The SoulKeeper VR cover
The SoulKeeper VR screenshot
Genre: Role-playing (RPG), Indie

The SoulKeeper VR

Status Update , Q&A and small teaser of upcoming content

As we approach the end of this year, we want to share a status update as well as an overview of what's coming next in the new year.


As has been often stated in the discussion threads, we are actively and fully engaged in the development of the next update, which is not a patch, but a massive content update. We realize we have not been sharing too many details about it, as the team needs to stay focused on development, solely for the purpose of bringing you a top notch qualitative experience and continue working towards that end.

So here is a brief Q&A we put together based on all the questions and feedback we have been receiving through all available avenues of communication.

Q: What exactly is going on right now with the game?


A: We are preparing a major update that will introduce an entire new campaign, with a new character, featuring new gameplay mechanics.

Q: Can you tell us what new features this update will have?


A: On a very high level, the coming update will feature new combat mechanics, new spell casting mechanics, new character abilities, a new storyline, a new environment, and of course new enemies. There are also a lot of smaller features that are being introduced to improve overall user experience, such as subtitles for different languages, new in-game UI mechanics and much much more. In addition, this coming update will also feature a lot more under-the-hood improvements that will be noticeable during playing and are far too many to list in a Q&A session. Rest assured once the update is released, the release notes will feature all this information in great detail.

Q: When can we expect this new content to be released?


A: We cannot share a specific date at this moment, but we can share the fact that we are at an estimated 80-85% completion rate of this coming update. On another note we have been hitting all projected internal milestone deadlines, and as such we are confident we will hit the estimated release date that we have set internally.

Q: Shouldn't you be releasing updates, like every 2 weeks or every month?


A: After having addressed a massive number of critical issues in a rather short amount of time after the initial launch (see past Patch notes and updates) we turned all our attention to both developing new content and updating the core mechanics. Our priority is the development of a quality product. Qualitative game development takes time, resources and energy. Since we are not just preparing a patch, but rather a massive update which introduces a considerable amount of content and extended playtime, this coming update requires a significantly larger amount of time than previously released patches. There is also a lot more testing that needs to take place with such an update, so that, on its own requires a good amount of time as well.

Q: Are there any improvements being made on the current content?


A: We have taken the entire game, stripped it apart and we are rebuilding an approximate 95% of all its core mechanics. A lot of things are being entirely remade, including combat (both melee and spellcasting), interaction as well as many other things. We also plan to redesign the levels for the existing campaign, but this will occur after this coming update.

Q: You have not been posting screenshots or videos for a while. I am dying to see what you guys are working on!!


A: The stage of the development cycle we are currently in right now is one during which the development team needs to focus its energy and resources on the game. Bear with us a little while longer, soon we will be sharing screenshots, videos and content on a regular basis so you can see what the new content is all about before playing it.

Q: I have been burnt by Kickstarter and Early Access products too often. How do I know you are not one such project?


A: We are actively engaged in development, and in the four month period since the game's initial Early Access release we have a detailed patch history available, while we are constantly engaged in discussion with our community, and we keep responding every question, welcome and note every and any kind of feedback we receive, through any avenue of communication available. As you can see from available articles and media from the 2016 and 2017 periods, we have been working far too hard and we value our IP far too much to give it a bad reputation through "abandonware" .

As for the new year, we plan to hit the ground running. First priority is to release the coming update, then revisit the level design and gameplay specifically related to the existing campaign (Lavordian), after which we will focus on new content and introduction of more mechanics we have been wanting to bring for a while.

We want to take the opportunity to thank all of you who have been supporting us throughout development.

We wish you all a Happy Holiday Season, and a happy, healthy and fun new year!


Last but not least, here is a small teaser of the upcoming content:






Latest Update: Early Access Patch Version 1.3

In this latest patch we bring you a massive overhaul of the audio system and user settings, while we also shortened some lengthy dialogue bits and added a lot more random interaction with scattered objects among other fixes and updates.

