removed head-bobbing animation when walking - motion sickness in some players
prolonged visibility of the skip text in cinematics
increased the first audiolog interaction distance
added player objective text in the Albedo beginning
fixed Senex's arms graphical glitch
fixed player rotation after exiting Caregiver level
added squirrel guide
fixed "go back to menu" bug - player received damage if standing on a trap
decreased ambient occlusion in the house
fixed audiolog rotation animation - now linear rotation
minor labyrtinh design tweaks - position of chains, pinecones
fixed UI scaling
added option to pick up audio-player in the house
added longer help text after leaving the house
changed fonts to better suit the mood of the game
fixed Magician level bug - player could get stuck in the wall
added "breadcrumbs" functionality - you leave pinecones behind (beware of the squirrel stealing those! :D)
fixed window shaders outside the house
added a gate to the mirror hallway in Nigredo level
added physical candles as a stone fragment progress indicator
fixed the bloom issue in Magician level
Now you can play in VR!
Jung's Labyrinth now supports VR!
If you ever wondered how would the labyrinth look in VR, now you can try it!
You can play in VR by switching to the "virtual_reality" beta branch (right click on game -> properties -> betas). On Windows only. IMPORTANT!: Restart the Steam client after installing the game for it to appear in Steam VR Home.
The VR port is incomplete, so for that reason I turned on a God mode - you cannot die. Traps and enemies do no damage. Two scenes have a slightly larger scale than the player. Other than that, you can play through the whole game and finish it to the end like you would normally.
I've tested it on Oculus Rift S (it should run on other headsets too, there are only 3 buttons needed to control the game + joysticks to move).
Here is some VR gameplay if you wonder how it looks: