Our next title, Bocce Time! and Vengeful Rites on Viveport Infinity!
Hello, again everyone! It's been a while since the last time we posted here, but that time has been spent toiling away, learning more game development tricks and skills and developing something everyone can enjoy. Announcing Bocce Time! our next title, releasing June 17th on both Steam and App Lab!
Bocce Time! is a crossplay multiplayer bocce game supporting PCVR and all Quest 1 and 2 devices through App Lab. Not familiar with bocce? It's an ancient and simple game where players throw out a small ball and then two teams take turns throwing out their team balls in a contest to see who can get theirs the closest. Precision and power are key to success and with the ability to move the target or bump your opponent's balls with every throw, the dynamic and skill based nature of the game leads to a ton of fun and exciting clutch moments!
You can play alone against AI to unlock different ball designs or through online 1v1 quick matches as well as in private rooms of up to 4 friends to play 2v2 matches. Check out the official store page and be sure to wishlist to get a reminder when the game goes live on June 17th!
In other news, Vengeful Rites is now available through Viveport Infinity! You can play the game there as part of your Infinity subscription without having to buy the game directly. It's just another way for players to experience the epic adventure on their own terms. Haven't bought the game yet? Now's the perfect time to get in there with a Viveport Infinity subscription!
Vengeful Rites is now out of Early Access!
The day has finally arrived! Today, after over two and a half years, we exit early access. What an accomplishment this is for us, and one we couldn't have done without all of you! Sadly, the vast majority of games never make it out of early access these days, and without all the support and feedback we've received, we might have fallen into that category, too. Your kind words, constructive feedback and passion for the game have made it very easy for us to stay committed to delivering the game we set out to, so from the bottom of our hearts we want to thank you all for keeping us going over the years!
Creating this adventure has been an adventure in and of itself for us. We quit our jobs over 3 years ago and moved cross-country to make this game and learn the ins and outs of game development, and we can honestly say it was the best decision we've ever made. We've enjoyed every minute of the last few years, even the annoying stuff like bug squashing. It's all been in service of creating the game we wanted to play in VR and the final product is beyond what we ever expected to be able to deliver when we first set out.
What a journey it's been. We've learned so much since we started and no small part of that is thanks to all of you players who have shared your thoughts and feedback to help us get the game as fun and as polished as possible. When development of the game began, we were as green as developers could be with less than 6 months of experience. Thanks to your faith and support over the years, we've been able to pay our bills while receiving an education in game development and working on something we could be proud of. The VR community has been a godsend for us, and we couldn't be more grateful.
We hope the adventure we've crafted is as enjoyable for all of you as creating it has been for us. Happy adventuring, everyone!
Hotfix for a tutorial glitch and more lore books added.
Hello, everyone. Today's patch is a hot fix that corrected an issue where you could prevent Master Abardon from drawing his sword during the tutorial and have to restart the tutorial to continue. We also added/changed some books in the Serafin Castle that talk about some of the bosses and shed a little extra light on Dragore's history. No need for additional patch notes with this one.
If you run into any bugs/issues in the game, feel free to reach out and let us know in our discord or you can do so in the forums here, too. Happy adventuring, everyone!
Minor patch to improve menus and inventory interactions.
Hello, everyone. Today's patch is a small one to improve accessibility and responsiveness in regards to the inventory and other menus in the game.
Changes and Improvements
Changed up the menus/inventory to utilize laser pointers for more precision and ease of use.
Added a note on the bag about storing items quickly in your inventory.
Cleaned up some wonky textures.
Improved the way destructibles break to be more realistic in places.
Bug Fixes
Fixed a bug where dying during the fight with Dragore's two goblins during the tutorial would cause the mine shaft by the merchant to be unlocked, allowing you to potentially skip over the shop and your first bow.
That's it for today's patch! Keep the feedback coming and we'll do all we can to get the game in the best shape possible for our launch on July 29th! The best place to speak up is in our discord, but you can do so in the forums here, too. Happy adventuring, everyone!