More specifically:

Patch 1.3 notes:

  • Detailed graphics user settings (available in both main and in-game menus)
  • Detailed audio user settings controlling music, sound FX, speech/dialogue, master/overall volumes separately (available in both main and in-game menus)
  • Overhauled audio system that categorizes each type of sound into different categories each handled by the game separately
  • Sound System automatically lowers music volume when there is a main dialogue taking place
  • Customizable Vive controller trackpad-based locomotion (can now switch between touch to move and click to move)
  • Shortened Grave Digger (level 2) dialogue sequence while maintaining the same storyline
  • Grave Digger NPC utilizes spatialized sound for his dialogues
  • No more sound/speech overlaps
  • New version of the Main Menu SK music theme
  • Most random items around the virtual world can now be picked up and thrown as well as physically affect each other
  • Minor tweaking to the melee system, certain force/angle required to inflict damage upon NPCs (although MCS is being reworked from the ground up so this is a temporary fix until the full overhaul is launched)



Currently working on and coming soon:

  • Optional Virtuix Omni compatibility
  • Subtitles for Chinese, German and Spanish languages
  • Much more...


Currently working on but coming up a bit later:

  • Dungeon Mode
  • Dungeon Mode content
  • Much more...


Finally, today we also brought the price of the Early Access down significantly, so right now the permanent price for the game (while in Early Access) is $24.99.

As always feel free to provide us with further feedback either through the Steam forums/community hub, Discord or email.

Thanks,
-HELM Systems dev team-

Back to working after Hurricane Irma

We just wanted to share with all of you that we are all fine, and getting back to working on the game after Hurricane Irma passed through South Florida (where most of us are). We thank all of you who wished us well, and we hope those of you who were also on the storm's path, you didn't suffer any major damages and are getting back to normal as smoothly as possible.


So, just as a reminder, here are the immediate updates we are currently working on and expect to be releasing soon:
-Updated sound system that allows users to set the volumes for music, sfx, speech separately.
-Updated sound system that avoids sound overlaps
-Detailed and customizable graphics settings
-Subtitles for additional languages


Things we are working on but will be coming a bit later:
-New playable character
-New levels
-New enemies
-Refined melee combat system
-New spells for Lavordian/Isoropos campaign
-New runestones for Lavordian/Isoropos campaign
-Updates on tutorial for Lavordian/Isoropos campaign


Stay tuned for more!

Preparing for Hurricane Irma

Hello everyone!

I wanted to let all of you know that we may go silent over the next coming days or week since our studio and team is largely around the South Florida area. We're busy battening down the hatches, re-supplying, sharpening our swords and preparing for any potential post-apocalyptic hurricane lifestyle.

We're still going to be remotely working on the game until the power goes and as soon as it comes back but we're going to likely be more silent on communications to put that time towards disaster prep work.

To those of you here with us along Hurricane Irma's path we also wish the best of luck to you and please be safe! We want to see everyone happy, healthy and ready for the VR adventures we are building.

Talk with everyone again soon when the coming storm passes.

Early Access Version 1.2 - Latest Patch

After a marathon of optimizations, we bring you the latest patch. This patch focuses on performance and visual optimization.

So for patch 1.2, more specifically:

  • Brightness/Contrast balanced for both Vive and Rift
  • Major performance optimizations that should allow higher end PCs to play the whole game in High & Ultra (for the highest range) settings. Lower end systems should be experiencing a much more comfortable framerate and performance as well (at lower settings).
  • Decreased memory used by texture packages for each level, optimized to take up 1/4th -1/8th of the memory, should resolve memory related issues.
  • Much faster loading times between maps
  • Save file system changes related to old hand save data messing up new had scaling/positioning
  • Vive specific optimizations
  • Further light optimization for each level
  • Foliage and terrain optimization for Mardunuma/Grave Digger (outdoor) level


This patch should make the game comfortably playable on a wide range of machines and should fix any memory, brightness or hand issues that came up in the previous versions. Let us know how it runs on your end.

Known issues that are planned for next patch:

  • Overlapping sound fix/ new sound system
  • Detailed customizable Graphics Settings
  • Customizable Brightness Settings
  • Customizable Vive controller locomotion (switch between press and touch)


We will be keeping you posted on more updates and new features.
In the meantime if the new patch gives you any issues feel free to contact us either through here, Discord or email. Make sure to describe your issue, include your system specs and the HMD you use.

Thanks for all the feedback provided so far.

