Vanishing Realms cover
Vanishing Realms screenshot
Genre: Role-playing (RPG), Adventure, Indie

Vanishing Realms

Vanishing Realms: The Sundered Rift Update

This update fixes a number of minor bugs in the newer chapters, and addresses player feedback on end-game difficulty. Some players felt the end-game was disproportionately challenging, given the amount of mana that folks were typically collecting and expending in preceding areas. Additional collectible mana may now be found in locations much closer to the end-game.

To extend the original sale event, The Sundered Rift expansion is available at a 35% discount.

Vanishing Realms Bundle

Vanishing Realms: Rite of Steel and the new sequel Vanishing Realms: The Sundered Rift are now available through a "Complete The Set" bundle. If you purchase both adventures through the bundle offering, the discount will apply to both games. If you already own the base game, the discount will still apply to the new sequel when purchased through the bundle.

Update, August 31st 2019

Today's "hotfix" update fixes an issue for some Index controller users, and fixes an issue with some save games in the Expansion.

1) Expansion: previously, if you quit the game just after completing a path, but before entering a subsequent gate, you could end up without a relic upon restart. This is now fixed - when restarting the game your inventory will always contain the previously acquired relic.

2) Base Game & Expansion: Some Index controller users had issues with accidentally dropping items, especially torches and mining picks. It is no longer possible to drop these items, although torches may still be thrown. The maximum number of torches or mining picks held in inventory is now capped at two. (NOTE: the accidental dropping is heavily dependent on the index controller binding settings. Users may customize the binding they have associated with Vanishing Realms to be more/less sensitive to grip force: SteamVR, Devices, Controller Settings, Vanishing Realms, Edit Controller Bindings)

UPDATE, August 26th 2019

Today's update improves a few playability issues and fixes bugs in both the Base Game and the Expansion.

Base Game & Expansion



  • Previously it was quite easy to accidentally discharge/fire a magic wand or magic item when trying to return it to the inventory belt. This is now fixed.
  • The Inventory belt used to snap-rotate itself in 45 degree increments in an attempt to stay in alignment with the player's head position. Unfortunately, this looked somewhat clunky and could cause a 'chasing your own tail' effect when trying to add or grab from the far right or left inventory backpack. The inventory no longer snap rotates, but will instead only realign itself if the player walks by more than a half meter or so.
  • In some situations, the Inventory belt could obscure the player's downward view and make it difficult to shoot or throw weapons at an extreme downward angle. The change to the belt described above enables a work around for this: look down and to the right, the belt will appear and lock in place, then look forward and down and commence with your now unobstructed deadly hail of arrows.
  • Some throwable items, found in certain dungeon areas, could be picked up and thrown only once. This is now fixed.
  • While dodging inbound projectiles, some monsters would dodge, recover, then instantaneously release their own ranged attack. At close range, this was particularly unfair as it was impossible to predict or dodge. This is fixed for Archers in the base game, and all ranged attacking monsters in the Expansion (Ogres, Snakestrikers, Pack Hunters etc )

Expansion



  • The 'HAVEN' check point was broken. Tying to load this checkpoint could cause duplicate items in inventory such as the Tome, and some checkpoints would have been unselectable from the startup menu room. This is now fixed and any save games with that checkpoint should behave correctly.
  • If you hit Pause while the Spirit Guide is running or climbing stairs, it could cause her movement to break and she would fail to complete her guiding task with you. Sometimes hilariously, by walking only on her hind legs. This is fixed.
  • Playability fix to the Orc Marauder's melee combat. Orcs are now a little smoother/more predictable to fight in melee combat. A bug was fixed in one attack animation, and most melee attacks slowed/smoothed.
  • The Orc no longer shield-bashes as frequently when the player gets within close range, making it a little easier to fight with shorter-reach weapons.
  • The blue Dragon Hunter now has less armor than the Dragonflame Hunter, animations are slightly smoother.
  • The Stoneskin Ogre is no longer able to instantly discharge his ground slam ranged attack while dodging or taking damage.

New Expansion Just Released

Very happy to announce the completion of the new Expansion to the base game. You can check out the Expansion description by following the DLC link on the main Vanishing Realms store page. If you'd like to get the new Expansion, you'll first need to update the base game. To play, you'll need to reach the end of the base game - existing save games should all work fine.

