Espire 1: VR Operative cover
Espire 1: VR Operative screenshot
Genre: Shooter, Adventure

Espire 1: VR Operative

Espire 1: VR Operative v1.6 Hotfix #2

Espire 1: VR Operative v1.6 Hotfix #2

Attention Espire Agents! We’ve pushed a second hotfix for Espire 1: v1.6 “Assimilation Update”. This hotfix includes text localization for the new content that was added in the 1.6 Assimilation update. We have also pushed a number of fixes for bugs reported by the Espire community on our discord, social media and forums.

Features
  • Localisation files (subtitles) have been updated for content added in the 1.6 Assimilation update.
  • Enemy Footstep audio (Attenuation/Occlusion) has been improved across the game.


Changes
  • Reduced the throw range of the hand cam to be shorter to help players unlock the “Go Long” Espire Trial in mission 1.6 Basement Level 1.


Bugs Fixed
Thanks to the members of the Espire Community who reported these bugs.
  • Fixed an issue where some players could not save their score to the leaderboard.
  • Fixed an issue in the Mission-Select UI, where the leaderboards button would incorrectly display before a player had selected a difficulty, resulting in a blank leaderboard being shown.
  • Fixed an issue where the “Stealth Master” achievement was no longer obtainable.
  • Fixed an issue where rarely, the body of a stunned guard would freeze in mid-air while the player was holding it.
  • Fixed an issue where in Mission 1.2 “Reech Division” where the standard 92FS Pistol was unobtainable.
  • Fixed an issue where in Mission 1.2 “Reech Division” an SMG weapon clipped through a table.
  • Fixed an issue where a movement lock was not correctly applied after switching to the Espire Beta Unit at the end of mission 1.1 Espire Labs.
  • Fixed an issue where the green silenced Shotgun was unobtainable in Mission 1.4 Data Centre.
  • Fixed an issue in mission 1.5 Ventilation system where it was possible to simultaneously complete and fail the mission.
  • Fixed collision issues at the start of the Inclemens virtual challenge.
  • Fixed an issue where a particular guard would not consistently appear in the “Cinnamon” takedown challenge.

Espire Hotfix 1.6 For PC And Quest Platforms

Attention Espire Agents! We've just pushed a small hotfix for Espire 1: VR Operative on the PC and Quest platforms. This hotfix resolves a user-reported bug where 2 of our "Espire Trials" were unable to be unlocked after the release of our 1.6 Assimilation Update. The issue is now resolved with this Hotfix. Please note that this bug was present only on the PC and Quest platforms - the PSVR version did not have this bug.

Build Access
STEAM VERSION: Version 1.6.207
RIFT VERSION: Version 1.6.208
QUEST VERSION: Version 1.6.206

Bugs Fixed

  • Mission 1.1 Espire Labs: "Me and my lucky charm" (Golden Espire Doll) challenge will now unlock correctly.
  • Mission 1.4 Data Centre: "Family Bonds" (Mr Winklebottom Gnome) challenge will now unlock correctly.


This update should be rolling live shortly.

Update 1.6 Assimilation Brings New Weapons, Modes, and Challenges

[previewyoutube="1FGcW4wUrWQ;full"]

Highlights of today’s free Espire 1: VR Operative Assimilation content update include:

New Operative Weapons

  • Vector SMG: This semi-auto weapon is an excellent choice for mid-range combat, providing for accurate and quick bursts of controlled fire with one bullet firing upon the first trigger press and the last bullet firing upon release. With an extended clip of 45 rounds and very low recoil, it is the weapon of choice for the new “SMG” weapon challenge mode.
  • Sawed-off Shotgun: Get up close and personal with this new shotgun, boasting a wider spread for close quarters combat. Its compact design allows for the shotgun to be holstered as either a sidearm or primary weapon -- and reloads via magazine clip instead of individual shells.



New Virtual Challenge Game Modes
Experienced Espire agents can also look forward to three new Virtual Challenge game modes, featuring new stealth gameplay not featured in the campaign. These new Virtual Challenges focuses on weapon mastery, climbing and intel gathering stealth skills essential to completing missions quickly and efficiently. Test your skills against players around the world with an improved leaderboard.


  • Weapon Challenges: Run, weave, duck, climb, jump and zipline your way through seven courses designed to test your mastery with each weapon class. Rack up the highest combo while eliminating static, moving and explosive targets, as well as enemy combatants in order to reach the top of the leaderboard.
  • Climbing Challenges: Overcome climbing puzzles where speed and timing is paramount to completing the course with the highest score. Make sure to avoid getting squashed by the fast-moving crushers!
  • Intel Challenges: Explore four completely new environments. Locate and hack intelligence from all workstations in the area and reach the extraction point. This game mode builds on the core Espire gameplay from the campaign.



