1. OVRLRD
  2. News

OVRLRD News

OVRLRD Demo Dev Chat

Answering questions, stomping tanks and piloting drones! Join the developer for a more in-depth discussion of what a mech simulator really is. Why single-player? Why Early Access? What was so great about MechWarrior anyway?

Maybe this time I'll be able to complete a mission without exploding? Strangers things HAVE happened. They won't happen here, but they have happened elsewhere. I'm trying my best.

Update: 20 June 2023

[h2]ADDITIONS[/h2]
  • Added an option to toggle-grip VR joysticks (useful for Vive wand users).


[h2]CHANGEs[/h2]
  • Vive wands can now tab through the manual by pressing the trackpad.
  • Vive wands can now open the midgame menu by clicking the left trackpad.
  • Vive wands can now recenter by clicking the right trackpad.


[h2]FIXES[/h2]
  • Fixed an issue where OVRLRD would become unstable when failing Point Defense.
  • Fixed an issue where spectator cam would be in second-person mode by default.
  • Fixed an issue where pressing on the Vive trackpad would take a high-res screenshot and hang the game briefly.


[h2]KNOWN ISSUES (Working on it!)[/h2]
  • Knuckles controllers can only pinch-grip controls when the hand is otherwise fully open (high priority - fix on the way!)
  • Vive wands do not have good button mapping and may struggle to control weapon cameras and switch weapons (high priority - fix on the way!)
  • Grouped weapons must all be aimed independently (this will change soon)
  • Resupply helicopters will sometimes drop crates just out of reach of immobilised mechs, to taunt them
  • If you die, the post-death spectator mode places your hands slightly too far away from your IRL wrists.
  • Legibility of clipboard briefings may be poor on some systems.

Update: 19 June 2023

[h2]ADDITIONS[/h2]
  • Added missing voiceover lines for briefings, debriefings and mid-game dialogue
  • Added new voicelines for the OVRLRD platform


[h2]FIXES[/h2]
  • Fixed a bug where subtitles were not rendering


[h2]KNOWN ISSUES (Working on it!)[/h2]
  • Knuckles controllers can only pinch-grip controls when the hand is otherwise fully open (high priority - fix on the way!)
  • Vive wands do not have good button mapping and may struggle to control weapon cameras and switch weapons (high priority - fix on the way!)
  • Grouped weapons must all be aimed independently (this will change soon)
  • Resupply helicopters will sometimes drop crates just out of reach of immobilised mechs, to taunt them
  • If you die, the post-death spectator mode places your hands slightly too far away from your IRL wrists.
  • Legibility of clipboard briefings may be poor on some systems.

OVRLRD Demo Dev Chat

Kicking off Steam Next Fest with a playthrough of the OVRLRD demo! Learn how to pilot a mech in VR, stomp some tanks, torch some forests, bump into some buildings and explode.

Join the developer to see how bad he is at his own game and find out what Early Access is going to look like! Also chat about making games solo, what's missing from modern mech games, and why the future of VR is in the indie space.

Update: 11 June 2023

[h2]ADDITIONS[/h2]
  • Added spectator cam with viewpoint toggles (press triggers near head to cycle)
  • Added toggle for spectator cam (default off for performance reasons)

[h2]CHANGES[/h2]
  • Improved rendering performance generally
  • Improved options menu layout
  • More AI stability improvements
  • Improved missile homing behaviours
  • Lots of behind-the-scenes work on secret things you won't see for a while


[h2]FIXES[/h2]
  • Finally fixed holohud switch not being lit when holohud active
  • Fixed some monitor UI overlays (like the crosshair) not rendering
  • Fixed a bug where being heavier sped your mech up, and being underweight slowed you down
  • Fixed a bug where tutorial UI was not rendering
  • Fixed lots of small annoying background bugs in preparation for future features


[h2]KNOWN ISSUES (Working on it!)[/h2]
  • Knuckles controllers can only pinch-grip controls when the hand is otherwise fully open (high priority - fix on the way!)
  • Vive wands do not have good button mapping and may struggle to control weapon cameras and switch weapons (high priority - fix on the way!)
  • Grouped weapons must all be aimed independently (this will change soon)
  • Resupply helicopters will sometimes drop crates just out of reach of immobilised mechs, to taunt them
  • If you die, the post-death spectator mode places your hands slightly too far away from your IRL wrists.
  • Legibility of clipboard briefings may be poor on some systems.
  • Some subtitles may be absent or display incorrectly.