With the completion of the shared technology between the base game and the Expansion, the base game has also finally left Early Access. Most of the goals from the original 2016 Early Access launch announcement and the later Launch Roadmap Sep 2016 Launch Roadmap had been reached within the first 18 months or so, although the game remained in Early Access for twice that period.

In response to thoughtful community feedback and feature requests, the following lists some of the additions made to the base game while in Early Access.

  • Some players felt the game was too easy. A complete hard mode was added to the base game. The monster AI was extensively modified to accomplish this.
  • Following the initial launch, some players requested additional free content. A new mid-game dungeon with a 2-story maze, 2 new mining caves and 3 new outdoor combat/exploration areas were added. This added 17 new monster combat encounters, 3 new puzzles and riddles, and introduced a new type of two-handed weapon. Steam reports average playtime for the game is 3 hours 50 minutes.
  • Some users felt Teleportation movement broke VR immersion for them. New locomotion was added to the game, including continuous smooth/gliding and Snap Turning options.
  • Some players struggled with aspects of the belt-based inventory system, others requested advanced features. The inventory system was simplified and upgraded and the ability to 'hot swap' weapons was added.
  • Players requested more interaction with world items such as skulls, stones, candles, books etc. The majority of world items were updated to allow grab/throw interactions.Flammable cloth, leaves, webs, straw were added. The new interactable items were integrated into the game as hiding places for treasure, secret keys, etc.
  • Climbing was added as an additional movement mode and retrofitted to the dungeon areas, with items added as climbing rewards.
  • Achievements were expanded and integrated with Steam.
  • Many players requested better support for more types of VR hardware. Hardware support for Oculus and Index was added and integrated into the training room.
  • Some players reported frame rate drops in certain outdoor areas, especially those using the initial round of VR gaming machines. The game engine was upgraded and its rendering performance improved.
  • Some players felt the game was beginning to appear outdated as the Early Access period extended beyond 2 years. The wild/outdoor areas were updated to include a higher level of detail. Ground which previously showed 'painted' grass now contains tall, 3d grass. Most trees maintain higher resolution at greater distance and no longer 'pop' to a different level of detail. The entire game was relit and shadow distance and resolution were improved. The appearance of many treasure items was updated with a newer generation of metalic/gold shaders.
  • Player-reported bugs were fixed throughout the Early Access period, contributing to a stable base game.

    The most recent update includes the following changes in the base game:

  • Index Controller Improvements. Index controllers should be better recognized when activated after the game starts.
  • Item Drops. It's no longer possible to drop certain critical items, such as special keys or, for instance, the last mining pick in player inventory.
  • Item Grab Improvements. There are two ways to grab items, you can click outside the item, then 'sweep' through it, or you can click within the item. This update improves the second case - all items should now respond to either method.
  • The price of the Dragon Fire wand has been lowered so players who spent gold on the Giant's Bane weapon can more easily afford it.
  • Monster AI. Many changes to improve the agility of monster movement, especially in outdoor areas.


Here's an excerpt from the Early Access description of the game, posted on the storefront page when the game launched in 2016, and remaining for the duration of the Early Access period:

Why Early Access?
"There are still content and features I'd like to include in the full version of Chapters 1 & 2, and Early Access gives me time to respond to community feedback.”

Approximately how long will this game be in Early Access?
“4-8 weeks for Chapters 1 & 2.”

How is the full version planned to differ from the Early Access version?
“Performance tuning to support a wider variety of lower-end graphics cards, customize some assets, integrate the game's achievements with Steam, address any major bugs or design issues early players may find.”

What is the current state of the Early Access version?
“Fully playable.”


I am extremely grateful for the feedback and support received from the community during Early Access. At this point, development focus will shift to updating the base game and new Expansion as needed to fix any new playability issues and bugs folks may encounter.

Update June 2019

This update adds Valve Index Controller support to the base game. If you are an Index Controller owner, when playing Vanishing Realms please be sure to use the "Indimo Labs: Official Index Controller Binding". (Update from Valve: this is now the default binding for the game, so you should be good to go.)