In addition, Espire agents can expect a variety of technical and quality of life gameplay improvements based directly on player feedback and requests with today’s free release of the Espire 1: VR Operative Assimilation content update.

The full changelog is a WIP, but it is available as is and being updated here

Espire Version 1.5 Hotfix now live


Attention Espire Agents!


We hope you’re enjoying our recently released version 1.5 content update. We’ve pushed a quick hotfix for the current v1.5 version of Espire that fixes some issues reported by users since release of the update:

Leaderboards



  • Fixed an issue with Leaderboards where the “My Rank” button was not correctly showing the user’s rank in some circumstances.


PAR Targets


Adjusted the PAR time, cost and expenditure targets for some virtual challenges based on user feedback. Some targets were too difficult or easy. They’ve now been adjusted as follows:

  • Hold-Up #2 Togah Expenditure PAR: Decreased from 10000 to 2745
  • Hold-Up #3 Silver Expenditure PAR: Decreased from 7500 to 3000
  • Hold-Up #3 Silver Combined Score PAR: Increased from 4000 to 8000
  • Hold-Up #5 Stellata Combined Score PAR: Increased from 2500 to 9600
  • Hostage #2 Mira Expenditure PAR: Increased from 2500 to 25000

Note that to see these new scores reflected in the UI, you’ll have to play the challenge once.
Fixed an issue where on Oculus Quest, the option to disable the "HUD Helmet lines" was not being saved in the user’s save file, so they would have to disable this feature on every play session.

Level Streaming



  • Fixed a level streaming issue in Mission 1.3 Research Sector. The "Lecture Hall" area would not load if the player visited it after going through a nearby vent system loading trigger.
  • Fixed a level streaming issue in Mission 1.6 Basement level 1. The "Storage area" would not load correctly if the player visited it after going through a nearby vent system.


We have also added a feature:



  • Players can now ‘cancel’ a forced Espire Instinct Slo-Mo event by pressing the Instinct button.


Thankyou for your support


We’ve been working hard on our next major update for Espire and look forward to sharing news about it with you ahead of its release. If you’re enjoying Espire, we’d appreciate you leaving a review to share your thoughts.

We’re also on Discord - join us at discord.gg/Espire1. Thanks for supporting the game!

Release notes for the previous 1.5 Patch


We didn’t post our release notes for the recent 1.5 content update as a “patch” announcement on Steam. Incase you missed the news about the update, you can check out those release notes below.

Virtual Challenges



  • We’ve taken a survey on our Espire Discord and added 9 new virtual challenges, based off everyone’s favourite game modes. There’s now 34 challenges in total.
  • 3 new “Person of Interest” challenges. Identify the person of interest and get them to the extraction point alive. Previously there were only 2 POI challenges.
  • 3 new “Elimination” challenges. Eliminate all targets within the time limit.
  • 1 new “Takedown” challenge. Eliminate every enemy without raising an alert.
  • 1 new “Sneaking” challenge. Reach the goal plate without being spotted by the enemy
  • 1 new “Climbing” challenge. An advanced challenge that tests an advanced Espire mechanic where you can physically ‘throw’ yourself through the air to reach areas above you.
  • Based off user feedback, we’ve adjusted the way you can access the challenges
  • There are now 23/34 challenges unlocked by default when starting a new save file. Previously there were only 5 challenges by default and you would have to progress through the campaign to unlock more. You will still have to complete the campaign to unlock the very hardest challenges
  • You can now complete the challenges in any order you like. Previously you would be unable to attempt a challenge until you had completed the one before it
  • 2 of the hardest challenges “Graysmoke” and “Cinnamon” have been rebalanced based off user feedback
  • Leaderboards
  • Each of the 9 challenges have 3 new leaderboards to compete on - Lowest cost, lowest time, or best combined score. We’ve added our best times to them while testing. See if you can beat us!



Feature Improvements



  • We’ve added a new “Unlock summary” screen at the end of each mission. It tracks your progress on Trial, Badge and weapon unlocks. Hovering on any unlockable item will give you instructions on how to obtain it.
  • The “Spectator Camera” (An optional ‘steadycam’ that renders to external displays for streamers on PC) should be aligned down the player's right eye by default. We will add an option in our next patch to let players switch between left/right eye,
  • Spectator Camera - default rotation speed is now quicker
  • Spectator Camera no longer has “Roll”, so will always be aligned to the horizon, even if the player is twisting their head.
  • Spectator Cam Brightness, Gamma, Contrast and render settings adjusted to better match what the player actually sees inside their VR headset.
  • On Oculus Quest, players will now get a push notification if one of their friends beats them on a leaderboard.


