Valve Index Support & Physical Hands Update Out Now!
Now with full finger tracking, advanced hand and finger physics, and natural grip system, you can use your hands like never before in a VR game!
Grip, pinch, roll, twirl, palm and pickup multiple objects exactly like you would do with your real hands. Individual finger physics even allow for balancing things or wedging objects between your fingers. There is no other VR game with this level of hand physics!
Best experienced with the Valve Index controllers, but also works with the Oculus Touch and Vive controllers.
Change log:
New full finger tracking, advanced hand and finger physics and natural grip system. Support for Valve Index.
Added magazine release and slide/bolt release button mapping for handgun and assault rifle.
Added thumb release touch mapping for grenade. Make sure to place your thumb on the controller before pulling the pin.
Added crowbar physics. Use it to hook and pull objects toward you.
Added new sitting mannequin. Populate your vehicles easily!
Improved physics for large parts. Levels like the Airplane/Titanic etc. now behave more realistically without exploding out uncontrollably.
Improved physics stability all round. You can even balance screws on your finger!
Support speakers mode for surround sound. Enable this if you are not using headphones to get correct sound positioning.
Disable green highlight once you are holding a disassembled object.
Adjusted laser pointer angle downwards for comfort.
New controller help callouts. Added Rift S controller.
Fixed scaling issues on Skyscraper and Titanic.
Fixed bullets hitting gun when moving forward quickly.
Fixed level time getting reset in some cases.
Other minor bug fixes
Valve Index Full Finger Tracking Support Coming Soon!
Valve Index controller support is coming soon! Full finger tracking, dynamic per-finger grip and two-handed pressure-sensitive pinch grip will be implemented. You can now grip, rotate, twirl and manipulate objects naturally. These also work for the Vive and Oculus Touch, but with less finger control.
Check out the video of it in action:
https://www.youtube.com/watch?v=PotmpNs8ESM
Update 2.6.1
New Custom graphics mode allows for customizable post-processing settings. Enable/disable bloom, SSAO, HDR, FXAA, TAA, MSAA up to 8x, and new eye adaptation setting (experimental).
Eye adaptation is an auto-exposure that simulates your eye's pupil response and brightens dark scenes and darkens bright scenes. The effect is subtle but most noticeable on the Titanic and Space Station levels.
Fix thumbstick movement on the Oculus Touch to not depend on the capacitive sensor. Was causing movement to not be detected if pushing on the edge only.
Fix electric screwdriver and rocket launcher grip angles to be more natural.
Disable auto-wearing of the x-ray glasses if it is not being grabbed.
Prepare for the ultimate destruction experience! Available now for the HTC Vive and Oculus Rift!
Edit: Thanks for all of your support! We even briefly made it into the Top 10 Selling VR games list!
Development Update 3
Everything is looking good to go! Check out the two new trailers on the store page. These show all aspects of the gameplay from disassembly to destruction.
There does not seem to be any major issues blocking us from releasing on schedule. Right now we are just fixing minor bugs, fine tuning stuff and polishing cosmetics.
We are adding more accurate interior colliders to the space station so that players may mess around inside and have mannequin astronauts floating around inside. Also enhancing the lighting and textures.
We haven't added interior colliders to the Titanic, a perpetual fan favourite. We are planning a complete remodel in a future update because it looks really basic up close in VR. Did you know we first made the model in 2012? Back then it was on mobile and even the top-of-the-line devices were struggling with it so that's why the details had to be tuned down. Compare this to the submarine which was made later and has way more detail that it still looks relatively good in VR.
Development Update 2
We made a new video disassembling the coffee machine to show how detailed the VR interactions are in this game. The coffee machine is particularly interesting because it has clamps that need to be released with pliers before you can disassemble the hoses. And also coffee! (The base clipping through the table has already been fixed.)
We are still in the midst of testing and fixing bugs.. with 51 levels taking an average of 10 minutes each, that's at minimum 8.5 hours total to complete. So far it looks like the major bugs have been fixed, so hopefully it will be smooth sailing from here.
For more videos visit our YouTube channel at:
https://www.youtube.com/user/koochyrat
Development Update 1
Welcome to Disassembly VR!
We are now in our testing phase, retesting the entire game in VR and making sure the VR interactions work for every part. As in the original Disassembly 3D game, you can grab and interact with every part, now with your 'real' virtual hands!
Check out the cool assault rifle we made! While this is not a full disassembly item, we made the functionality up to the same standard. With working charging handle, adjustable stock, bullet and casing ejection, ejection port cover, safety, forward assist, bolt catch release, and even has adjustable rear sights!
We are working towards release by the end of January. Hope to see you then!