Idol Quest VR cover
Idol Quest VR screenshot
Genre: Adventure, Indie

Idol Quest VR

Transition from Early Access

I have decided to release the game from early access since I met all of my original goals some time ago. I had been planning on adding a few more updates above and beyond my base early access goals, but have decided not to do this anymore-at least not in the near future. I'm finding I now enjoy playing the game more than developing it, and what that tells me is it is time for me to move on to a new project, taking all the lessons I learned in the development of this one. I feel I have put out a fun game that is well worth the money, and I am excited to move on and begin working on a project that is bigger and better than this one.

If you are unhappy with the game in its current state, I would encourage you to seek a refund if you are still eligible for one. Everyone has different tastes, and I respect that.

There may still be the occasional update to the game if I get the itch to add more content to it, and if you would like to share any thoughts about the game or report any issues I encourage you to do so in the forum or on the game's discord channel here: https://discord.gg/xyXRt44

Happy gaming ːsteamhappyː.

Update Log

-fixed some issues pertaining to left-handed support on the Oculus Rift and Windows Mixed Reality controllers
-made some tweaks to the easy difficulty setting
-40% off sale coming in one week on March 22nd!
edit: -fixed an issue on windows mixed reality headsets which caused underwater vision and screen fading to display incorrectly; made minor menu level selection improvement

I've had to devote a lot of my time and focus to my personal health lately since undergoing a leg surgery last month. I just saw my doctor though and am fortunately recovering quickly and well. It will be roughly two months though before I am back to my normal self. Game development and coding has been more difficult and less enjoyable without the counterbalance of my normal exercise routine, so I've been on a bit of a hiatus.

I've just been cleared to swim though and will be able to walk without the assistance of a walker in two weeks, so I'll be feeling much better soon and am already getting excited about the prospect of adding more content to the game. I just wanted to let everyone know what is going on and why the updates have been a little lighter recently.

Good day or night everyone and more to come soon!

Update Log

-bullet impact effects and decals have been added
-crouch help option added
-major stuttering issue solved on the oculus rift build; movement is now much smoother
-swing arm jumping feature added and tips text updated
-easy difficulty now features more common meat drops that take less cuts to obtain
-miscellaneous small fixes and improvements

Update Log

-"Blood" option added to the options menu. "Extra" blood can be enabled if blood splash effects are desired on the enemies in "Lost Caves" and "Garden of Eden." (Note: They are enabled on "Dinosaur Island" by default)
-"Difficulty" option added to the options menu. "Easy" mode reduces all player damage by 40% and makes enemies such as bats and wasps easier to kill.
-Update: Windows Mixed Reality is now supported and has properly labeled controls. Ensure you have "Windows Mixed Reality for SteamVR" installed prior to launching the game. It is a free download on the Steam store.
-Falling damage has been slightly reduced
-Vive controllers no longer cast double shadows
-Other planned updates to come soon: Blood pooling effects after kills, bullet decals or effects on hard surfaces, swing-arm jumping option

Long-term update plans:
-New dragon themed level with new crossbow weapon and rideable motorcycle. I plan to make this level the game's largest and most detailed and intricate. I will probably spend a few months on this one.
-Various aesthetic refinements and improvements to the game's current levels
-Some A.I. improvements and bug-fixing, including slightly better movement on inclines and truly amphibious crocodile A.I.
-Release from early access by June 30th

Happy gaming.

Update Log

-The holster system, backpack system, and weapons handling code have been revamped to fully support dual pistols and dual uzis, which are now interchangeable and swappable in the holster system.
-The uzi and pistol magazines on either side of you can now be speed reloaded directly from the holster.
-Pistol and Uzi slides and bolts can be manipulated now even when you are holding weapons and items in the opposite hand
-You can now also drop items behind your back straight into your pack as well.
-You start with dual pistols on every level now, but I am saving uzis for level 3. (If you like the older style, you always have the option of putting one pistol in your pack.)
-The in-game tips text has been updated to reflect these changes.
-Edit: Changes are now reflected in both Oculus and Vive builds, and I have made the third level accessible.
-Other updates: Switches and levers are now easier to pull on the Oculus build; small bugfix relating to handling magazines

Good day or night to you and happy gaming :o).

Update Log

-Two uzi pistols and four 25-round magazines are now on the menu table and fully functional. They are quite fun :o).
-The third level is coming February 15th or sooner and will feature 3 to 4 new enemy types and make good use of the new uzi pistols.
-A walking mode option has been added to the menu and allows for the exclusive use of artificial and natural locomotion if desired.
-Small visual improvements made relating to keys and locks in some places; some bugfixes and improvements made related to the save relay system; miscellaneous quality of life improvements
-Things still to come: Windows Mixed Reality support and half-circle swing-arm jumping option by March 15th. More levels, weapons, animals, and content on the the 15th of each month. Happy questing.

Idol Quest VR now has Full Oculus Rift Support!

The Oculus Rift is now fully supported. There are now two launch options for the game, one for HTC Vive users, and one for Oculus Rift users. Make sure to choose the right one and enjoy playing ːsteamhappyː.

Update Log

-The game will have full Oculus Rift support before February and Windows Mixed Reality support by March 15th, the time of the game's second content update
-Crystals now serve as rally points and save your progress
-When you die you are now presented with a complimentary skull n bones and the choice to either go to the last found crystal position, restart the level, or go to the menu
-Guns you are holding no longer have a double shadow effect when held up close to the eye
-All in-game text is now linked to a controller rather than the headset for easier reading
-Join the game's discord at https://discord.gg/xyXRt44

Small Update Notes

Updates and fixes since launch day:
-Transitioning from climbing to standing no longer sometimes causes the player to die
-End level stats now displays in the correct language
-Low quality water now displays correctly and is less transparent
-Name for the game corrected in some areas

I will occasionally post small update notes like this to keep players aware of improvements made to the game. If you experience any issues with the game, please let me know in the forum or on the game's discord at https://discord.gg/xyXRt44 Enjoy playing ːsteamhappyː.

Happy Early Access release day!

I have two more levels, two more enemy types, and two more weapons in the works which I plan to have completed before July. The next content update should go live on February 15th and feature at least one new level. Feel free to share any ideas you have for the game in the "input and ideas" thread in the forum. The locomotion system in the game is fairly robust, allowing for the exploration of just about any environment type you can think of, so I would love to hear your most outlandish ideas.