-HELM Dev team-


Early Access Version 1.1 - Patch Available now

We want to thank everyone for their patience but most importantly for the detailed and helpful feedback so far. We have been working endlessly since the release to bring you this patch which introduces a number of improvements and features, that should not only make the game playable for everyone, but improve several aspects of the game as well.

Here are the detailed Patch notes:

UPDATES

  • Performance Optimizations (Game has been tested and fully playable on several different setups with a wide range of hardware including i5,i7, Ryzen 1700, 980Ti, 1060, 1070, 1080, Titan X, 16GB, 32 GB RAM, with both Vive and Rift installed on different setups)
  • Introduction of Graphics/Quality settings. For the moment they are basic and categorized into "Low, Medium, High, Ultra". Ultra is not recommended, even if you believe you have a high end system.
  • Hand repositioning, scaling and rotation, specific settings for Vive and Rift to better match each HMD's controllers respectively
  • Sword and Staff rescaling and repositioning to better match real life hand placement
  • Spell aiming readjusted to better match real life hand placement and targeting
  • Decoupled Movement Option now features directional movement dictated by the left controller
  • HMD-specific brightness levels.
  • Load/Reload/Restart optimizations. Game logic now resets/respawns properly upon load/reload/restart, without blocking player progression.
  • Several optimizations that include, lighting, sky placement and settings, particle FX and more.
  • Experimental spacialized sound placement for certain NPCs
  • Opening Logos can be skipped by pressing trigger (as well as spacebar)
  • If HMD offsets player camera from VRPawn's collision settings keyboard "BACKSPACE" will reset it
  • Updated player rotation to revolve around player camera's axis.
  • Adjusted volume levels for music and speech in certain maps.
  • Staff Runestone placement and continuation of it on a loaded level.
  • Fixed Beat The Troll AI navigation issues
  • Full Screen mirroring for both Vive and Rift



KNOWN ISSUES/PENDING FIXES

  • Overlapping speech/sounds through different triggered events
  • Spacialized Sounds for all NPCs & other sound sources
  • Current Vive Brightness settings might not be preferable to some users



PLANS FOR NEAR FUTURE UPDATES

  • Fully detailed graphical settings allowing user control over different options, including shadows, effects, post processing, foliage and more.
  • Optional touchpad-press locomotion for Vive (while still maintaining a touch-based locomotion)
  • Brightness setting slider
  • Many more optimizations and feature introductions, based on user feedback as well as our own roadmap.



As always you are more than welcome to provide us with feedback, as well as bug reports.

We appreciate your interest in our game, but most importantly we appreciate your support.

If you want to be in touch or just simply hang out feel free to drop by our Discord as well. https://discord.gg/37TPK4j






Next Patch Incoming 48 Hours or ASAP. (Performance fix, basic graphic settings, lighting, etc.)

Hello everyone!

We’ve been working on a pretty big update for some of the issues and requests you’ve have shared on the forums or posts that should be done sometime in the next 48 hours as soon as possible. This patch should include the following:

- Performance fixes that should correct all rendering issues that made the game unplayable for some.
- Introduction of basic graphics settings (more detailed graphics options will be introduced at a later patch)
- We also added more brightness specifically for Vive users coz we noticed they were getting much darker rendering than Rift users. (Light source spell is also being looked at for later.)
- Load/Reload fixes addressing all reported issues that blocked game progression.
- Hands are being re-scaled, repositioned and tweaked to allow more comfortable user experience.
- Sword/Staff rescaled and repositioned to improve your user experience.
- Spell aiming improvements and modifications to improve your user experience and put enemies down more reliably.

Next patch we’ll start working on more detailed graphics settings, better sound and some other things from the list of items you all are sharing. We’re also setting up to create "Onward" style locomotion movement, or in other words direction being dictated by the left controller, will be added at a later patch.

We're also going to start looking at re-animating some of the Gravedigger from level 2. He is a bit off as you noticed due to the limitations we had with mocap vs hand animating completely and our animators are going to start re-working him this week. When we have an ETA on him being replaced we'll add it in patch notes.

Thanks again to everyone who is helping us guide the games direction and sticking in there with us. Your support has been amazing and we will count on it after each patch to make sure we keep improving to create the best possible VR RPG we can!