Tutorialization / On-boarding



  • Based off user feedback we’ve been working on improving the 1st-time experience and tutorialization
  • We’ve added short videos in the settings menu that describe what the “Espire Control Theatre” comfort mode is, to make it easier to adjust or disable it.
  • The tutorial that teaches you how to repair your Espire early in the campaign has been improved.
  • The tutorial describing “Espire Instinct” (bullet time) has been improved.
  • Added a tutorial explaining how to gain access to the generator room in mission 1.2 “Reech Division.”
  • Described how to unlock the 5 “Playstyle Badges” that can be collected in each campaign mission.
  • Added a tutorial on first launch of the game that describes how to pause the game using the wristwatch.
  • Adjusted the “Flashback” sequences so they are easier to progress through.


Gameplay and A.I Improvements



  • The Espire now has more air-control. This means that you can better influence the direction you’re moving in as you fall (or fly) through the air.
  • The Espire is now blocked by guard’s bodies and cannot move through them. Previously their bodies did not block the player. This improves melee combat. We are further improving melee combat in our next update.
  • We revised the game’s first large-scale encounter with enemies - the “Marion Server Room”. There’s more hiding locations and guards have adjusted patrols after being alerted.
  • On Oculus Quest, we’ve done a performance pass of the campaign and some virtual challenges to improve areas where framerate could drop.


General Bug Fixes



  • Fixed an issue in Mission 1.5 Ventilation system where the player could become stuck in a loading screen while moving through the small transfer vent.
  • The marking system has been revised to remove bugs and lessen the instances where an enemy will ‘auto-mark’ themselves. The only way enemies will be marked now is if you use your hand-camera to scan them, if the enemy spots you (vision) or if the enemy sounds an alarm.
  • Fixed an issue where the haptic feedback (vibration effect) on your controller could be stuck “on” after reloading a shotgun in certain conditions.
  • Fixed an issue where the Bomb Defusal Expert Achievement could be unattainable in Mission 1.5 in certain scenarios.
  • Improved collision in the “Mission 1.2 Reech Division” Reech tunnels area where players could fall through the overhead pipe system
  • Fixed an issue on the Oculus Rift version of the game where the title could crash when entering the Oculus dash while falling through the air after encountering the destroyer drone in Mission 1.5
  • Revised our “Tiny Espire” cheat to be more fun and fix some small bugs with tiny ‘artificial crouch’ + tiny inventory
  • Fixed an issue where the repair tool could enter a state where it repaired impact points 4x too quickly
  • Fixed issues in the Mission 1.3 “research Sector” where briefing videos would not play incorrectly.
  • Fixed issues where guards could sometimes ‘pop back’ roughly 1 metre during a melee attack.
  • Environment pass of the existing 25 virtual challenges to fix gaps in walls, missing meshes and alignment issues
  • Fixed an issue on the Quest version of the game where, if a player is holding a gun in their hand, then overlaps an ammo collision (collecting ammo from a gun), the Ammo overlay may not update to show the new ammo they collected
  • Boss battle: When shooting the weak point of a Destroyer Drone, the drone was not flashing yellow.
  • Boss battle: When the Ventilation boss sequence begins, there’s 12+ spotter drones, there should only be 6.
  • Fixed an issue where a character could be rendered invisible during a story sequence in mission 1.6 “Basement Level 1”.

Espire Joins the Steam And Oculus Lunar Sales - 15% Off!

If you haven't yet checked out Espire 1 VR: Operative, there is no better time than now! Recently updated to build 1.4 which has brought many community requested features and fixes, the team is hard at work getting ready for update 1.5 in the coming days. The work in progress changelog for that update can be found below!

EDIT: Update 1.5 is now live on Steam and Oculus!

Virtual Challenges

  • We’ve taken a survey on our Espire Discordand added 9 new virtual challenges, based off everyone’s favourite game modes. There’s now 34 challenges in total.

    • 3 new “Person of Interest” challenges. Identify the person of interest and get them to the extraction point alive. Previously there were only 2 POI challenges.
    • 3 new “Elimination” challenges. Eliminate all targets within the time limit.
    • 1 new “Takedown” challenge. Eliminate every enemy without raising an alert.
    • 1 new “Sneaking” challenge. Reach the goal plate without being spotted by the enemy
    • 1 new “Climbing” challenge. An advanced challenge that tests an advanced Espire mechanic where you can physically ‘throw’ yourself through the air to reach areas above you.

  • Based off user feedback, we’ve adjusted the way you can access the challenges

    • There are now 23/34 challenges unlocked by default when starting a new save file. Previously there were only 5 challenges by default and you would have to progress through the campaign to unlock more. You will still have to complete the campaign to unlock the very hardest challenges
    • You can now complete the challenges in any order you like. Previously you would be unable to attempt a challenge until you had completed the one before it
    • 2 of the hardest challenges “Graysmoke” and “Cinnamon” have been rebalanced based off user feedback

  • Leaderboards

    • Each of the 9 challenges have 3 new leaderboards to compete on - Lowest cost, lowest time, or best combined score. We’ve added our best times to them while testing. See if you can beat us!



