Beasts Shall Rise cover
Beasts Shall Rise screenshot
Genre: Simulator, Adventure, Indie

Beasts Shall Rise

Shader pre-caching enabled

Shader pre-draw and pre-caching enabled

Valve Index startup tracking position fixed

A small patch to fix the Valve Index startup position not resetting

Fix for SteamVR, Oculus and OpenXR

Added a few different options for launching the game. It all seems to be working as far as I can see. So you should have at least one option that will work for you.

There is still an issue with Valve Index where the headset doesn't reset it's position on starting the game. PLEASE PRESS THE SPACEBAR to ensure you are re-centered. I will add a fix for this shortly.

Also, if running the game through SteamVR you may encounter no sound. To fix this you just need to click your mouse pointer on your monitor screen. The screen will be flickering on your desktop/laptop - this is expected as screenshare is disabled for performance reasons. To re-enable it press S.

Steam VR and OculusXR plugins re-enabled

Patch to attempt to fix OpenXR issue

Control User Settings & DirectX12 disabled (again!)

It appears that some people on newer hardware are struggling with performance compared to older hardware. Somehow DirectX12 has re-enabled itself in the build settings. I've disabled it again and hopefully that should fix it....if not, please let me know in the Bug Report tab on Discussions.

In the user settings menu I've added some control over player height and turning sensitivity. These aren't currently saving, so you'll have to do it again each time you load up. I should have save settings working soon....

Key Spawn Audio Cue plus .....Demons added

Demons are in. Early stages, lots of work still to do on them.

Audio effect added when key spawns. I need to limit the range on that.

The Patrick Patch

As the long term followers will know, you can get your name in the game with your very own personalised 'fan gravestone'. These are offered to people who go out of their way to help promote the game and offer feedback and suggestions in the Community Hub and on the Facebook Page. You can find these fan gravestones throughout the cemetery and they will randomise their locations on every play. They are destructible and eventually will be used to hide access to secret areas.

Todays lucky recipient is...... Patrick Heneghan. Thankyou for all your contributions! Much appreciated!!

Valve Index Support Added

Valve Index support has now been added!!! It turned out to be a much bigger job than I was expecting. It transpired that the main menu where you start the game was not OpenXR compatible which meant that some players were facing 90 degrees the wrong way. I have tested this patch with Valve Index and Oculus Rift CV1 and it works as expected. I haven't had chance yet to test on Quest 2 but will be checking that this evening.

If you start the game and you are not facing the Beasts Shall Rise tombstone please let me know! (there is a BUGS list in the Community Hub where you can notify me of any problems)

I will be adding user options for player height, as well as controls sensitivity soon.

Menu System Added - WIP

Added a new menu system. You can access this via the left Oculus Touch Menu/Home button. The menu itself is still very much work in progress but it does give you a lot of graphics options to enable you to increase frame rate vs quality. The anti-aliasing settings certainly can make a big difference. Let me know how you get on with it. (I don't think the SAVE button is working yet).

The game does not pause when you are in the menu system to avoid players using it as a cheat method for walking out of a fight in room scale while paused. So you need to find a quiet place to use it.

Next up I will be adding user settings to enable you to fine tune the feel of the controls.....

Room Scale Snap Turning FIXED

If you know what room scale snap turning is you'll know how big a deal this fix is. If not, then basically prior to this fix whenever you move in the real world you would get a pivot offset on your player rotations. Not that noticeable if you stay absolutely still while playing, but a major problem if you move around. Thanks to the clever boffins at MIT for solving this very complex problem!

At the moment I've given the new turning similar characteristics to that which you've already experienced. Except that if you jolt the thumbstick past 3/4 of it's travel you'll get a double speed turn rate, which is useful in fast skirmishes but also retains the slower fine control over direction. All these variables will be exposed to you in the up-coming user options menu.....