Punji VR cover
Punji VR screenshot
Genre: Strategy, Indie

Punji VR

PunjiVR - Update 7 Patch 1


  • For guns with movable stocks, recoil changes if the stock is extended or not
  • Changed recoil for M60, Type 56, and M16
  • Fixed issue where mission progress wouldn't always save correctly
  • Rebuilt Navmesh on Embassy to fix AI pathfinding issues
  • Updated Demo build to be up to date

The Near Future for PunjiVR (U8 and Beyond)

Now that PunjiVR is released and in a stable [enough] state, I wanted to keep you all informed with what to expect in the upcoming major updates.



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Update 8 (Next Update)


The next major update will be all about the Huey helicopter. The goal for Update 8 is to have at least one flyable helicopter with two flight models (realistic & arcade) and a large flight range map. I originally planned on including combat helicopters plus a large mission with enemy combatants where you can play as the defenders or attackers, but will leave that for a future update so you all aren't left too long without new content. At this time, I'm a little under half way done with Update 8, so the expected time frame would see its release sometime in mid-August.

Future Major Updates


Following Update 8 and its inevitable set of patches, I'll start work on the next campaign which will have you play as a Viet Cong sapper with missions focusing on stealth and sabotage behind enemy lines. More details will release further in its development.

Because campaigns take a considerable amount of development time, I'll work on a few smaller updates to push out in the meantime. These smaller updates will include quick play missions, new weapons + tools, and new mechanics.

After seeing how many of you are interested in multiplayer, I'll likely start work with that sooner than I originally planned. At first, I only envisioned multiplayer as a few co-op missions, but the more I think of the possibilities, the more I want to do with it. I won't share too much yet as it's all still in the idea stage, but expect some exciting news for multiplayer in the future.

A Quest 2 port is still on the roadmap, but probably won't be ready for some time. Seeing how well other games have done on Quest 2 standalone, I doubt I would need to change/remove too much to get everything to run smoothly, but a lot of experimentation still needs to be done. Worst case scenario, I make an exclusive separate version of the game, but, like I mentioned, I highly doubt it would be that bad.

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Hopefully this gave you a little more insight into what the near future of PunjiVR will look like. Don't hesitate to contact me if you have any questions, issues, or concerns. Thanks for reading and don't forget to check for leeches!


Discord
Twitter
Subreddit

PunjiVR Update 7

What's New:



  • Visual upgrade!
  • Added F1 Grenade
  • Added manual hand position offset settings
  • Added gameplay tips to the rucksack menu
  • Re-added mission progress (missions from a campaign have to be beaten in order to unlock the next mission)




Major Changes/Fixes:



  • Magazines in a firearm now use the trigger to grab them from the gun
  • Settings and mission progress properly save between sessions
  • AI accuracy has been decreased
  • AI view distance has been decreased on foggy/low-view-distance levels
  • Elephant Grass improvements to make it more fair for the player
  • Recoil changes for Thompson, M60, and Type 56
  • Moved chest webbing slightly forward from the camera
  • Pistols use the grip to two-hand grab (trigger to eject the magazine)
  • Added a few more props on Embassy
  • Doors on Embassy are blocked open now, will change back once doors are figured out
  • Fixed curb height on Embassy
  • Office workers no longer drop broken 1911s
  • All dropped guns and guns equipped at start begin with a round chambered (open bolts still need to be pulled back before they can fire)
  • Player no longer slides down stairs (new stairs on Embassy still make the player slide, will fix in the next update)
  • New stairs to the back house on Embassy
  • Added a large piece of cover at the start of Bridge
  • Added M79 to Evac
  • Added kill triggers to all missions if the player falls out of bounds
  • Adjusted muzzle position on 1911, it should be sighted in better now
  • If five or less enemies are remaining on Search & Destroy missions, all remaining enemies charge the player



Minor Changes/Improvements:



  • Slightly decreased time needed to survive on Evac
  • POWs no longer speak Vietnamese
  • Upgraded skybox on Firebase Alpha
  • Moved target on the far right on Firebase Alpha
  • Changed out background tree texture with leaves on Paddies
  • Added ballistics to elephant grass (grass can slow down and even stop bullets now)
  • Collision with elephant grass no longer stops grenades
  • Added a few more torches to Bridge to help with navigation
  • Audio reverb zone properly despawns on Ruins
  • Rebuilt navmesh on Ruins to fix issues with AI pathfinding
  • Decreases player health to 300 on Embassy


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That's all for this update, hopefully it makes everything a lot more polished and smoother for you all. Unless there are any major/game breaking issues, I'll be putting my focus towards Update 8 which will focus on the Huey!