Feature Improvements

  • We’ve added a new “Unlock summary” screen at the end of each mission. It tracks your progress on Trial, Badge and weapon unlocks. Hovering on any unlockable item will give you instructions on how to obtain it.
  • The “Spectator Camera” (An optional ‘steadycam’ that renders to external displays for streamers on PC) should be aligned down the player's right eye by default. We will add an option in our next patch to let players switch between left/right eye,
  • Spectator Camera - default rotation speed is now quicker
  • Spectator Camera no longer has “Roll”, so will always be aligned to the horizon, even if the player is twisting their head.
  • Spectator Cam Brightness, Gamma, Contrast and render settings adjusted to better match what the player actually sees inside their VR headset


Tutorialization / On-boarding
Based off user feedback we’ve been working on improving the 1st-time experience and tutorialization

  • We’ve added short videos in the settings menu that describe what the “Espire Control Theatre” comfort mode is, to make it easier to adjust or disable it.
  • The tutorial that teaches you how to repair your Espire early in the campaign has been improved.
  • The tutorial describing “Espire Instinct” (bullet time) has been improved.
  • Added a tutorial explaining how to gain access to the generator room in mission 1.2 “Reech Division.”
  • Described how to unlock the 5 “Playstyle Badges” that can be collected in each campaign mission.
  • Added a tutorial on first launch of the game that describes how to pause the game using the wristwatch.
  • Adjusted the “Flashback” sequences so they are easier to progress through.


Gameplay and A.I Improvements

  • The Espire now has more air-control. This means that you can better influence the direction you’re moving in as you fall (or fly) through the air.
  • The Espire is now blocked by guard’s bodies and cannot move through them. Previously their bodies did not block the player. This improves melee combat. We are further improving melee combat in our next update.
  • We revised the game’s first large-scale encounter with enemies - the “Marion Server Room”. There’s more hiding locations and guards have adjusted patrols after being alerted.
  • On Oculus Quest, we’ve done a performance pass of the campaign and some virtual challenges to improve areas where framerate could drop.


General Bug Fixes

  • Fixed an issue in Mission 1.5 Ventilation system where the player could become stuck in a loading screen while moving through the small transfer vent.
  • The marking system has been revised to remove bugs and lessen the instances where an enemy will ‘auto-mark’ themselves. The only way enemies will be marked now is if you use your hand-camera to scan them, if the enemy spots you (vision) or if the enemy sounds an alarm.
  • Fixed an issue where the haptic feedback (vibration effect) on your controller could be stuck “on” after reloading a shotgun in certain conditions.
  • Fixed an issue where the Bomb Defusal Expert Achievement could be unattainable in Mission 1.5 in certain scenarios.
  • Improved collision in the “Mission 1.2 Reech Division” Reech tunnels area where players could fall through the overhead pipe system
  • Fixed an issue on the Oculus Rift version of the game where the title could crash when entering the Oculus dash while falling through the air after encountering the destroyer drone in Mission 1.5
  • Revised our “Tiny Espire” cheat to be more fun and fix some small bugs with tiny ‘artificial crouch’ + tiny inventory
  • Fixed an issue where the repair tool could enter a state where it repaired impact points 4x too quickly
  • Fixed issues in the Mission 1.3 “research Sector” where briefing videos would not play incorrectly.
  • Fixed issues where guards could sometimes ‘pop back’ roughly 1 metre during a melee attack.
  • Environment pass of the existing 25 virtual challenges to fix gaps in walls, missing meshes and alignment issues
  • Fixed an issue on the Quest version of the game where, if a player is holding a gun in their hand, then overlaps an ammo collision (collecting ammo from a gun), the Ammo overlay may not update to show the new ammo they collected
  • Boss battle: When shooting the weak point of a Destroyer Drone, the drone was not flashing yellow.
  • Boss battle: When the Ventilation boss sequence begins, there’s 12+ spotter drones, there should only be 6.
  • Fixed an issue where a character could be rendered invisible during a story sequence in mission 1.6 “Basement Level 1”.


Espire 1.4 Update is live! Major patch, Gameplay, AI, and other fixes

Dear Espire Agents!

We are very proud to release our 1.4 update for Espire 1: VR Operative!

With this release, we’ve focused on improving 3 areas of the game: Enemy A.I, Gameplay/UX and, on Quest, Graphical Updates.These updates are live now on Oculus Quest, Oculus Rift and on Steam. They will be coming straight to PSVR asap after Christmas.



