February Update: What we've been working on!
Dear players,
Hello again after a few months of “radio silence”. We hope your new year started on the right foot.
For us, we think it did - and we want to share a few things about what we’re working on at the moment.

The end of Early Access Updates.
When we started building Disco Destruction, we were already programmers and gamers, but we sure didn’t feel comfortable calling ourselves Game Designers. That’s why we started building our first game right in front of you, through our free Early Access and our constant, iterative updates.
During these 7 months, we tested our ideas, got to know our players and learned some things about what makes a VR game fun.
So, we decided that the basic idea of Disco Destruction works. And now, it’s time to release what we've always had in mind.
That’s why, since the beginning of the year, we’ve been working full-time on the new version. The goal is to take what made Disco Destruction fun, and make it look better, have more duration and expand a little on the story ideas.
The work is going great and we believe that around late March we’re going to begin Beta testing it.
Around April, is also our target for the “Late Access” release: Still Early Access, but self-explainably later than the previous one. That version is going to be our full game and maybe the Early Access tag will remain to explain our plans for some more additions that we’re thinking about.
That version, also, is going to have a price - but we’ll talk about this soon.
Where we are now?
At the moment, we have done a lot of work to streamline the main gameplay to support a “nights progression”, where each night is going to vary in difficulty.
We are constantly working on making everything look better. The art style is new (forget the blocky aesthetic), the level is a whole piece of a Miami neighborhood (not just the club’s main area) and you’re going to be able to move around freely.



We know, you always wanted these (we also did), but things take time to make. :)
We’ve also reworked the behavior of the Customers to make them react to many more of your choices. They’re going to feel much more alive!
We have also changed the Disc Selection system. In the Early Access builds, the discs came in a random order after a specific waiting time. Forget that!
Now you’ll be able to select whichever disc you want and play it. You’re the DJ and it should be your choice. But, you’ll have to work hard, to make some money and buy better discs to better suit your customers' tastes and leave your mark in Miami’s nightlife.


And who’s gonna sell you those discs? We’ll talk about that in the next update.
Until then, take a look at some screenshots from our work in progress and don’t forget to watch our new trailer, that includes a teaser for the next, big version in the end.
https://www.youtube.com/watch?v=ZPbKXWsRlDY



Again, thanks a lot for your support! We’re open to all comments and discussions in the forums. We’ll be waiting to hear your thoughts on everything.
And you can always follow our Twitter account @subjectivevr for more frequent updates.
See you,
The Subjective Team
Hello again after a few months of “radio silence”. We hope your new year started on the right foot.
For us, we think it did - and we want to share a few things about what we’re working on at the moment.

The end of Early Access Updates.
When we started building Disco Destruction, we were already programmers and gamers, but we sure didn’t feel comfortable calling ourselves Game Designers. That’s why we started building our first game right in front of you, through our free Early Access and our constant, iterative updates.
During these 7 months, we tested our ideas, got to know our players and learned some things about what makes a VR game fun.
So, we decided that the basic idea of Disco Destruction works. And now, it’s time to release what we've always had in mind.
That’s why, since the beginning of the year, we’ve been working full-time on the new version. The goal is to take what made Disco Destruction fun, and make it look better, have more duration and expand a little on the story ideas.
The work is going great and we believe that around late March we’re going to begin Beta testing it.
Around April, is also our target for the “Late Access” release: Still Early Access, but self-explainably later than the previous one. That version is going to be our full game and maybe the Early Access tag will remain to explain our plans for some more additions that we’re thinking about.
That version, also, is going to have a price - but we’ll talk about this soon.
Where we are now?
At the moment, we have done a lot of work to streamline the main gameplay to support a “nights progression”, where each night is going to vary in difficulty.
We are constantly working on making everything look better. The art style is new (forget the blocky aesthetic), the level is a whole piece of a Miami neighborhood (not just the club’s main area) and you’re going to be able to move around freely.



We know, you always wanted these (we also did), but things take time to make. :)
We’ve also reworked the behavior of the Customers to make them react to many more of your choices. They’re going to feel much more alive!
We have also changed the Disc Selection system. In the Early Access builds, the discs came in a random order after a specific waiting time. Forget that!
Now you’ll be able to select whichever disc you want and play it. You’re the DJ and it should be your choice. But, you’ll have to work hard, to make some money and buy better discs to better suit your customers' tastes and leave your mark in Miami’s nightlife.


And who’s gonna sell you those discs? We’ll talk about that in the next update.
Until then, take a look at some screenshots from our work in progress and don’t forget to watch our new trailer, that includes a teaser for the next, big version in the end.
https://www.youtube.com/watch?v=ZPbKXWsRlDY



Again, thanks a lot for your support! We’re open to all comments and discussions in the forums. We’ll be waiting to hear your thoughts on everything.
And you can always follow our Twitter account @subjectivevr for more frequent updates.
See you,
The Subjective Team