The Take cover
The Take screenshot
Genre: Strategy, Indie

The Take

Patch 2.0 : Oculus Rift Support & Steam Summer Sale



Oculus Rift Support is FINALLY here!



As such, we've created brand new Oculus-based models for the controllers.
These Oculus versions feature a yellow button at the top so you can turn by a few degrees with each click. This will help if physically turning your body more than 180 degrees will occlude your controllers in any way from the sensors.

Simply start the game and if your Rift is all set up, the Take should automatically run it. We're super excited to bring The Take to all of our Oculus fans and can't wait for you to share it with your friends and family!

To celebrate this patch, we're also participating in the Steam Summer Sale for 20% off. Now's the best time to bring The Take into your home!

Have fun everyone!
~ The Stuido Crew

Patch 1.0 : LIV Integration + Bug Fixes/Gameplay Changes!



Hey there!

Streamers rejoice! We're very happy to announce that the LIV Client has now been integrated into The Take!

LIV is a free Mixed Reality compositing tool that simplifies and enhances any Mixed Reality capture. The LIV Client supports OpenVR and is compatible with a large library of games, with more being added on an ongoing basis.

We're super excited to bring this feature to streamers, and cannot wait to see the content that you all produce with it!

For those who are interested in setting up LIV on their home devices, the free LIV Client can be found here: https://store.steampowered.com/app/755540/LIV/

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And now Patch 1.0 Notes!

BUGFIXES:



  • Gaze traps will now properly snap to walls, ceilings, and floors. They will no longer awkwardly stick out from the walls.
  • Fixed the issue with "Traps Set/ Traps Triggered" not displaying properly on the post-game stats screen, and adjusted the size of the stat screen itself.
  • Decreased the likelihood that traps will automatically trigger at the start of the Seeker's turn.
  • Decreased the likelihood that unused traps will appear on the Seeker's turn.
  • Ink and Flash traps should now trigger at the same distance.
  • Objects placed inside your inventory should no longer collide with objects in the world. Refined the inventory belt system overall.
  • Fixed the issue where the trap count wasn't set to medium by default.
  • Pressure plates are now more accurate and will disappear properly at the end of the Hider's turn if nothing is placed on top of them.
  • Additional minor bug fixes.


GAMEPLAY CHANGES:



  • An unlimited time mode has now been added to the game! Now you can take your time setting up the perfect room. Players can always end their turn by exiting through the door in each room.
  • Updated the Traps section of the Tutorial to be more visually descriptive and useful.
  • Added directional arrows and a "Pull Me" sign to the last room of the Tutorial.
  • Increased the size of the Ink trap's splatter. It's now even MORE annoying!
  • Added a system that checks if your computer has a proper HMD present. If there isn't one, it will present you with a "Quit and Try Again" button.
  • Gaze traps can no longer be put in your inventory.
  • Added a few more gaps between the walls and the furniture in all three rooms to create more spaces to hide the intel.
  • Added additional varieties of small potted plants.
  • Slightly increased the duration of all traps to make them more effective against the Seeker.
  • Trap icons are now colored with their associated accent colors!
  • The credits are now animated.
  • Additional minor visual tweaks and quality of life improvements.

Pax East Wrap-up, Updates, and Oculus

Hello everyone!

We just got back from Pax East in Boston and we had an incredible time! Though we're pretty exhausted, we're also ecstatic about the response we got from players! Everyone really seemed to love it, and there was some fierce competition between convention goers!

We're moving into a larger office down the hall that will give us more space to playtest in VR, and we can't wait to get it all up and running. In the meantime, we wanted to fill you in with some updates on our progress.

We're currently working on our first batch of patches/bug fixes for the game. These first few patches will primarily consist of quality-of-life improvements, bug squashing, and polish. Expect these patches within the next few weeks. After those are done, we'll start to add in some additional content, but we'll keep a tight lid on what those are for now.

Lastly, we're working on developing an Oculus-compatible version of the game to be out by early May. This will require some button remapping, new controller visuals, and a new turn mechanic. We really want to bring The Take to Oculus owners, and we're working as fast as we can to get it out to you. :)

In the meantime, we're happy to announce that we've been selected to show The Take at the Indie Zone at VRLA 2018 in May! http://virtualrealityla.com/



We've also been featured by PSVRFrank in his latest video! Thanks Frank!
https://youtu.be/AbCO_vJJabA

Until next time,
~ Stuido

The Take - Now Live!



Greetings agents!

The Take is now officially live on Steam for the HTC Vive and Windows Mixed Reality headsets! Take advantage of our launch sale while you still can!

This is Stuido Studios' first official release and we couldn't be more ecstatic to bring it to all of you. We look forward to hearing your thoughts and feedback as we continue to make The Take into the best competitive hotseat VR game it can be.

While we fix any issues or bugs that may arise, keep your eyes peeled for future updates, patches, and content as we work to bring the game to additional headsets and platforms over the next few months.

Next stop, the Indie MegaBooth at Pax East in Boston. It'll be a long frenetic week, but we're looking forward to the blissful madness!

All the best,
Stuido Studios

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