Here is a summary of the core improvements, with the full release notes below:

AI Improvements


This has been our core focus above all else in this release. The major improvement in this patch revolves around the enemy A.I’s perception of the player. Guards can now easily spot players if the player is standing, however, the player is far more hidden when crouched. Enemy guards also have a much harder time seeing the player when the player is high up in the rafters now. Their vertical line of sight will increase as the enemy threat level increases into combat. Regarding combat, we’ve spent a lot of time refining their combat routines so they will pose more of a challenge to the player and select better locations in the environment to take up defensive positions. We have fixed a number of A.I issues reported by players.

Gameplay / UX


Since launch, we’ve tried our very best to collect and collate all of your feedback on the game. With this patch we’ve tried to include the top user-requested features and changes to the game. We’ve always had 2 different difficulties in Espire and our core game design was: On Espire Agent difficulty (Normal mode) you play the game like a standard FPS if you want to. On VR Operative, Stealth is really your only option. We’ve listened to feedback and tried to refine the difficulty and make these options clearer to players. We have placed Tranq dart ammo magazines throughout every mission in the game. You’ll be able to find them using Espire vision. There’s now a ‘controllers’ menu that lists your controller input mapping and on platforms like Steam, it will update if you switch between Vive wands and Index controllers mid-session. Various “Espire Trials” (these unlock cheats) and mission objectives have been adjusted so they are more easier or more fun to complete.

Quest: Graphics Update!


With Patch 1.4 we’ve improved the visual quality on the Oculus Quest platform. The major improvement revolves around roughness/reflectivity. Key items in the game (hands, gadgets, weapons, etc) now have roughness and will reflect light. We’ve also improved shadow quality, mesh tri counts, and the resolution fo the game’s User Interface so it appears crisp. This has required a lot of work to ensure the game still meets it’s 72FPS target on the Oculus Quest. In Espire, you have full freedom to ‘throw’ yourself around the environment and view it from any angle while avoiding many enemy threats on-screen, XRay vision and “hand cameras’ that render the entire scene again from a unique viewpoint. These mechanics do strain the Quest a lot, but we continue to further optimize every aspect of the title and this graphics update is only the beginning.

At Digital Lode and Tripwire, we sincerely thankyou for your support of Espire and wish you a happy holiday period. We have a lot of exciting content updates planned for Espire in 2020 and can’t wait to share more info in the coming year. Your support of this title allows us to continue to develop updates and other content. We listen to people’s reviews and feedback. If you enjoy Espire, we ask you to leave a positive review, it really helps us out! You can reach us any time via our Digital Lode Discord: http://discord.gg/espire1

Full release notes for the Espire 1.4 patch:



A.I. Updates



  • Adjusted the A.I. so guards have a harder time spotting the player when they’re at differing heights. For example, when the player is crouching and hiding in the ceiling, with a guard below.
  • Additionally, the ability for a guard to see above and below them will increase or decrease based on the current threat level.
  • Completely revised enemy sightlines. Now the player is easier to spot while standing, but much harder to detect when crouching.
  • Additionally, guards that detect a standing player will lose sight of the player if the player immediately crouches and the guard is still a good distance from the player.
  • Adjusted A.I. logic for when they’re in combat with the player so they better balance when to be offensive and defensive.
  • Additionally, guards will be more aggressive when attacking the player in groups.
  • Guards will find better locations to take cover.
  • Soldiers will no longer call their PMC commander for backup while actively in combat with the player.
  • Heavy guards now break holdup after 4 seconds and attempt to attack the player.
  • The enemy AI has 22 states that they switch between. All have been incrementally refined for a better stealth/action experience.
  • Guards will now be better about finding “safe areas” to call in backup and manhunts.
  • Fixed an issue where guards do not return to their original patrol if they've been stunned and woken up.
  • Refined Guard “Investigate” state. Guards spend more time investigating a sight/sound stimulus and will investigate a larger area
  • Fixed an issue where guards would “pop back” a short distance away from the player when entering their alarmed state.
  • Adjust A.I. behavior when they are shot at, but do not know where the player is.
  • Guards are now able to reload and strafe simultaneously.
  • Fixed an issue where Soldiers die automatically when tripping on various objects throughout the game.
  • Fixed certain instances of collisionless, frozen guards.
  • On Quest, fixed an issue where guards would not ragdoll when killed while using Espire Vision.