Boss balancing and minor bug fixes.
Hello, everyone. Today's patch rebalances some boss fights, adds some additional polish in places and squashes some minor bugs.
Changes and Improvements
Reduced Dragore's HP in the first stage of his fight and made him significantly more aggressive on apprentice and master difficulties
Added spawning traps and adds to the King Seraf boss fight at the end of chapter 2.
Added a dragon appearance around the Serafin Castle for some foreshadowing.
Made the return to checkpoint option more noticeable in the menu.
Changed the writing on the paintings plaque in Serafin Castle to be more legible.
Added some more sound effects to flesh out some areas.
Changed where you spawn should you die during the second phase of the Dragore fight.
Bug Fixes
Fixed a bug that would cause chain lightning to fly off to the center of the world when an electrified enemy died with other enemies nearby.
Fixed a bug that would sometimes cause the HBAO setting to not update its status in the main menu.
Fixed a bug specific to Oculus headsets that wouldn't allow you to turn left with smooth turning.
That's it for today's patch! We'll be continuing to do these little polish passes as we approach full release on July 29th, so we'd love it if you would report any bugs and share your feedback as we do! As always, we'd like to invite you to our discord to share your thoughts and report any bugs you may come across! Happy adventuring, everyone!
More polish on the road to full release.
Hello, everyone. Today's patch fixes some minor issues with the controls and tweaks things to give the best initial experience for new users.
Changes and Improvements
The game now detects if you're using Index or Touch controllers the first time you launch it and will set your primary grab button to the grips if so. This can be changed back to the trigger if you prefer in the options menu.
All text/audio in the game related to the primary grab button will now be updated according to the option chosen.
Bat swarms in the vampire boss fight can no longer be outrun on any difficulty above novice.
Melee enemies will no longer attempt to duck under an arrow until it's been fired.
Changed the spawning sound effect for scepter charges, and the visual effects of default charges.
Bug Fixes
Removed some jank with selecting belt quick slots while holding an item that would cause the left slot to have priority even if the right slot was your intended target.
Fixed a bug that would cause the kinetic glow on objects to deactivate if you targeted and then untargeted them with one hand while controlling it with the other.
That's it for today's patch! Expect more polish passes to come as we approach full release on July 29th! As always, if you have any feedback to help us improve the experience, please let us know on the forums here or over in our discord! Happy adventuring, everyone!
We're exiting Early Access on July 29th!
[previewyoutube="a-qNsNJfmpI;full"] The time has come for us to leave this Early Access tag behind us! We've been in development for over 3 years at this point, and in early access for the lion's share of that. With all the feedback we've received and the support of all of our players, we've managed to create a game that we're truly proud of and that we think everyone can enjoy. Now that we have all the content we planned to include in the game and there are no major bugs that we're aware of (please let us know should you find any), there's no reason for us to put off full release any longer.
We'll spend the next month continuing to touch up on small things and fix any lingering bugs there may be, but come July 29th the game will be fully released! We couldn't have completed the game without the support of all of our players, and as this game has been a passion project for us from the very beginning, we can't thank you enough for helping us get it finished! Thank you all from the bottom of our hearts.
That said, we could use your help one more time! As many of you may know, we're a very small team of just two twin brothers, so we could really use all of your help in getting the word out! Tell your friends, let YouTubers know about the game, tweet, share, post and all that good stuff! We'll be doing our best to spread the word, but every bit of exposure is super helpful. Thank you again for everything you guys have done and will do as the game approaches release and beyond. We can't wait to bring this adventure to a close with you!
Some bug fixes and more polish.
Hello, everyone. Today's patch is primarily a bunch of bug fixes with some other minor polish. Expect to see more of these as we get closer to exiting early access.
Changes and Improvements
The tutorials will now detect if you've changed your primary grab button in the options and update the text accordingly.
Bombs now interact with ore and certain objects later in the game so those who manage to hold onto them can find some use for them.
Improved some particle effects throughout the game.
