supporting BatleGroupVR during these 3 years!

Drama of the distant galaxy



Decky from our community will do a live broadcast on BGVR Steam page this Sunday. Rumor is — there will be a real time performance of intergalactic battle spiced up with community lore. If there will be enough people in the chat box, we will do a giveaway of Star Survivor — a small action roguelike game in space.

https://store.steampowered.com/app/1178780/BattleGroupVR/

Psst.
Join Discord to stay updated on BGVR2

Upcoming Plans and Status

BattleGroup VR has been in development last 7 years. Initially, it was supposed to be a single-player game, but then the modding, multiplayer, and conquest modes were added. There will be one last update with localization and subtitles and the game will enter 1.0 — the Final Frontier.





Thank you for your support, and valuable feedback through this process. It would not be the same without your support. Developing BattleGroupVR my first commercial game. While I had previous hobbyist experience coding for fun. This was the first time anyone other than myself could enjoy it with me. That being said - I had no idea what I was doing.



Unfortunately, the codebase is not how I would build it today. Due to my lack of experience when I started almost a decade ago, the game is very difficult to maintain and expand on. For one, I basically made all the missions by hand with no reusable system to run them on — it's just one big script per mission. Terrible design choice, but I didn't know any better at the time. In addition, the scope of the project expanded beyond the single-player experience, and other features were sort of tacked on as the vision arose so it's a pile of spaghetti code entangled within itself.





It is much harder to rewrite/refactor everything vs starting fresh from scratch. Therefore, I made a decision to wrap things up with BattleGroupVR and will finally release it in Version 1.0 in a couple of months. The game has been feature complete and stable for a long time now. I could then start on a new project, now I have the experience to improve it.



I am currently working on Star Survivor (it's vampire survivor in space) — it is a good quick project to practice what I've learned from BattleGroupVR. You could check it out in SpaceOwl bundle to get 10% off both.



https://store.steampowered.com/bundle/32094/SpaceOwl_Games/

If you have been on the fence because of the EA status, I can assure you it is in its final form just awaiting a relabel. The next discount for 20% off we be available between May 9-16. Please give it a try!

BattleGroupVR2?


I intend to revisit this after a few other projects. I want to expand on this idea and incorporate more open-world elements found in other space games. I envision an open sector map where you are a mercenary fleet (as you are now) but instead of a linear single-player campaign, you can travel around and pick up missions from various quest givers (hopefully with a modular mission system so players can create missions to populate the world with). Fly around mine asteroids, trade goods along dangerous routes for profit, get attacked by pirates... hunt them, explore - all the hallmarks of scifi games like Elite Dangerous except all from the bridge of your flagship in VR.





I hope to see some of you in the future when I have something to show as I will need captains to test :)



- Commander Ken

New Voice Command API + Tutorial/Sandbox

Hello,
I have rebuilt the voice command system to no longer be dependent on Windows Voice recognition system which only worked on certain systems with the correct setup. This will be ported over to Quest soon as it should be compatible with Android devices.

There is a new sandbox tutorial to test out the voice commands under the Tutorials menu. The original Windows API will remain for now as a 3rd option in the Options Menu.

Other Fixes:
- Fixed fighter squadrons unable to move

Small Bug Fixes - 9/3/22

- fixed spectator mode eyescan selection for buttons and ships
- fixed invisible turrets when swapping equipment
- improved ship turning at close range
- fixed orbital bombardment locations falling outside of map

Conquest Reset

Hello,
Conquest has been reset! The map has been refreshed with double the number of sectors. Everyone will be starting fresh and hopefully the new rules will help with the mode becoming too static:

- Dreadnoughts will be limited to 1 per fleet.
- To unlock dreadnoughts, you will need to capture and hold the center planet Ragnarok for a cycle.
- Warplanes will decay if no one passes through them.
- Battlestations have been buffed.

If all goes well and no major problems pop up, conquest will be available to Quest later this week.

Conquest Reset Coming Soon

Hello,
I've been working to integrate conquest mode into the quest standalone version. This is almost complete but will require a reset of the conquest server as it will be expanding the map with more sectors. A few new rules will be introduced:
- Dreadnoughts will be limited to 1 per fleet.
- To unlock dreadnoughts, and you will need to capture the center planet Ragnarok.
- Warplanes will decay if no one passes through them.
- Battlestations have been buffed.

If you would like early access, please switch your games branch (right click game -> properties -> beta) to "devreview" to have a run through and verify the server is working properly. Let me know in the discord if you run into any trouble. I plan on updating Quest users with access early next week.

June 4th Patch Notes

- fixed skirmish ai not activating
- fixed workshop unitslot not showing ship
- map mission select auto position adjust more stable
- shield overload can no longer be activated if ship is below needed health
- changed active ability button active vs cooldown color circle
- fixed issue with cooldown starting before ability finished
- added repair and resupply all buttons
- fixed coop mode unable to target special ships
- extended bomber supply from 200 to 300