UX and UI Improvements



  • The Virtual Challenge Category Selection menu now displays the amount of available challenges and completion progress for each category.
  • Adjusted the wording around “VR Operative” and “Espire Agent” difficulty selection to better note that they are difficulty modifiers.
  • The player will now be asked what difficulty they want to play when starting a new campaign.
  • Players may now choose to play a mission on VR Operative (Hard) Mode without first playing the previous mission on VR Operative mode. Previously, you had to play each mission in-order on the hard difficulty.
  • Added a “Controllers” Setting Menu item to display the controller mapping of the player’s current VR Headset.
  • Playstyle badges must now be earned while playing a mission in one sitting.
  • After completing a required challenge during the flashback segments, players will be shown a “challenges remaining” screen before the challenge score screen. This will let the player know how many more challenges they need to complete to advance the campaign.
  • A distinct sound will now play whenever the repair tool is out of charge.
  • There is now a small tutorial hologram for using Hand Cameras, zooming them in, picking them up and then throwing them. It’s in the “Hardware Engineering” area in Mission 1.1.
  • The Bomb Defusal Expert Achievement in Mission 1.5 was very difficult to obtain. The player now only needs to diffuse 15 tripmines.
  • The player can now successfully complete mission 1.6 even after failing the Hostage Rescue objective. Previously, this would fail the mission.


Feature Improvements



  • Mounted turrets can now be destroyed with guns. The Tranquilizer pistol will have no effect on the turrets.
  • Mounted turrets now have a much higher rate of fire.
  • Security Cameras will now be destroyed in one shot regardless of the gun used or where they’re hit.
  • Tranquilizer Magazines have been placed around all missions. They will be highlighted in blue when the player uses Espire Vision.
  • Reviewed all airlocks and fixed issues with the weapon racks present when continuing from a checkpoint.
  • If the player wishes to edit the “Espire Control Theater” Comfort settings, they can now have a live update of how the settings will change. They can do this by moving on the thumbstick/trackpad. This will show the Control Theatre environment, allowing you to make tweaks with a live update.
  • Adjusted, improved, and added haptic feedback for various actions, such as shooting, grip/release, punching, etc.
  • Every campaign map has had a lighting, enemy encounter design and “ghost playthrough” pass. We will continue to improve the ‘ghost’ experience based off player feedback.
  • Change emissive lighting of repair tool to blue, not green


Quest Visual Improvements



  • Add roughness / reflectivity to key 3D assets: Player's hands, tools, weapons and bullet casings.
  • Improved the visual fidelity and text resolution of the main menu and pause menu.
  • Improved lighting, reflectivity, and quality of various map assets throughout the campaign.


General Bug Fixes



  • Fixed an issue where the player’s own name would not appear next to their rank when using the “My Rank” button.
  • Fixed instances of floating alarm tripmines.
  • Fixed an issue where the hand cameras would bounce and spin before sticking to a surface.
  • Occasionally, the player would lose their equipment when trying to restore a mission in progress, this has now been fixed.
  • On Quest, fixed an issue where certain lights had texture errors in Mission 1.2 mess hall.
  • On Quest, A gun is floating in the air in Mission 1.2 "Reech Division" mess hall
  • Fixed an issue where certain NPC’s would appear frozen in cinematics after resuming a mission.
  • Fixed an issue where loud beeping sound effects would erratically play when a player was near certain doors.
  • Fixed an issue where Espire Instinct (Slow-mo) remains enabled after pausing the moment energy bar depletes.
  • Fixed an issue where in certain situations, the E1416 rifle (rubberised version) shoots sideways when using Espire Instinct.
  • Fixed an issue where Tripmines cannot be destroyed by gunfire.
  • Fixed an issue where guard headlamps would float in the air when they were stunned In the Stealth Sneaking #2 virtual challenge.
  • Fixed an issue in Mission 1.2 where guard bodies in the generator room would float when thrown by the player under certain conditions.
  • Fixed an issue where weapons could occasionally be found floating at the feet of the player after dying and possessing a new Espire unit. They should always be at the feet of the previously defeated Espire unit.
  • Fixed an issue where the Leaderboards button didn’t work at the end of Mission 1.6
  • Fixed an issue where the briefing for Mission 1.1 would not play if the player attempts to play multiple different agent files in the same game session.
  • Fixed an issue where leaderboards would only insert scores if the player’s score was greater than the PAR scores
  • Multiple issues with NPCs on Leaflitter between platforms
  • Players had issues shooting ‘through’ the frames of forklifts because the forklift collision did not accurately match its display mesh.

Espire 1.3 patch is live, future plans

https://forums.tripwireinteractive.com/index.php?threads/espire-1-vr-operative-patch-1-3-x-for-steam-oculus-rift-and-quest.2334976/

Attention Espire Agents!
We are excited to present our 3rd patch for Espire. With patch 1.3, we’ve addressed some critical issues with the AI, fixed other reported bugs and, on the PC side, added more gameplay options for HTC Vive and Valve Index users. This patch will be shipping on PS VR very soon.

