Support for the HTC Vive has been added to Metro Warp!
For now, that means an identical control scheme to the Oculus version. You'll need a controller for the best experience, although it works with just a keyboard. The Vive wands are not currently supported.
Look around to select things, and use either A/X buttons on a controller, or Enter/Return on a keyboard to push. WASD/joysticks to rotate.
To launch in VR for the Vive, either launch from the SteamVR dashboard, or pick "Launch Metro Warp in Steam VR Mode" when launching.
Another VR Update
In order to enable this mode (and play any oculus game bought from steam), you'll need to enable "side loading" in the Oculus dashboard. You can follow the instructions here to see how. Once that's done, launch the game and choose the "Launch in other VR" option.
From what I've seen, the side loading on Oculus works best when the headset and program are already booted up. Hopefully that stability will improve with their next few platform updates.
Be aware that the ideal input method is a controller! It's playable with a mouse/keyboard, but it'll be a little awkward. Also, like the Rift itself, this VR support is Windows-only for now.
Other Changes
For those of you without headsets or on Mac/Linux, there are some changes as well. A bunch of bug fixes have been thrown in, as well as changes and full redesigns to a few of the puzzles to help with the difficulty curve. Check and see if one you got stuck on was changed!
Rebuilding some puzzles that were unnecessarily difficult/unfun
Big chunk of VR fixes
Fixed Xbox One controller support
Some sound remastering to have more consistent volume levels
Some rare crashes/menu bugs fixed
Finally, Vive support will be coming once my headset comes in the mail, although it will likely be controller-only as well. I don't think I'll have the time to rewrite the interaction to work with room-scale.
VR Update!
Metro Warp now supports the Oculus Rift DK2! If you have a headset, simply launching the game with the headset plugged in and turned on will start it up in VR mode. Using a controller is recommended, but mouse + keyboard will work as well. Same as the Rift itself, VR is only supported on Windows. If you're having performance issues, you can change the render scaling in the video options menu.
For those without a headset, here are the other changes:
Most puzzles now need only 8 commuters to be considered finished.
Fixed an animation bug when two commuters walk into each other.
Zooming in/out now more usable on controllers.
Fixed menus getting into broken/unusable animations.
Bunch of other small fixes.
Metro Warp will be at PAX!
Metro Warp is coming to PAX Prime! I'll be at the Indie Megabooth Sunday/Monday, in the Minibooth area. Come say hi and get some Metro Warp swag.
One of the post-release goals was to have a VR version of the game shippable by the time PAX rolled around, but due to delays in Oculus' SDK updates, that'll be pushed until whenever they release that. So look forward to watching commuters crash into each other in VR!