It's with great excitement today that I'd like to announce our second game, Vengeful Rites! It is not, as you might have expected, an escape room game. We originally planned to make a second installment in the Inescapable VR series, and potentially a third before moving on to our dream project of a VR RPG. However, after releasing Inescapable VR: Underground, we felt we were ready to jump right in and go for the game we really wanted to make. To that end, we've created Vengeful Rites.
We hope you'll check out the steam page and consider joining us as we continue to develop the game. We'll be releasing into Early Access in a few short months and we couldn't be more excited to start shaping the game more collaboratively with the community. We really appreciate all the support with Inescapable VR and the kind reviews we've received, and we hope to see many of you when the time comes for Vengeful Rites' release. Thanks for being part of the community and supporting VR in general!
The final patch?
After closely examining the game and speaking with players, we've identified some flaws in one of the final puzzles. To remedy this, a number of clues have been re-worked, and one has been all together removed. We believe that these new clues will be much more player friendly and more easily deciphered, while still being challenging enough to not make the game feel too easy. As always, if you have any thoughts or feedback, they're always welcome and appreciated. Have fun escaping!
Some much needed changes!
Thanks to the feedback of some players we've gone ahead and made some changes to the way things work throughout the second room. These changes should create a much more focused set of goals as soon as you gain access to the room.
Unfortunately, the nature of puzzle games means that I can't really go into too much detail in regards to the changes without risking spoiling anything, so I'll try to keep things as vague as possible...
<*>The thermostat clues are now clearer in where they're acquired and math has been removed from the equation (pun intended).
<*>The acquisition of certain items required for gaining access to and solving the bomb puzzle has been changed to prevent gaining access before you have everything you need to solve it.
<*>Changed the placement of certain clues necessary for solving the map puzzle. Hopefully these will be a little more attention grabbing in their new locations.
That's it for now! As always, all additional feedback will be taken into consideration and changes will be made quickly and accordingly. Thanks!
Third patch incoming!
We'll be releasing a patch in the morning that should improve the pacing and flow of the second room by creating a more defined order for the puzzles in place. The patch will also make a few other small changes/improvements. It should be released less than 12 hours from now, or before 11 am EST.
Launch day patch #2!
We've received some more valuable feedback and made changes accordingly!
• Keys have had their hitboxes increased in size to hopefully avoid people being unable to pick them up off the floor if dropped.
• The map puzzle clue has been reworded to be less cryptic and moved to be more in the player's face to hopefully draw better attention to it and what's required.
On a side note: If you find that your floor is not properly aligned with the in-game floor, there's a free tool called OpenVR Advanced Settings that everyone should have. It allows you to fix your floor in about a second from inside the steam menu while offering other equally invaluable functionality. I cant recommend it enough!
It can be found and downloaded at:
https://github.com/matzman666/OpenVR-AdvancedSettings/releases
Launch day patch!
Some quick improvements have been made to the game in light of launch day feedback!
• Switching locomotion modes(by pressing the App Menu button on the right controller) will now display a message in the center of the player's view for 2 seconds, informing them of the new mode selected.
• Pockets now turn green when placing items into them to let the player know the item can be released and stored.
• Hands and Pockets have been made a dimmer color by default to avoid harsh contrast when the lights are out.
Thanks so much to TurkTheDev for his input on these matters!
If anyone else has any suggestions, please feel free to mention them in the game's forums here on Steam and I'll do my best to address them as quickly as possible!
Launch Day!!
It's taken a few months of work and learning the ins and outs of Unity/C# but here it is: the first entry in the Inescapable VR series! We've learned so much over the course of making this game and we put a lot of love into making it, which hopefully has come through in the finished product. It's an exciting moment for sure to be able to release the game here on steam and we look forward to the feedback and responses from you, the players! We hope you enjoy this first entry and look forward to what's to come!