The team’s core focus is now improving the A.I based off player feedback. We’ve been working on a sizeable “Espire A.I Update” that we hope will address the issues players have had with the AI. We will update our public roadmap to list everything we’re addressing in this A.I update, which will be landing ASAP. This update also aims to improve the user experience, mechanics and gameplay, based off your suggestions. The player will be able to find tranq ammo throughout the map, for example.

On the Quest side, we’re also preparing a visual update, where the game will have improved graphics.

We have also began work on a true light/darkness system! This is a feature that was originally out of scope for the game. We currently try to simulate this by hand-placing ‘VisibilityVolumes’ throughout the environment. It is clear there are areas where we haven’t placed volumes, and it can ruin a great stealth run. Based on feedback, we’ve been hard at work implementing a true light and shadow system where the AI’s perception of the player will be influenced by the light level of the environment. Our lead programmer has created a system which should work on all platforms, including Oculus Quest.

This is a feature that won’t debut until 2020 and when it does, all current leaderboards will be grandfathered and a 2nd set will be created, as gameplay will be affected by this future update.

We hope you enjoy patch 1.3 and our imminent AI update. We do read every review, note down player feedback and work as hard as we can to try and improve your experience with Espire. Our dream is for the team to be sustained so we can continue to develop new features for the game. Thankyou for your support of Espire!

RELEASE NOTES: VERSION 1.3 PATCH



  • Fixed an issue where guards would become “Frozen statues” - standing in place, unresponsive to the player.
  • Fixed an issue where a guard could become invincible - not receiving damage from the player.
  • Fixed an issue where if a player stunned multiple enemies in an area, left the area and then returned to this area after 10 minutes, the stunned guards would all immediately wake up at as soon as the area loaded. There is now a random delay of between 10-50 seconds for each stunned guard to wake up.
  • Fixed an issue where if the player tried to punch an enemy from close range, the player’s hand might not register punches with the enemy, instead phasing through the guard’s body.
  • When players create a new agent, starting the campaign from scratch, we now display a prompt allowing users to disable the comfort features (Espire Control Theatre)
  • Fixed an issue where sound would no longer play if the Espire1.exe game window didn’t have focus ie: another app had focus with the Windows OS and Espire was in the background.
  • Players can now choose between ‘press trackpad for movement’ and ‘hover thumb on trackpad for movement’. Fixed an issue where the "HTC Vive Trackpad Press for movement" option was not being set correctly.
  • A slider has been added to the “Gameplay” menu allowing Valve Index users to adjust grip sensitivity. The default value is 10 (very sensitive).
  • Gripping/releasing with the Index controller should be improved. We are still working on this based on player feedback.
  • For users with Valve Index controllers, the hand ‘grip/open’ animation is now driven by the ‘pull’ value on the controller’s input.
  • Adjusted EspireVisibilityBlocker Volume classes: If a player is hiding in shadows and shoots at enemies, their cover is blown for 4 seconds. On hard mode, this is set to 9 seconds.
  • Fixed an issue where Tripmines would no longer collide with things if players left and re-entered an area
  • Fixed an issue where the "Direction for movement" (HMD based / Controller based) option was not being applied until after a mission restart.
  • Fixed an issue where the user could get soft-locked by recalibrating their torso after completing the tranq tutorial
  • Fixed an issue where the repair tool hits the ground, the noise it makes isn’t loud enough and guards rarely hear it
  • Optimized menu interactions. The main menu now loads 3 seconds quicker than before when returning from Agent Select, a mission, or a virtual challenge.

Espire 1: VR Operative Patch 1.2.3 Is Now Live

This updated addresses the following items:


  • Implemented a setting to change between hold-to-grip and toggle grip.
  • Fixed an issue where players were still seeing their motion controller in-game.
  • Added a Brightness option to the Display menu, allowing players to adjust overall brightness.
  • Fixed an issue where environmental objects were stunning guards without being, first, disturbed by a player.
  • Fixed an issue where players could incorrectly pause the game while inside the checkpoint airlock after reloading their saved mission progress.
  • Fixed an issue where the user would fall through the world after possessing certain Espire units while in the checkpoint Airlock after reloading saved mission progress.
  • Fixed lighting issues in the Radiata Virtual Challenge.
  • Improved the ease of use for “slider bars” in the game’s UI.


Thank you for your continued feedback and reports Agents.

