Devlog #2 - What to Expect from EA Release at the End of October
[p][/p][previewyoutube][/previewyoutube][p] [/p][p]That’s been a really long month since the new year. Jokes aside, we overestimated how much we could write about an unfinished, somewhat narrative game without spoiling the experience. So today, let’s go through what you will actually see in the EA launch, both from a VR standpoint and from a broader gameplay/content perspective.[/p][p] [/p][p]Why Early Access?[/p][p]First and foremost - for feedback. Steam Next Fest gave us a chance to feel what a real release is like, to see how players react to our project, and your responses in the feedback form were incredibly helpful in identifying issues and areas that needed improvement.[/p][p]The second aspect is the complexity of development. It’s already a long and challenging process - and in VR, you can multiply that by two. Adding new mechanics or interactions requires clear understanding already at the concept stage, and testing all the “what if” scenarios takes far more time than in flat-screen games. And that applies to everything.[/p][p][/p][p]Dialogues[/p][p]During Steam Next Fest, we received several complaints regarding the dialogues. We heard you - everything has been rewritten from scratch. All timing has been rechecked, the overly dense information delivery has been adjusted, and the new script has gone through multiple proofreading passes by native speakers.[/p][p]
[/p][p]And as we promised - no AI voices. Every line is voiced by real people, and we hope you’ll enjoy listening to them.[/p][p] [/p][p]Enemies[/p][p]One of the most asked questions was: How many enemy types will there be? Will there be different varieties?[/p][p]Our answer: Yes![/p][p]Currently, the game features 3 main enemy types with unique gameplay, plus 2 situational types that appear rarely.[/p][p]
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We added many new anomalies and new ways to interact with them. Over time, you will learn not only to observe physics-breaking anomalies but also to manipulate them in your favor.
[/p][p]Go out and explore. This desert doesn’t just hold dangers - it might also hide a few pleasant surprises for those who dare to look closer.[/p][p][/p][p]World & Exploration[/p][p]We added many new locations waiting to be explored. Instead of linear corridors, we prefer the concept of giving players an open world with interesting places, letting you decide what to do and where to go.[/p][p]We don’t want to lead you by the hand - instead, we gently guide you with a story objective that you can complete whenever you want, after exploring the world and visiting non-story locations.
[/p][p]The desert isn’t just a random collection of events - it’s an ecosystem, alive and operating under its own laws, incomprehensible to an outside observer.[/p][p]That’s exactly the feeling we’re trying to capture in our project. After the demo, we didn’t just create new locations - we reworked almost all existing ones, making them more interactive and compositionally refined.[/p][p][/p][p]Economy & Crafting[/p][p]Many players noticed during the demo that the world was filled with components that didn’t seem to serve any purpose. We were curious to see how players perceive the game for the first time - what draws their attention and what goes unnoticed. We carefully watched every publicly available playthrough of our demo to understand how everything works in practice. Thanks to that, we were able to improve how loot is placed throughout the world.[/p][p]Now comes the most important part - the economy update. This is exactly what all those components are for: the Fabricator. With it, you’ll be able to craft everything you need to survive and progress.[/p][p]
[/p][p][/p][p]And that’s not all — the Fabricator also allows you to create various weapon upgrades. But to do so, you’ll need to explore the world. Upgrades require rare crystals that you’ll have to find on your journey.[/p][p] [/p][p]Body & Inventory
We aim to keep everything as immersive as possible, using out-of-world interface elements only when absolutely necessary. That’s why having a full-body presence was one of our top priorities. A tremendous amount of work went into making it feel as natural and believable as possible.[/p][p]Thanks to feedback from the demo, we also moved the device slot from the belt to the forearm. This gives players quicker access and, since your hands are often right in front of your face in VR, it’s much easier to keep track of which tools you currently have available.[/p][p]
[/p][p][/p][p]We also reworked the ammo pouch. Originally, it was placed behind the left shoulder, but one of our Discord community members suggested moving it to the chest. We listened, tested it internally, and fully implemented the change. This new placement allows players to check their remaining ammo simply by glancing down, without needing to reach for their backpack every time. And honestly - it’s just more convenient and faster.[/p][p][/p][p]VR Experience & QoL[/p][p]As seasoned VR players ourselves, we know that VR comfort cannot be overestimated.[/p][p]Accessibility in the Demo[/p]
- [p]Melee Bug – dwells in caves and dark places, always aggressive, attacks first, likes to jump-attack.[/p]
- [p]Ranged Bug – hides on walls or ceilings and spits venom that can travel long distances.[/p]
- [p]Explosive Bug – large, heavily armored, lives in very dark caves. Can explode upon close contact, taking both itself and its enemy down.[/p][p]The other 2 situational types - you will discover them yourself in the game.[/p][p] [/p]
We added many new anomalies and new ways to interact with them. Over time, you will learn not only to observe physics-breaking anomalies but also to manipulate them in your favor.
We aim to keep everything as immersive as possible, using out-of-world interface elements only when absolutely necessary. That’s why having a full-body presence was one of our top priorities. A tremendous amount of work went into making it feel as natural and believable as possible.[/p][p]Thanks to feedback from the demo, we also moved the device slot from the belt to the forearm. This gives players quicker access and, since your hands are often right in front of your face in VR, it’s much easier to keep track of which tools you currently have available.[/p][p]
- [p]Controller angle offset[/p]
- [p]Controller angle offset[/p]
- [p]Height Calibration[/p]
- [p]Sitting Mode[/p]
- [p]Crouch Button[/p]