Due to the release of the full game, we just wanted to give a quick heads up that we'll actually be taking down this pre-alpha demo page. We feel that the severely outdated controls leave a pretty bad impression, especially for Rift users.
The full game has all new control options including Rift touch controls and analog rotation. We're also working hard to make sure we can add as many additional quality of life and comfort options that we can.
After a certain point, we should be able to take the time to release a newly refined demo with all the new controls and options.
Thanks for the support,
Outer Brain Team
Organ Quarter NOW AVAILABLE on Steam! (-20% Halloween Sale)
If you run into issues please visit the Steam forums where you will find discussions and more details. We may publish cheat codes there to help bypass any issues. We will also be launching a Discord server the next 24 hours for live discussion about the game.
Thanks so much for your support,
Outer Brain Team
Kickstarter 100% funded! Let's hit our new stretch goal! (Roguelike Challenge Mode)
Thank you to everybody who has donated to make this game a reality: we just hit 100% funding and a successful Kickstarter campaign! This is an amazing moment for us, we've received so much love and support leading up to this, we can't wait to show our thanks with the full release of Organ Quarter :)
However, we still have a few days left! Today we reveal our first stretch-goal of $7500 for a rogue-like challenge mode!
This will be an optional mode separate from the main campaign. In this mode you will be presented with randomly generated levels, randomly placed enemies and items, and steadily increasing difficulty as you make your way deeper into the infinite expanse of the Organ Quarter. How far can you get? How long will you survive? This mode will have a leaderboard for comparing your performance to friends and challengers all over the world. We will aim to deliver the mode by November 2017.
As always, would love to hear your comments and feedback
Launched a very small update that fixed a few issues:
<*>Fixed a possible cause of user's controllers not initializing at start
<*>Fixed sometimes being able to shoot the pistol while reloading
<*>Expanded the intro tutorial
Stay tuned,
-Dmitry
Kickstarter Launch + New Trailer!
Hey guys!
We just dropped a double whammy of news.
News the first: OUR KICKSTARTER IS LIVE!!!
Kickstarter Link Here. End-date is 9 March, with a modest $6,500 goal (mainly to pay for our living costs so we can focus on the game in coming months.)
The higher tiers give you some cool stuff like your own imprint on the gameworld.
Again, please try the demo, give feedback, and pledge if you can spare it.
News the second: A NEW TRAILER!
With new monsters, weapons and locations on show.
Again, please give us feedback!
Update: Tweaks, Fixes, and New Monsters!
Hey guys! We've just launched another update to the Organ Quarter Pre-Alpha Demo adding new content, tutorial functionality and tweaks and enhancements throughout.
If you've already played the demo, we think it's worth revisiting it for the new scares!
Let us know what you think!
The update comprises:
<*>an improved tutorial section, ensuring players have the best experience possible
<*>additional enemies
<*>additional enemy types
<*>new enemy positioning
<*>tweaks to damage and resource
<*>enhancements to animations and feedback
<*>various bug fixes and performance improvements
Locomotion Update & Overhaul (Teleport, + all new collision system) !
For those of you who have been waiting for more comfortable locomotion options, here it is!
Choose between the standard Analog Touchpad movement and the new (still very early in implementation) Teleport mode. The game has not yet been re-balanced or tweaked for this style of movement, but for purposes of this alpha demo, it should at least give you a taste of what to expect.
In addition, the headset collision system has been completely reworked, so nauseating camera movements while attempting to lean over objects or other general collision issues should now be mostly eliminated. Also, general object interactions have been improved so that it is not so difficult to pickup items.
Summary notes:
<*>New Teleport Locomotion mode
<*>Fixed headset collision issues when interacting with static objects
<*>Fixed headset sometimes getting pushed and sliding randomly
<*>Improved item grabbing
Known bugs:
<*>If you try hard enough, walls can be glitched through sometimes, and there have been reports of teleporting sometimes leading outside of the playable world
<*>The ending credits sequence can have random audio pitch
Longterm Goals, Plans, and what to expect
Hey guys! Thank you to everyone that's been sharing and saying such positive things about the demo. I wish I could properly express how much I appreciate it, but hopefully that will come across by delivering the game you guys are asking for!
I just wanted to post a basic summary of what I hope you can expect in the full release version of the game. I can't guarantee every one of these will make it in, but under ideal conditions this is the general mindmap that I have moving forward.
<*>You won't be stuck in the apartments forever. Look forward to more open outside environments where you can catch a breath of stale city smog air
<*>Completely reworked locomotion/collision system that doesn't awkwardly push you around
<*>You might not be as isolated as you think. There will probably be other fully modeled characters out there to interact with, but their intentions certainly won't be obvious
<*>You definitely are not as safe as you might think. There will be many new horrible creatures, some of which might be too dangerous to consider killing with just a pistol
<*>Thankfully, there will definitely be more weapons. It's doubtful ammo will be easy to find though, so conserve wisely on the bigger guns
<*>Of course, expect many more puzzles that go beyond just simple word riddles
<*>Release date Q2 2017 (Probably around April)
<*>Play-through length of about 4-5 hours.
Again, thank you to everyone in this awesome VR community!
*Edit: Fixed!* Fix soon for currently gamebreaking bug: read if you don't know the code to the Safe!
Hey everyone! I just realized that I've made a hint inaccessible if you go a different order than I expected, I'll fix it asap! If you cannot find the code to the safe box, the code is:
Edit: The bug has been fixed! If you need a hint for the code, explore the room with the red fridge