First Update or Devlog?
First Update or Devlog?
It doesn’t matter what we call it—what matters is that we have news to share!
Demo Feedback
Let’s start with some words about the demo. While it was a great representation of the emotions and gameplay you can expect in Irreversible, some parts have quickly become outdated. This is especially true for the map, which featured a lot of placeholder rock structures blocking access to unfinished locations. Other elements, such as our full-body system and the subpar voiceover, were things we knew needed changes or adjustments.
That’s why we’ve decided to remove the demo. Updating it would take time that could be better spent on development. We hope to reintroduce the demo later, perhaps during the second half of the early access period or with the full release, but we can’t make any promises at this stage.
VR Body and Accessibility
During testing, some users encountered issues accessing items on the character body. We discovered that posture had a significant impact on the ability to interact with the body inventory. To address this, we made several tweaks to the hitboxes and adjusted some settings. Additionally, we added a belt to provide an offset for the items, making them easier to access.

Also, we had a few requests for seated mode, and it is almost ready.
Difficulty Adjustments
Balancing difficulty is one of the hardest challenges — especially in VR, where players have much more freedom to make mistakes, similar to real life.
Our survey shows that we’re close to achieving balance (actually, we are further away from perfection if we take into account that casual players are less interested in giving feedback and data is skewed towards more skilled players, but still not bad). However, there are still players who encounter difficulties, often due to varying levels of experience with VR and gaming.

To address this, our first solution is introducing weapon mods. Players can now customize their weapons with options like cleaner reflex sights or a laser.

We’re also introducing difficulty levels that will make some enemies easier to defeat and reduce their overall aggression. This will give less experienced players more time to make decisions, react, and aim, creating a smoother and more accessible gameplay experience.
Warning: Potential Spoilers Ahead
The following section discusses some game locations. While we won’t provide much context about where or how you’ll encounter them, this might still affect your experience.
Locations diversity
A desert can be a stunning location when you first encounter it, especially under different lighting scenarios. However, the novelty can wear off quickly, and the monotony of sand dunes doesn’t offer many opportunities for engaging gameplay.
To counter this, we aim to create as many diverse locations as possible—both natural and human-made—that connect to the small open-world desert in Irreversible.
In the Next Fest demo, you visited a small cave. Moving forward, we’re introducing larger, more varied caves with additional gameplay mechanics. These locations will elevate your exploration experience and keep things fresh.
Some parts of our world seen human activity.

Some didn’t

In Conclusion
Thanks for sticking around, we hope to post updates at least once a month, but no promises. Game development is unpredictable, and there may be times when we don’t have anything significant to share.
Until next time!
It doesn’t matter what we call it—what matters is that we have news to share!
Demo Feedback
Let’s start with some words about the demo. While it was a great representation of the emotions and gameplay you can expect in Irreversible, some parts have quickly become outdated. This is especially true for the map, which featured a lot of placeholder rock structures blocking access to unfinished locations. Other elements, such as our full-body system and the subpar voiceover, were things we knew needed changes or adjustments.
That’s why we’ve decided to remove the demo. Updating it would take time that could be better spent on development. We hope to reintroduce the demo later, perhaps during the second half of the early access period or with the full release, but we can’t make any promises at this stage.
VR Body and Accessibility
During testing, some users encountered issues accessing items on the character body. We discovered that posture had a significant impact on the ability to interact with the body inventory. To address this, we made several tweaks to the hitboxes and adjusted some settings. Additionally, we added a belt to provide an offset for the items, making them easier to access.

Also, we had a few requests for seated mode, and it is almost ready.
Difficulty Adjustments
Balancing difficulty is one of the hardest challenges — especially in VR, where players have much more freedom to make mistakes, similar to real life.
Our survey shows that we’re close to achieving balance (actually, we are further away from perfection if we take into account that casual players are less interested in giving feedback and data is skewed towards more skilled players, but still not bad). However, there are still players who encounter difficulties, often due to varying levels of experience with VR and gaming.

To address this, our first solution is introducing weapon mods. Players can now customize their weapons with options like cleaner reflex sights or a laser.

We’re also introducing difficulty levels that will make some enemies easier to defeat and reduce their overall aggression. This will give less experienced players more time to make decisions, react, and aim, creating a smoother and more accessible gameplay experience.
Warning: Potential Spoilers Ahead
The following section discusses some game locations. While we won’t provide much context about where or how you’ll encounter them, this might still affect your experience.
Locations diversity
A desert can be a stunning location when you first encounter it, especially under different lighting scenarios. However, the novelty can wear off quickly, and the monotony of sand dunes doesn’t offer many opportunities for engaging gameplay.
To counter this, we aim to create as many diverse locations as possible—both natural and human-made—that connect to the small open-world desert in Irreversible.
In the Next Fest demo, you visited a small cave. Moving forward, we’re introducing larger, more varied caves with additional gameplay mechanics. These locations will elevate your exploration experience and keep things fresh.
Some parts of our world seen human activity.

Some didn’t

In Conclusion
Thanks for sticking around, we hope to post updates at least once a month, but no promises. Game development is unpredictable, and there may be times when we don’t have anything significant to share.
Until next time!