Climbing, Throwing, Teleporting, Glide Movement, Snap Turns, Dropping now use hardware features of the Index Controllers. For instance for most configurations of climbable ropes and chains, you can 'grab' the rope or chain by closing your hand around it. Open your hand to drop items or the rope you're climbing. To Glide (if you've enabled the feature), you may push forward on the left joystick rather than swiping on the Track Pad. Glide movement speed is proportional to how far you push the joystick. To Teleport, you can push forward on the right joystick, and to Snap Turn in place, you can push left or right. Picking up world items, and sweeping through items such as floating treasure, continues to use a trigger click with the offset blue orb as a hotspot.

The game should now behave a little more sensibly if you happen to activate one or both controllers after you launch the game. You can also mix Vive and Index controllers while playing, and the game will refrain from second guessing your motivations.

When launched, the game should now also load extremely quickly to the main menu room. The game will only load content once a player selects the target area.

NOTE: You can select movement options from the first startup menu room in the game, however the options are not selectable from the later "pause" room. This is a regression, will be fixed in next update.

That's it for now - more news later!

Vanishing Realms January 2018 Update

Hey all, here's a little update to celebrate the start of the new year!

  • Steam Achievements are now supported. Notes: Since Vanishing Realms supports multiple player profiles on a single Steam account, achievement progress is uploaded to Steam based on the LAST player to play on an account, as well as on the last checkpoint that player passed in-game. Overall, these are the same achievements you could previously earn in-game, but now the entire world can witness your VR awesomeness!

  • Faster Glide speed. Top speed while sprinting is now a little faster.

  • No joystick click required for Oculus Touch. Some players felt that holding down the trackpad/joystick while sprinting was difficult for longer durations. Now if you select the faster movement option from the pause menu, increased glide top speed remains in effect full time. You can still control overall glide speed by the position of the trackpad/joystick.

  • Smarter Oculus Touch sensing. Some Oculus Touch players also felt that clicking the joystick to teleport or clicking to 'snap turn' was overly difficult. Oculus players no longer need to click - just push the right joystick forward to bring up teleport, or push leftward/rightward to snap turn. As before, you must first enable turning in place in the pause menu to try out the snap turn feature.

  • New Language Support. Vanishing Realms now supports Simplified Chinese language in-game and on the Steam store page. The language may be selected either through the overall Steam settings, or via the Language tab found in the Properties settings by right clicking the game in your library. Not a big deal for English language speakers, but the game does look pretty cool with all those neat looking Chinese 'runes' :)





Vanishing Realms 2017 Update

SUMMARY: This update expands the core game by adding new Locomotion options, Climbing support, Oculus support, Inventory system fixes and Gameplay fixes. In addition to updating the existing chapters to support the new locomotion modes, a significant internal upgrade was made to the game engine. This tech work, although largely transparent to players, will allow the world of Vanishing Realms to expand in the future, enabling the possibility of a more open-world game design. I hope there’s some fun stuff in this update for all players, however it’s worth noting this is not a release of new chapters. That work is ongoing, but not yet complete - and as mentioned in the last update, new chapters will be part of separate DLC.


NEW GAME FEATURES:

Vanishing Realms now supports additional Locomotion options, available from the Pause Menu.

GLIDE: By popular demand, this option allows players to use the left trackpad to move continuously through the world without teleporting. As far as trackpad locomotion goes, Vanishing Realms implements a relatively comfortable form of movement: no view rotation is experienced. Minimal Teleporting is still required to ‘jump’ over water or dismount from ladders.

VIGNETTE: This option may be enabled to automatically mask peripheral vision while Gliding. Motion-sensitive players may find the vignette significantly increases comfort while gliding with the trackpad. The theory is that motion discomfort originates when inner ear sensations fail to match visual cues. Peripheral vision appears to contribute more to this perceptual mismatch than forward vision, so masking peripheral vision helps dampen discomfort. Seems to work for me!

SPRINT: This option increases Glide speed when the left trackpad is clicked and held. Sprinting may be uncomfortable for motion-sensitive players, so it was included as an option rather than default behavior while gliding.

ROTATE: This option allows players to instantly rotate in place. The sensation is similar to teleporting, but without forward movement. To rotate, players click the leftmost or rightmost portion of the Teleport trackpad. This feature helps prevent HMD cord tangling, and aids those players who have a smaller playable area.