Espire Update 1 Is Now Available

Espire Update 1 is starting to roll out on platforms starting now with the Steam and Oculus platforms. This update includes the following:

[B]Feature Improvements[/B]



  • Redesigned the Comfort Settings UI, such that it is clear how to disable our comfort mode (The Espire Control Theater).
  • Redesigned the Smooth/Snap turn settings so that players now switch between smooth and snap turn modes and adjust the speed/intensity of each.
  • Added an option in the Display Settings to disable the blue detection level HUD lines.
  • Sliders in menus now disable their associated feature when hitting a minimum value.
  • Disabled the "Ghost Hand" feature, where motion controllers render on top of weapons if Espire's hands do not match the real-world location of the player's hand. We will look to bring this back as a purely optional feature in a later patch.

Platform Improvements



  • Adjusted the grip sensitivity of the Valve Index 'Knuckles' controllers. In a later patch, we will look to make this into a settings slider.

Audio Improvements



  • Added an option to disable voice lines for the repair/damage notifications.
  • Adjusted the frequency at which voice lines for repair/damage notifications play, while enabled.

AI Improvements



  • Added more shadowed hiding spots in various areas of the Espire Labs mission.
  • Adjusted AI sight-lines so that it's more difficult for the guards to spot the player during the "Search" stage.
  • Explosives no longer apply stun damage to guards unless they have been first been hit by another object, or the player has gripped the explosive.

Bug Fixes



  • Fixed and issue where a blast door reappears without collision when back-tracking to the Command Center on Mission 1.6.
  • Fixed an issue where the user's hands are not aligned with their in-game counterparts when grabbing a certain assault rifle in Mission 1.3.
  • Fixed an issue where the Espire Trial 'Electrocutioner' is unattainable after fulfilling its requirement in Mission 1.3.
  • Fixed an issue where a user could become stuck in a wall in the caves of Mission 1.3.
  • Fixed an issue in Mission 1.1 where a hanging black pipe could not be climbed.
  • Fixed an issue in Mission 1.1 where a certain voice line was being triggered too late
  • Fixed an issue where guards would become unresponsive when stunned or killed while waking up.
  • Fixed a lighting issue Mission 1.3.
  • Fixed collision issues with some railings in Mission 1.4.
  • Fixed a visible gap in the map of Mission 1.4.
  • Fixed an issue where the blue holographic belt would remain visible when the player re-calibrates during Mission 1.1.
  • Fixed an issue where guards would appear frozen.
  • Fixed an issue where guards woken by an ally would be abnormally hard to stun.
  • Fixed an issue where guards were taking incorrect stun damage based on the limb that was shocked.
  • Fixed an issue where guards viewed by the hand camera would appear to slide on the ground.


A patch to address the controls issues noted on PlayStation is currently in test and we hope to share more details soon. This update will follow that one for PlayStation VR players. The Quest version will be out in the next few days.

Field Agent Report: Launch and our immediate plans

Hello everyone!


On behalf of everyone at developer Digital Lode and publisher Tripwire Interactive, we’d like to give a big shout out and “Thank You” to everyone who has been following and supporting Espire 1: VR Operative since it was first announced. This is Digital Lode’s first title and we are truly humbled by the community’s response to our launch last week.


We’ve been watching the streams and videos – and reading player reviews and comments. We are blown away by the positive feedback and are excited to see so many new agents enjoying Espire 1: VR Operative for the first time. But we are also keeping an eye out on issues, concerns, and constructive feedback – and wanted to share an update on some of our top priorities moving forward, this will encompass a first pass and follow up pass of issues that will require a little more time.


For those agents on PSVR, we are working with our partners with a goal to get a patch out as soon as we can, we do not yet have a firm date we can share, but will as soon as we do. This will target the following issues:

  • Enable the controls screen with the following settings

    • Ability to turn on Smooth rotation (this replaces snap turn)
    • Ability to disable the control theater

  • Fix the artificial crouch button not working when calibrated for a seated experience


For agents on other platforms we are also working on the following:

  • UI clarity that the control theater can be turned off
  • Ability to turn off the helmet HUD
  • Reduce the amount of audio chatter about repairing
  • Add ability to adjust the grip threshold for pressure sensitive controllers (we plan to improve this further in future updates)
  • Fix the AI failing to react or ragdoll in some cases when they should be incapacitated


The second pass of updates will improve the graphical fidelity on the PlayStation VR headsets as well as further AI improvements for all platforms (with a major focus on how guards spot agents) , Vive Cosmos controller support and other enhancements and bug fixes.


For all of the agents in the field across all platforms, the team is also working on the first free update, which will give players additional weapons, new features, new virtual challenges and a new virtual challenge mode. We expect this to reach agents in the coming months, and will be sharing more details as work progresses!


To stay up to date with all the things Espire going on, you can check in on the public roadmap currently hosted on Trello here: https://trello.com/b/JRh01mUb/public-roadmap-espire-1-vr-operative


And once again thank you to all our players who have been jacking in to the Espire units to let us know what we are getting right, and what could use improvement! Join the discussion at the official Discord and keep it going at the official forums.