Improved the sensitivity of smooth turning on the Index controllers.
Bug Fixes
Fixed a bug where saving the game while wearing the Ring of Fortitude would potentially reduce your maximum hp the next time you loaded in.
Fixed a bug where launching the game with LIV would cause you to load in without any gold, iron or otherworld essences.
Fixed a bug where aiming your teleport arc near corners where the ground met a wall could potentially place you under the ground in certain circumstances.
Fixed a bug where master/music volumes wouldn't take effect in the main menu until they were adjusted there.
Fixed a bug where quiver capacity and slain enemies would carry over if loading in a new save after exiting a previously loaded one.
Fixed a bug where you'd receive the achievement for collecting all watcher essences before you actually collected them all.
Fixed a bug where grabbing the life fruit in the hidden forest would result in your hand and the life fruit going invisible.
Fixed a bug where returning to a previous zone through a portal would spawn you at the beginning of the zone rather than the end of it.
That's it for today's patch! We're constantly on the lookout for feedback to help us squash these bugs and refine the gameplay, so please don't hesitate to share your thoughts and report bugs as you find them! As always, we invite you all to our discord to share any feedback you may have to help us improve the game going into full release and beyond. Happy adventuring, everyone!
Fast travel added and checkpoints reworked.
Hello, everyone. Today's patch introduces a much requested feature to the game: fast travel. With this new mechanic, you can easily return to previously visited zones to unlock secrets with new spells and hunt for achievements.
Changes and Improvements
Added fast travel stations around the world that allow you to revisit previously unlocked waypoints for easier backtracking. They're retroactive, so unlocking the one in the latest zone you've reached will unlock all previous waypoints, as well.
Checkpoints have been changed over to work more predictably. When selecting the "Return to checkpoint" option from the menu you will be returned to the last checkpoint you passed through. If you haven't passed through a checkpoint since loading into the area(meaning you've just loaded into your save file or fast traveled to the area), you'll be returned to the nearest checkpoint you've unlocked in the area.
Made the bramble obstacle in the Forbidden Mine more expansive to clearly show that it can't be circumvented.
Added a few new lore books in the Otherworld. More coming soon.
When returning to your home after Master Abardon has been killed, you'll find his gravestone nearby and the enemies that arrived with Dragore will no longer be around.
Bug Fixes
Fixed a collision issue in the tutorial zone that would allow you to force your way around your house, skipping part of the tutorial potentially.
Fixed a bug where saving in the tutorial zone and then returning to the main menu to start a new save file would load you into the scene at the location where you previously exited the game instead of at the start of the tutorial.
That's it for today's patch! Fast travel was the last significant change we had planned for the game before exiting early access, so we're nearly there! We'll be adding a few more minor story elements, improving a few things in the tutorial and addressing any bugs as they're reported, and then it's on to full release! As always, we invite you all to our discord to share any feedback you may have to help us improve the game going into full release and beyond. Happy adventuring, everyone!
Boss balancing and more tutorial tweaks.
Hello, everyone. Today's patch makes some tweaks to bosses in chapters 3 and 4 and updates the tutorial section of the game a bit.
Changes and Improvements
Reduced the damage of the Giant Elemental boss' ring of fire attack by half on novice difficulty.
Increased the detection radius of the kinetic grappling points in the Giant Elemental fight to reduce the timing precision necessary to successfully chain them.
Changed the logic for the Orc boss at the end of chapter 3 to spawn fewer adds depending on the difficulty selected and to spawn them less frequently in the final stage of the fight.
Updated the tutorial cutscene with Dragore to use his new model and effects.
Added the pick axe to the shop so players who manage to miss the one given in the early game can easily acquire one.
Added a video clip to the pick axe tutorial that demonstrates its use and how to store it in your belt for quick access.
That's it for today's patch! We've got more polish on the way and bug fixes as they're reported right up to and beyond full release. As always, we invite you all to our discord to share any feedback you may have. Happy adventuring, everyone!