Nano Shift VR cover
Nano Shift VR screenshot
Genre: Simulator, Strategy, Adventure, Indie

Nano Shift VR

Save The Date

"Where do you go when your system is slow?"

"Learn about this game to understand the struggle"

"Where screenshots are available, your pin is vulnerable"



Save

The

Date

http://nanoshiftvr.com/anon/

Backpack saving update pushed!

Hey guys, update time! We’ve fixed some bugs and added a few small feature updates, with the backpack getting the most attention this time around. A lot more items around the house can be put into the backpack, and the backpack also has more space now too. And probably most importantly, contents are now saved when you reach a checkpoint so each checkpoint acquired basically has a backpack-cache linked to it. That includes those pesky HoloDiscs! Woot!

I so can’t wait to show some shots of Chapter 2! ...soon! :)





Cheers! ^.^

Checkpoint Loading System update pushed!

That's right! The (much needed!) checkpoint loading system is done and the update has been pushed. Check it out! :D There is a total of 5 checkpoints in Chapter 1 so you'll never have to worry about much progress ever being lost. We think 5 is a good number for the amount of puzzles in the Chapter, but of course welcome any feedback :) There's also an icon that appears in the bottom right of your view when a new checkpoint has been reached/saved. And you can load your acquired checkpoints from the new computer screen in the starting room (Title Scene).

So go ahead, take a break and come back whenever you feel like it :)







Cheers! ^.^

Checkpoint Loading System In Progress!

Hey guys, hope everyone is having a great weekend :) Just wanted to give a quick weekend update. The (much needed!) checkpoint loading system is in progress and we should be able to wrap it up in less than two weeks. We were hoping to get it done for this coming Friday (Sept. 1st), but it may end up carrying over into the following week, since the other engineer on this project had to help out with a different project for a few days this past week. It won’t be long now though!

Just wanted to let everyone know!




Cheers! ^.^

You spoke, we listened! Carrying objects between rooms just got easier!

We heard a few people on the internets mention about how they were disappointed they couldn't carry objects between rooms in their hands - that the only way to get objects from one room to the next is with the backpack. It made a lot of sense! Fortunately it wasn't much work to implement so we decided to get that in a quick little patch.
So with today's update it's now possible to carry objects from room to room with your hands or with the backpack, totally your choice now though! :)





Cheers! ^.^

Launch day, woo! and 20% off for the first week!

We pushed that big green button and launched in early access, and we're celebrating our launch with 20% for the first week :D Also celebrating with a few drinks too ;) This is our first VR game, and a lot of passion went into it, so here's to hoping you guys like it!

We want to be very transparent and receptive of feedback/criticism, so any and all feedback is more than welcome. I'll be putting together a roadmap for development in the next few days, but the current top priority is to get a checkpoint-loading system in. We also intend to update and polish audio further, in the near future.



Cheers! ^.^

Oculus support added and 20% launch discount!

It was a productive work week for us here, putting a lot of polish into the audio and general touch ups. The biggest news for this past week though, is that we now officially support Oculus Rift, woot! ^.^
Our early access release date is just a couple days away, and it'll be 20% off for the first week as a launch discount! We’re getting pretty nervous! lol But also quite excited ^.^



Cheers! :D

Option settings update and visual polish!



Happy Tuesday and welcome to Nano Shift! There was a long weekend for some of us! Hope everyone had a great weekend :)



Phew, last week was a good week. We added a graphic option setting to support a wider range of video cards, and also added an option to adjust the floor elevation height. In most cases the virtual floor lines up to the real-world floor, but sometimes it just doesn't. So for those rare cases where it doesn't default to a comfortable height (where floor objects are easy to pick up, the option to adjust it is there :) The rest of the week was spent on bug fixing and extra visual adjustments and enhancements.

We've also uploaded a new trailer! :D



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