<3

Working on build variations using feedback from the forums

Hey all,

Just wanted to update everyone that we're making several builds to test some ideas out and solve the larger performance issues some are experiencing and looking to update the engine to 4.17 which has some more VR game improvements.

All the feedback I've seen with specs, examples and even recommended solutions are amazing and I wanted to thank all of you so much for taking time to do this. It really does help since we don't have all the setups or variations to test on.

The reason for testing multiple build variations now is test by rule of elimination to continue narrowing down the problems causing issues for people.

If you you have any additional information or thoughts on things you see bringing your performance down such as specific spells, locations, etc. let us know. From what we've seen the problem is mostly around VIVEs but we're testing these builds on both.

We're also talking with Unreal for additional support as well. That said, this next patch will take some more time to have completed vs the last 24 hour bug hunt but I wanted to assure all of you we are working on it.

Day 2 Hotfixes Incoming (Tutorial bugs, movement improvements and work towards improving performance)

Hey everyone!

Here are some fixes the team have been working at all day after we went through some of the feedback you all have provided and looked at what we can do fastest for your biggest benefit.

We know some of you have some issues from performance to gameplay and are sticking in there with us. Our gratitude cannot be expressed enough other than by working long and hard so hopefully this is a step in the right direction for your continued support.

It’s not everything we can do or need to to towards launch but on Day 2 of release hopefully these will help some more of you get a better gameplay experience:


  • Touch-based locomotion (VIVE) added
  • Touch-based rotation (VIVE) added
  • Optional Decoupled Locomotion (adjustable in "Settings" - both main and in-game menus)
  • Tutorial level fixes
  • ----Key does not get lost if you reload
  • ----General adjustments and optimizations to help move towards better performance
  • General sound and music volume adjustments and balancing
  • Oculus Touch controller main menu mesh material updated
  • Lock visibility and size increased on MAR2/Mardonian Monastery Interior (Level 3) at the final end door

"We are currently experimenting with several different settings and options of SteamVR, will provide more data once we have certain results. In the meantime recommended settings to try out as a temporary bandaid include (Thanks to the community for helping us find some of these!):


  • Set Supersampling down to 1.0
  • Activate Direct Mode
  • Set Chaperone mode to dev
  • Turn Floor Bound on
  • If anyone else has experienced something that helped their situation please share to help our fellow VR Gamers out.


We are still looking into further optimizations and we also reached out to Nvidia see if they can provide some more details on the issues mentioned with certain Nvidia GPUs

We’re also still chipping away at the next large content release which is the first version of dungeon crawl mode but performance and playability now are our primary directives.

We're also looking into making our bugs, troubleshooting, requests and work-in-progress more readily available to all of you. Trello is the likely candidate but may take a few days to execute after some other more important matters first.

What we're working on today to patch when ready. Based on Early Access Tester Feedback so far.

Here is a list of things we're working on today, these will be patched in once they are ready and are some of the issues we've seen mentioned during playtests on day 1 of Early Access:

- Touchpad locomtion: Move by sliding instead of clicking touchpad
- Optional decoupled mode
- Locking open tutorial room doors to prevent people getting stuck
- Prevent tutorial key from disappearing or not spawning if a step is missed in tutorial
- In-game controller schematic that can be brought up any time explaining what each button does
- Attempt to add optional rotational speed
- Performance bug hunt which is affecting some systems above our recommended system settings.
- In touch with NVIDIA to assist if possible with some card issues
- Recommended settings for VIVE being tested that we and some of the community members have found to help performance:
- Set Supersampling down to 1.0
- Activate Direct Mode
- Set Chaperone mode to dev
- Turn Floor Bound on

That is being worked on so far and we are sifting through all the reports and posts you all are making to see what bugs, user experience and performance issues we can fix as soon as possible.

Those aren't the only things that will be worked on but that is our starting list of things we are looking at right now. When they are done or near done I will follow up and announce the patch with what was added in, what's missing and when we can get it live.

Thank you to the Early Access testers who are helping out! We know there is a journey ahead but we're just starting down this road together!

Link to thread http://steamcommunity.com/app/442660/discussions/0/1470842897552702419/