1. A Giant Problem
  2. News

A Giant Problem News

Patch 0.02.00



What a week eh? Well at least we’ve got some updates and fixes for you!


First and foremost, if you’re playing A Giant Problem on the Valve Index using the Knuckle Controllers we recognize that things are not finely tuned. Due to Covid-19 we have not had access to that headset and controllers. We’re working to remedy that so we can fully support them as well. If you are playing and using them, please be sure to give us feedback either on the Steam Forums, on our Discord or via our support email.

This being our first patch, is a minor one. But it does have some nice quality of life features. 

This update includes:
  • Smooth Locomotion and Smooth Turning,
  • UI Updates for the aforementioned controls, and
  • Updated Trees on The Cauldron.


Smooth Locomotion and Smooth Turning are now possible. So feel free to run yourself ragged. We would love some feedback on the speed of each. And of course, if you’d like to be able to tune the speed of those.

These new options means you need a way to activate them. Which means an update to the menus. Both the movement controls can be found in the Settings Menu.

We have more in store for A Giant Problem. But for that we need your feedback. Please be sure to reach out to us on the Steam Forums, on our Discord or via our support email.

We Launched, Now What



Look at the road map and you’ll get a great idea! TL;DR - We’ve got new stuff coming every two weeks!


Okay it’s not laid out much like an actual map but it sure is pretty. And we do have some very specific goals in mind. Everything we’ve laid out we know is achievable. And this year. Some of this will even come this week.

Why? Because we’re committed to sizable content drops every two weeks. That’s in part because of what we’ve already got in the works. But also because of the need for playtesting to fine tune much of what we’re doing. And because we want to thank you for your belief in us, A Giant Problem and making this game even better.

If you’ve watched our livestreams then you’ll have seen our allies in action. The Gnome and the Hedgehog do great things, and they’re fantastic additions to the game. But we didn’t want to just throw them into the game without them being a choice, an impact on how you play the game. Hence the need for the dispensers.

A large part of what we have coming is about expanding your abilities as a player and giant. That’s why the allies aren’t in immediately. They’re troops for you to deploy. That’s why we’re bringing you a stomp and smash ability. It’s also why we’re working on a third type of magic. And of course the repair hammer, to keep those defenses going.

What would a fantasy game be without fantastic environments? That’s why we’ve got more maps in the works! They’re going to bring new challenges and effects. We’re also adding what we call the Firing Range, where you’ll be able to practice your skills and get to grips (literally and figuratively) with all this game has to offer before jumping in and testing your mettle.

Then there’s the cosmetics. We’re already launching with a skin tone selector, since anyone can be a giant. But we want to offer you more ways to personalize your giant. And what better way than to show off your smashing ability with your smashing good looks by donning the gauntlets, helmet and weapons of your choosing.

Critical Charm is dedicated to making our games as accessible and approachable as possible. It’s why we’re working hard to include as many accessibility features as we can. Though by its very nature VR can be quite exclusionary. But we’re doing what we can to mitigate that and will continue to try to improve A Giant Problem for all.

We’ve got a lot in store for this game. So we hope you join us on this journey cause we’re going to smash, bash and mash a whole lot of stuff. Mainly goblins though.

We're Gonna Make Fools of Everyone



We’re going into Early Access on April 1, 2020!


We here at Critical Charm are excited to finally share with you all that we’ve been working on, not so secretly, over the past year. A Giant Problem is officially launching in Early Access on Steam on April 1, 2020. And you’re invited to play the game!

A Giant Problem is a first person VR action game that sees you step into the very big shoes of a giant, tasked with defending a fairytale village from invaders. Goblins, trolls and more intent on stealing all your gold! You get to smash, bash and mash your way through hordes of enemies with a variety of weapons, objects, and magic. Anything or anyone you can get your hands on is a weapon.

Face off against endless hordes of enemies as they sneak, run, and fly in to get your gold, trash your town and hurt your friends! Wade into the invaders or toss boulders and trees at them from afar. Control the battle with defenses, allied troops and magic! Fight them off your way!

[previewyoutube][/previewyoutube]

The game will work with any HTC Vive series, Oculus Rift, or Valve Index headset and controllers. We’ve also included a second streamable camera that can be controlled with the mouse and keyboard to improve the viewing experience for all, whether your audience is local or online. The minimum requirements for the game are those for using the Oculus Rift, so any system that can play VR should be able to play A Giant Problem.

Early Access was an easy decision for us, given our focus on community. We want A Giant Problem to be a game that reflects players’ desires, honed by our vision and skill. We’ll be sharing our roadmap for development shortly, but some elements we have planned to include:
  • Four to six new maps,
  • Additional enemies,
  • A third type of magic,
  • Party Mode,
  • Character customization,
  • And more!

A Giant Problem will be available on Steam Early Access. The game will also be for sale through Humble Bundle and Itch.io. We plan on also launching the game on Oculus and Viveport in the coming months. During Early Access, A Giant Problem will be available at a discounted price as a thanks to early adopters. And for media and influencers we’ll be sending out keys nearer to Early Access launch.

For more information about A Giant Problem and Critical Charm, be sure to visit criticalcharm.com and follow us on Twitter, Instagram, Facebook, YouTube and Twitch.

Where Did Everybody Go?



Home. We all went home. As a preventative measure with regards to Covid-19.


Asides from washing our hands regularly and providing sick leave we’re taking the precaution of having everyone work from home. We’ve always tried to make distance work possible, and this time is really going to put this to the test. Especially as we near Early Access.

Nothing should be delayed on your end. It’s made it a bit of a mad dash on our end. But even then we’re trying to avoid crunch as much as possible. After all, what good would it be to prioritize people’s health only in the event of a pandemic and not all the time. But we can promise in the next week we’ll have more news regarding A Giant Problem.

Until then be sure to stay safe, stay clean by washing with soap and water, and stay tuned for more news from us. If you haven’t already then wishlist A Giant Problem on Steam.

We Have A Lot To Say



About culture and leadership! Especially since our CEO was interviewed for an article and our Chief Storyteller was on a podcast.


We’re apparently an interesting bunch, and not just cause we’re a charming lot. So much so that someone from Creative Finland took the time to write about us. They sat down with Marjo and interviewed her about being a CEO of a VR and gaming startup.

Marjo discussed becoming an entrepreneur, what it takes to form a solid team, planning for the future and more. Why spoil the story, when you can read it here: Becoming a Giant in the VR World. There’s also a Finnish version available here. You can also see some photos of our team in action.

At the same time Greg was on the Inter: Views podcast, hosted by Laurent Notin. He spoke about his experience becoming an entrepreneur and how he came to meet Marjo and the rest of the team, among other things. This too is one of those things we’re not going to spoil.

If you want to speak with any of the team be sure to drop us a line. Our Art Director Minna can regal with her insights into the true crime genre of podcasts, archery, and what it takes to make all the art for a VR game. Our CTO Zach can talk endlessly about amateur theater, creating mods for Minecraft, and working in game development. Our Game Programmer Patrick can inform you of the minutiae of Finnish metal bands and how they are classified by genre, walk you through just about any open world game, and tell you what it’s like going from university straight to being an entrepreneur. And of course our Game Programmer Rasmus can talk endlessly about DOTA 2, his forays into cooking, and being the youngest member of a game studio.

We’ve got some exciting news in the works. But we can’t share it just yet. So in the mean time be sure to wishlist A Giant Problem on Steam!