CLIMBING: Ropes, chains and ladders my now be climbed ‘by hand’ using tracked controllers. ch1 & ch2 have been retrofitted to include some fun climbing surfaces. [NOTE: patch released 9/22. Fast climbing now supported.]

OCULUS: Oculus hardware now has better integrated support. The correct Oculus Tracked Controller models show up during initial training, and the dreaded teleport ‘flash’ bug is fixed.

INVENTORY BELT: The inventory belt now automatically recognizes the height of the wearer, allowing shorter players to more easily reach the belt. The belt no longer disappears when the player is crouching. Inventory items stored in the left or right backpacks are now restored to their original backpack when resuming a saved game. [NOTE: patch released 9/22. Fixed bug when holstering 2-handed weapon]

GAME FIXES: Some players were accidentally bypassing a large outdoor section of the game by saving up enough gold to purchase a certain magic item early. This is no longer possible. The 2-handed axe now has a double-blade, which some players may find easier to wield. Some poems were rewritten to provide better clues in the outdoor areas.

TECH: This update includes a major new game engine version and an upgrade to OpenVR support. The game now supports loading very large outdoor areas, allowing for a more open-world design in the future, as well as DLC expansions. The entire game was re-lit to support the new game engine upgrade, and every room was re-worked to support the new Glide movement mode. If all went well, these tech changes should be invisible to players.

Launch Roadmap

Edit 3/8/2017: Development on Vanishing Realms continues, with new content and support for new hardware in the works. To keep the following post relevant, I've removed the original reference to a fixed, near term shipping schedule, however. As it required over 2500 hours of dev time to create ch1 & ch2, I've concluded it's quite beyond me to accurately estimate a delivery date for new chapters! When posts about playtesting start to appear in the community hub, we'll be getting close though. Following is the ongoing work plan:
___________

The next large update will launch the first two chapters of Vanishing Realms out of Early Access. This major update will mark the completion of all the technical work I had envisioned for the base game, as well as all the content I'd hoped to deliver in the first 2 chapters. Integrating community feedback and adding the Warrior's Challenge, the 2 handed weapon mechanism, throw/break/burn interactions and the newly expanded environments has very much helped to fill out the duration and quality of the game. Around 5 months of additional full time dev work have been integrated and shipped since the initial Early Access release, and I feel pretty happy with the overall state of the game.

Post launch, I'll continue to support ch 1 & ch 2 as needed with fixes/technical updates, while the majority of my dev time will be spent creating completely new content for ch 3 and beyond.

The new content for ch 3 will likely be delivered as DLC, unless the new chapters(s) become too large, or require significant new technology. The alternative would then be a separate expansion, however I'll know more only when the new work is closer to playtest. I don't have a clear idea on pricing yet, and I've historically been overly optimistic on delivery dates, so I'll exercise some restraint and hold off until I know a bit more. After launch, I very much look forward to focusing on new weapons, magic, creatures and environments for ch 3! Feedback on the Community Hub has been extremely important in improving the game, and I hope the thoughtful ideas and contributions presented there will continue.

SECOND UPDATE NOW AVAILABLE

The second major update to Vanishing Realms is finally available! Highlights:

  • Hard mode with new AI that can parry, dodge, pursue, strike at vulnerabilities and execute combination moves.
  • The mid-game has been expanded to include a number of large new indoor and outdoor playable areas.
  • Two-handed bow aiming is now supported, and there is a new two-handed melee weapon which requires some skill to master.
  • From the opening screen, it is now possible to select and replay any previously reached checkpoint.
  • Checkpoints may be replayed on either 'classic' or 'hard' mode.
  • Many previously inert items may now be grabbed, burned, thrown, broken, and these behaviors are integrated with puzzle design and gameplay.
  • Skeleton swordsmen are divided into three distinct difficulty types with new custom model changes for each type.
  • Monsters have approx 40 new melee animations.
  • Teleporting uses a new spline that better shows range limits and interacts with terrain.
  • Achievement stats are now visible from the pause room.
  • The Rite Of Steel arena retains the two-death restriction, but the time constraint is now relaxed so that all players will have ample time to strategize.
  • The final game room contains an End Game button and a summary of all achievements and checkpoints.
  • Many more small changes than can be listed here - please find more detail pinned in the dev post under 'Players Post Here' in the Vanishing Realms Community Hub.
As always, feedback is welcome and appreciated!