If you have experience any other bugs or problems, don't hesitate to let me know through one of the links below or on the Steam forums. Good luck and remember to check for leeches!


Discord
Twitter
Subreddit

Update 6 Patch 1


  • Removed mission progress requirements so progress doesn't reset after the game is closed (Will attempt to add again in the future)
  • Added briefing text & image to Embassy
  • Added mission objectives to quick play missions

PunjiVR is now released into Early Access! (Update 6)

I will create a post in the next few days detailing some plans for the near future for the game. Lighting and textures are currently flat/unlit, I will let you know my plans to make everything look prettier in said announcement. In the meantime, here are the change notes:

What's New:



  • Added Operation X-Ray campaign
  • Added Embassy (Quick Play)
  • Added military police AI
  • Added office worker AI
  • Added doors (still needs tweaking)
  • Added huey to Firebase Alpha (non-flyable)
  • Added support link to main menu
  • Added out of bound triggers that reset player position


Fixes & Changes:



  • Added attional routes to Elephant Grass
  • fixed issues with M60 belt
  • m79 does damage now
  • m79 can now close with a wrist flick
  • fixed issues with tripwire effect
  • tripwire on Highlands triggers properly now
  • punji pit collision fix
  • Fixed ladder issues on Island Camp
  • Fog & lighting fixes
  • Open bolt gun can no longer fire if the bolt isn't back
  • Open bolts are released like other bolts
  • Changed recoil for K50M
  • Changed recoil for M60
  • Changed recoil for M16A1
  • Lighting optimizations


Thank you all for your support! I'm excited to continue work on PunjiVR and hope you're excited too. I will update you all shortly...

PunjiVR Demo - Update 5 Patch 1

Fixes & Changes:



  • AI engage player correctly (on Ruins)
  • Fixed issue where Ruins wouldn't end once all enemies died
  • Fixed issue where squad mates wouldn't engage enemies on Paddies
  • Made AC47 sounds louder
  • Updated tutorial to reflect Update 5's changes
  • Fixed lighting issues with grass
  • Enemies engage player's allies more often now
  • Made UI laser pointers a little more visible
  • Decreased max rotation range of player's chest webbing (it should follow your real life torso better)

PunjiVR Demo Update 5

What's New:



  • Added trigger reset sound
  • Added Thompson to Ruins
  • Added preset loadouts to Ruins
  • Added AC47 Spooky/Puff Gunship
  • Added more detail to Paddies
  • Added new bullet impact variations
  • Added new grab indicators for trigger grab (red square)
  • Added water impact effect
  • Added endless wave defense game mode



Changes & Fixes:



  • Fixed scope issues where the scope would stop rendering when released
  • Fixed issues with player scale
  • Fixed large weapon storage confusions (has a clear slot now)
  • Updated large weapon storage orientations
  • Calibrate height and other buttons work again (in main menu settings)
  • Changed the explosion effect
  • Changed explosion sounds
  • Grenade pins are easier to grab
  • Re-added Knuckle controller offset fix (if using knuckle controllers, hand rotation is applied at start. Still may need manual tweaking)
  • Fixed grenade audio not playing sometimes
  • Optimized grenade explosions
  • Bolts on open bolt weapons close properly now
  • fixed lighting issues on Firebase Alpha
  • Removed most of player's body to get rid of unnecessary clutter
  • Fixed issues with some plants and foliage not swaying in the wind
  • Fixed collision issues with rear huts on Paddies
  • Squad AI correctly change targets now
  • Made some enemy types despawn faster for performance
  • Ammo crates only supply a limited amount of ammo now
  • Optimized wave defense game modes


Known Issues:



  • Lighting issue with Thompson muzzle flash on Ruins
  • Squad AI not engaging enemy


This will likely be the last demo update for a while (minus some patches if necessary). Just a reminder that the early access release for the full game is scheduled for July 15th**! Stay tuned for more info...

