63 days have gone since the last release of Zephyrus Prelude... and here VR 🙂 again fresh, crispy features new content elements and more fun... thanks to our talented developer team. We have all put in a lot of blood, sweat, and tears but the result is definitely high class. We are pleased to announce the latest improvements! For more insider tip click to our Dev Diary on DISCORD Whats new?
Support Valve Index headset
New hand gestures and hand collision with the environment
Volumetric environment audios on Quest 2 and Pc build
Tunok voices in the tutorial
Fixes:
The inGame menu was not working during the dwarf curse
Performance issues on Quest platform in case of multiplayer sessions
Known issues:
Q1 shadow does not follow the player's head properly
What comes next?
Add survive the waves mode
Add new battle magic
Add new enemies
Expanding mana usage
Add new game mechanics
Add new map
FREE DEMO of Zephyrus
We're pleased to announce that you can try the Zephyrus VR game for FREE on @htcvive, @metaquest among others. Feel free to try the full version that offers a stunning VR experience on three-level. #quest2 #vr #indiegamedev
Zephyrus Prelude 3.1 ...and more
A quick update on where we are
The latest release notes:
New feature:
New tutorial steps for character controls
Improves:
Better plasma impact effects
The Sleepy curse becomes shorter
Mana bubbles give more mana on the ‘Abandoned Shrine’ map -Crystals shining on the ‘The Bridge of Truth’ map
Fixes:
Strange noise at start room on ‘The Bridge of Truth’
Missing plasma sound on the ‘Abandoned Shrine’ map
Performance and graphical issues on Lobby, Result and all maps
Known issues:
The inGame menu is not working during the dwarf curse
Next phase of development:
Add new battle magic
Add new enemies
Expanding mana usage
Add new game mechanics
Add new map
Zephyrus Prelude 3.0
In this update, we introduce The bridge of Truth. This is a whole new map that completes the story of The Dark River Ruins and the Abandoned Shires. The new map is with an entirely new biome. Besides that, the following new features are also added:
New traps
New enemies
New battle magic
New side quest for every map
The following Bugs are fixed:
Incorrect spatial sounds fixed
Tons of performance issues fixed
If a button is being pressed continuously during scene changing then always the SetupRoom scene appeared
Known issues:
Strange noise at start room on Level 3
The inGame menu is not working during the dwarf curse
v3.0 Teaser
Here is a small glimpse of the current v3.0 development. Captured on Oculus Quest 2. Among many other things the Ice-ball magic feature and The Bridge of Truth as a new level will come soon!
Update 2.5
Hi there, We have a few busy weeks behind us. Enjoy the improvements and follow the work on our Discord channel!
New features:
Fire Spell with dynamic lighting
Interactive Torches
Re-designed and expanded tutorial
Fixes and improvements:
Shadow performance boost on Quest1
Audio fix at scene changes
Near objectives, the teleport automatically puts the player facing the objective. (buttons/switches/area spells)
Shadows around menu buttons on Quest1
Collisions of menu buttons
New font system for better readability
The teleport-out sound was not spatial
Add dynamic light for portal cube
Fix teleport behavior during the dwarf curse
Portal cube throwing unified on all supported platforms
The Dark River Ruins
Update visuals and added new environment elements.
New shadow and light system in the labyrinth
Abandoned Shrine
Performance improvement
Fix cover sky
Improved VFX
Live fire effect
The upcoming updates will bring cool and fancy new features to Zephyrus. A little teaser for you. The torches will get the live-fire effect. More info on Discord
Update 2.4
New features
Teleport movement mechanics
New environment physics
New navigation system
New impact sound system
Visual+gameplay hint for maps at map selection
In-Game Menu (hood, music on/off)
Effects on Avatars in Magical Areas
The Dark River Ruins
Added new effects in Magic areas
Added new effects in Labyrinth
Sound overhaul
Collision overhaul
Added Navigation mechanics
Abandoned Shrine
New singleplayer/multiplayer challenges
Added new effects in Magic areas
Collision overhaul
Added Navigation mechanics
Added new game mechanics
Improvements
Tutorial updated
Text drawing quality improvement
Better shader for real-time lighting
More "Curse" events
New shading and lighting in the Waiting Room. The lighting globe has a new shader.
New visual for player teleportation
Lobby optimization
Fixes
Lag in Avatar movement in multiplayer
Lag in Crystal light movement in multiplayer
Puzzle pieces sometimes could not be moved by magic focus
Sometimes the magic marker on your hand didn't glow in the dark when you acquired a particular school of magic.
Known issues
Portal cube is not rendered in the mirror
InGame menu is not working during the dwarf curse
The portal cube can be thrown through menu buttons
Some sounds are played incorrectly or cut off
On some corners, you can teleport too close to walls where you can get your head in the wall and the visual penalty kicks in. In this case, use your stick to move out or check that you have left your Hero's Circle, which you can see at your feet.
Future
In the meantime, the team is working on new maps, upgrading existing maps, new game modes such as combat, platform mechanics, new spells, creatures and continues to polish the current state of the game. You can follow these in our dev-diary on the Discord channel, where we welcome further suggestions, feedback and answer questions. We welcome anyone interested in the development of this game! Discord Zephyrus
Magic teleport cube coming soon
Those who are sensitive to the artificial movement that can be performed with the stick will finally have a friendlier movement option in VR space.
It sometimes fools you when the yellow tongue is placed on top. In this case, you have to roll again.
Collision issue fix
The character lost the correct position at the end of the game.