Climbey cover
Climbey screenshot
Genre: Racing, Simulator

Climbey

Update 4/8/2021

Main game:

  • Did a lot of work behind-the-scenes in terms of infrastructure for cross-playing custom maps that’ll make porting to future platforms that aren’t Steam easier, like future standalone headsets (Not the Oculus Quest) or consoles like the PS5 and its upcoming PSVR 2 headset.
  • Disabled snow effects. It’s getting warmer!
  • Upgraded wall/floor textures to 2048x2048- this won’t be too noticeable but might be appreciated by higher resolution headsets such as the Reverb G2. (I did this a while ago but forgot to put it in an update log)


Level Editor:

  • Added “Distance check performance” checkbox to the main options panel, which limits what is rendered to a 10 meter radius of your head, this significantly improves framerates in larger maps. Performance optimizations in the editor are harder to pull off than the main game because every object needs to be dynamic so I can’t combine meshes like I can when people are just playing levels.
  • Added clear material change for signs with “text only” enabled.
  • Fixed issues with groups overriding each other at load time.
  • Fixed group contents still having colliders after they’re loaded in in the editor.
  • Fixed “text only” checkbox not persisting between sign options panels.


Sorry for the long wait folks!
Had life stuff to do and am also busy trying to procure a Sony developer account so I can maybe get my hands on a PSVR2 devkit before it launches, as I’d love to have Climbey be part of that launch lineup.

Update 1/5/2021

Happy new year folks!
Hope you all had a decent start to it.

Main game:

  • Added Quest 2 badge.
  • Added HP Reverb G2 badge. (I think. Detecting it is a bit of a mystery to me at the moment.)
  • Made physics update rate automatically adjust mid-game based on headset refresh rate, previously this would only check it once, making it de-sync if you changed it mid-game on headsets like the Valve Index.
  • Tweaked jump power on most Oculus headsets, previously they were getting a little boost (~1.15x initial velocity on release) which was only needed on the Rift CV1 due to inconsistent tracking velocity, now all headsets are treated equally (Except for the Rift CV1).


The Oculus jump tweak was a result of me going over some older code and noticing that that was still active on all devices with Oculus in their tracking system name, now it specifically checks for the Rift CV1.
Hopefully this will end up making jumps feel more accurate on other Oculus headsets, or you might not notice anything at all, we'll see.

Update 12/10/2020

Main game:

  • Fixed shadow resolution not saving upon restart.
  • Added snow particles and snow visuals on blocks, winter is here!
  • Added option to turn off snow particles on the performance panel behind you when you spawn.


This is just the basic winter mode for now, been busy the last few days.
Will try to get something more substantial together before Christmas.

Update 11/23/2020

Main game:

  • Made the shadow resolution options an in-game changeable thing on the performance settings panel. (behind you when you spawn)


Level Editor:

  • Made the buttons in the level editor that make the SteamVR keyboard pop up no longer require trigger being held as this was closing the keyboard as soon as it popped up, thanks Valve!....

Update 11/9/2020

Main game:

  • Reverted Halloween lighting.
  • Increased shadow resolution! I really like this one. If the game runs worse for you, try adding “-ClampShadows” to your launch options. Alternately, if you have a nice computer, put “-NoShadowLimit” in your launch options instead!


Christmas update is next! Look out for that one.

Halloween update - 10/29/2020

It’s the halloween times!
The game is also on sale for the Steam Halloween sale.

Main game:

  • Halloween lighting enabled!
  • 2 new costumes!
  • Added eye patch to sunglasses selection.


This year’s halloween update caught me slightly off guard but I will be leaving it up for 2 weeks like I always do anyway.

For people bothered by the darkness I’ve left a “non-halloween” beta branch open for you.
Climbey>properties>betas>dropdown “non-halloween”.

Update 8/16/2020

Main game:

  • Upgraded engine to Unity 2019.4.8f.
  • Hopefully fixed weird color issues people were having, not being able to set/change their colors. It did not actually work. Back to the drawing board.
  • Added “Reset Colors” button for people affected by the crazy glowwy color glitch that want to change their colors again.


It's really freaking warm here folks, working in VR is quite hard like this... Apologies for the lack of updates recently.

Update 7/3/2020

Main game:

  • Fixed an issue for Oculus users where the "Touch grab override" action wouldn't get triggered because their trigger capacitive touch doesn't work, causing their entire trigger button not to work.
    It now ignores the trigger override button until its been activated at least once to make sure it even works, and falls back to just using the trigger value directly otherwise.

Update 6/11/2020

[Hotfix 6/15/2020]
-Fixed stretchy-ness of flag fabric.

Main game:

  • Upgraded engine to Unity 2019.4.0f1 LTS. This improves CPU performance by a significant amount.
  • Changed multiplayer system to use the non-nicknamed name from users to search for in your friends list, this fixes a long-standing issue that would make users unable to find friends they had assigned nicknames for on steam.

Update 5/9/2020

Added optional secondary official controller bindings optimized for folks who prefer joystick walking for:

  • Vive wands.
  • Oculus Touch controllers.
  • Valve Index controllers.
  • Vive Cosmos controllers.


After activating these you do still need to enable joystick walking in the menu to get it to work.

As of writing this I think SteamVR is having some issues that make it impossible for you to actually activate these bindings, hopefully these issues get resolved soon...