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  3. Escape Simulator VR Demo 2.0 is LIVE!

Escape Simulator VR Demo 2.0 is LIVE!

Hey everyone!
Iggy here from Pine and I'm bringing some exciting news for y'all!

Escape Simulator VR is taking a next step forward with the unveiling of VR Demo 2.0. This refined version has been shaped by the invaluable feedback we received from you guys! We’re sincerely grateful for the suggestions and constructive criticism we’ve received so far.

[h2]So, what's new in Demo 2.0?[/h2]
Among the notable additions are a newly introduced camera and a sleek wristband, injecting a fresh perspective and style into the virtual escape room adventure. We’ve optimized the VR experience for smoother gameplay, and numerous bugs have been squashed to ensure a polished and seamless encounter for players. You can check the full changelog down below.



Our collaboration with you guys doesn’t end with Demo 2.0. We’re eagerly anticipating further comments and suggestions to fine-tune the game even more, with the goal of releasing a super-polished full version in the near future.

[h2]Support [for more VR devices] incoming![/h2]

In terms of supported VR devices, the demo will be accessible via Steam VR (or the new Steam Link App) on popular devices such as Meta Oculus Quest 2, Meta Oculus Quest 3, Steam Index, HTC Vive, and more.

Moreover, our goal is to extend support to numerous other VR devices following the official release of Escape Simulator VR. We highly value any feedback or suggestions that can enhance the player experience on your preferred headset. Your input is incredibly valuable and greatly appreciated!

[h2]Get ready for some VR magic![/h2]

Mark your calendars because Magic DLC is not only for the flat-screen players! The Escape Simulator Magic DLC will launch on February 22nd and it will be compatible with VR when Escape Simulator VR comes out - very soon!

So make sure to push that Wishlist button!

https://store.steampowered.com/app/2419810/Escape_Simulator_Magic_DLC/

[h2]Join us on Discord and Reddit![/h2]

We are eager to hear your thoughts and feedback! Join us on our official Discord server or our subreddit.


[h3]Pine Studio[/h3]


[h3]Full changelog: [/h3]
  • Added instant camera that autospawns in your inventory.
  • Added new tutorial intro part where you can pick locomotion type and stance.
  • Added VR band on both hands with the settings and inventory buttons for easier controls and imersion. The band has a screen to display the token count.
  • Hide all VR control panels on the tutorial as controls are now shown directly on the hands.
  • Fixed various issues with VR tutorial controller visuals, such as thinner lines, improved text positions, and binding mismatches.
  • Removed bloom in the game menu in VR.
  • Fixed a bug where sparkles would not spawn in VR.
  • Updated the HTC Vive tutorial controller message to indicate the upper button is now the secondary button. Removed the background panel from VR tutorial controller texts for a cleaner look.
  • Logged OpenXR device for easier Meta Quest 3 detection.
  • Fixed a critical bug where non-VR and VR lobbies would not work.
  • Refactored VR grabbing to make transferring items from one hand to another faster and cleaner, without weird resetting of scale for items that have hand scale defined.
  • Disabled trigger actions if the VR picture camera is held to prevent unintended picture taking.
  • Slightly offset the Meta Quest controller position to better match real-life hand positioning.
  • The VR picture camera now has a 1-second cooldown to prevent spamming or accidental double clicks.
  • Disabled VR picture camera rendering when no more pictures are left.
  • VR pictures are set to always respawn.
  • Added utility methods for easier manual addition of items to VR inventory and for visualizing drawing bounds.
  • Improved VR watch button presses to be easier to trigger.
  • Set proper offsets for HTC Vive and SteamVR Index controllers and improved the throwing mechanism.
  • Added a shadow to VR inventory bubble icons for "key," "hint," and "container" items.
  • Fixed a bug where the VR raycast indicator would not be shown in the main menu.
  • Fixed a bug where VR watches would show in the main menu, causing confusion.
  • VR performance and memory optimizations across several updates, focusing on reducing allocations and improving efficiency in raycasting, memory usage, and controller updates.
  • Added the ability to disable VR item sparkles.
  • Toy2 VR improvements included making drawer handles collidable and puzzle slots triggers in VR.
  • If entering a wall (out-of-bounds) in VR and the menu is entered, the VR position is reset to the last valid position on the map.
  • Improved VR locomotion prompts in Toy1 to ensure buttons are all the same size.
  • VR button interaction improvements, including a new algorithm for calculating finger touch points and adding vibrations to VR button and finger interactions.
  • Added feedback to all inputs for all VR devices in Toy1, ensuring a consistent experience across tutorials and gameplay.