**If you are a tester, the full game will stay in your library.

PunjiVR Update 4 Patch 3

What's Changed:



  • You can save & load settings again
  • Optimized save script
  • Adjusted player scale in Firebase Alpha
  • Added map and briefing to Firebase Alpha

Update 4 Patch 1

Changes:



  • Changed out Range map for Firebase Alpha
  • Major optimizations with lighting
  • Major general optimizations for each level
  • No more load time when saving settings
  • Friendly AI can't be knocked out anymore
  • Ladders have an easy climb mode where you can press the trigger when grabbed to teleport to the top. Normal climbing is unchanged.
  • Weapon optimizations
  • Added light in starting bunker of Ruins
  • Fixed muzzle flash for m1 carbine


Known Bugs:



  • Watchtower has lighting issue on Ruins
  • Ladder tooltip worded poorly
  • Squad AI sometimes doesn't change target after their target dies
  • Buttweißer cans can be a little buggy in the rucksack
  • AI sometimes doesn't shoot (reloading scene fixes this issue)


If you experience any other issues, have suggestions, or just want to be a part of the community, make sure to check out the game's discord!

Update 4 - PunjiVR

Rise and shine, soldiers! A new PunjiVR update is here! Without further ado, let's see what's new...

New Demo Mission: Paddies





In an unknown valley clearing somewhere near the DMZ lies a small village where you and your squad set up a defensive position. A small group of enemy soldiers makes their way to you, don't let them get too close!

Paddies is one of the largest missions I've made and the largest that I've publicly released. It features a few new systems like your squad, friendly AI, preloaded loadouts, and the wave defense gamemode. It contrasts the other demo mission, Ruins (which is still included), well and better shows off what PunjiVR is capable of.

The demo version of Paddies is time limited, lasting around 5 minutes, but can be played an unlimited amount of times. I don't want to give away too much, but there is a hidden gun somewhere around the level to help you out with long range engagements. The full release version of Paddies and other wave defense missions will remove the time limit and be based on how long you can survive. In that version, each new wave will increase in difficulty via the number of enemies per wave, time to survive, and eventually enemy fire support!

Keep in mind that the demo version of Paddies is separate from the full game's mission. I have a few other plans with the wave defense missions and will release more info on them in the near future.


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What's New:



  • New mission!
  • New gamemode!
  • Large weapons are now visible on your body when stored
  • Level design revisions and changes (see last event for more info)
  • Added US Army faction
  • Added NVA faction
  • MP40 & RPD teasers have been added to the shooting range (They still need to be properly set up, but you can look at them!)
  • New lighting and weather (see last event for more info)
  • Changed briefing/map to work like the rucksack as its own object. Grab over your right shoulder to access it(thanks to the_runningboy for the suggestion)
  • Added height calibration button to rucksack menu
  • Added new bullet whizz and crack sounds for when the incoming rounds get too close




Changes & Fixes:



  • Storing long guns doesn't drop whatever is in your other hand anymore
  • Long guns don't accidently store themselves when you release your main hand by the large item socket
  • Fixed 1911 rotation being off for some devices
  • Sound is now directional and has been heavily tweaked
  • Menu UI has been updated
  • General and minor optimizations
  • Colliders are more accurate for the environment
  • Minor AI tweaks
  • Grenades are louder
  • Tweaked grenade explosion effect
  • M16 and CAR15 can't push the player around anymore
  • Fixed minor bug causing player to not be able to go up some stairs
  • Removed calibration on start due to it causing some issues
  • Fixed bullet flyby trigger location in Ruins
  • Material lighting fixes
  • Made UI buttons easier to see when highlighted
  • Made UI pointer easier to see



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That's all for this update, let me know if you experience any issues with the build or have any feedback about it. I'll share some more info on a few exciting things soon, so stay tuned! Have a good one and, as always, check for leeches!