Cosmic Trip is an interstellar VR-native first-person real-time strategy game, playable with the HTC Vive or Oculus Rift. Build and command swarms of cosmobots to harvest resources and battle against the slimy alien forces!
User reviews:
Overall:
Very Positive (256 reviews) - 89% of the 256 user reviews for this game are positive.
Release Date: Jun 8, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Cosmic Trip is all about exploring what it means to be an RTS game in Room-Scale VR (HTC Vive). This is an uncharted and exciting territory and we want to build a community of players with RTS expertise to help us define what a native VR RTS experience should be. Playing games in VR is a hugely unique and personal experience, so having everyone share us their thoughts and feedback will help guide our development as we continue towards our official 1.0 release.”

Approximately how long will this game be in Early Access?

“Currently, we do not have an expected full release date, hoping to enlist the community to help guide our development. Currently estimated to be about a half year of EA development until the full release.”

How is the full version planned to differ from the Early Access version?

“The development will be guided by the community, but the general list of features will be:

  • More biomes and areas
  • More enemies types to battle against
  • More cosmobot types to build
  • More tools and weapons to use
  • More buildings, structures, turrets
  • Metagame progression (upgrades, etc)
  • Perhaps even a groovy intergalatic spaceship as home-base?

These priorities and features are all likely to change as we bring in feedback from the community!”

What is the current state of the Early Access version?

“The early access version includes a full playable wave-based mode to give the player a sense of what the feel of full experience would be. The RTS style game-mode will be deployed for testing soon.”

Will the game be priced differently during and after Early Access?

“We set the price of the early access cheaper than our planned full-released MRP as a token of appreciation to those supporting our development. As development progresses, the price will increase to reflect the increase of game content and value.”

How are you planning on involving the Community in your development process?

“We'd love to engage the community to get a sense for which features are valued the most; expanding enemies or worlds, procedural generation or more weapons, etc. We want to discuss with y'all on our forums, take in suggestions for game elements, and guide the development of our game to make sure we put our focus on the "best" parts of the game.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (36)

February 24

Early Access - Build 43



♪ FRESH FROM THE LABS ♪

We've reworked research and upgrades - there should be lots of different approaches to the research path you take now.

The bots now all have an upgraded version which costs more and is generally more effective at everything. They're slightly larger and sparkly for now, and cost a little more. Build the research building to unlock the disks for purchase.

The weapons now all have three levels of upgrade, and they are all unlocked from the start. The default power level is slightly less than before, but the upgraded versions are more powerful. The shield now also can do a shield-bash for damage. Build the research buildings to automatically power up the weapons.

We added a new Beacon building. This is still being worked on in the design, but right now when activated it will bring a lot of attention from enemies to that particular area. It might not be super useful right now but when the strategy map is expanded it should have more use as a decoy/lure.

Finally, just a lot of fixes and tweaks, optimizations and balance changes. With all the new research and unlock related changes balance is quite likely to need tweaking - please drop feedback on the forums or discord!

UPDATE: we also moved office this week and fixed a ton of bugs - finally got a build up!

Changelist:

  • update to unity 5.5.1p3
  • added new beacon structure
  • added new menu icons for research buildings
  • added homing toward ectoplants for disc
  • added teleport by trigger
  • added upgraded battery
  • added upgraded bomb
  • added upgraded tools (default, +1, +2)
  • added upgraded version of each bot
  • added ectoplants to waterfall
  • changed strategy 0.5 to spawn some scouting groups
  • changed all tools start unlocked
  • changed shield mechanics (dmg on hit, shockwave on break)
  • changed starting resource values
  • disabled GPU jobs, slight performance drop (unity 5.1.1p3 crash bug)
  • fixed crystal crash when fully used up
  • fixed bomb not killing ectoplant
  • fixed debug wave call calling too many waves
  • fixed map UI scale issues
  • fixed map zoom extents
  • fixed player/enemy starting in wrong node sometimes
  • fixed roller enemy ai in waterfall
  • fixed slingshot bubble audio
  • fixed various localizations
  • fixed various roller enemy logic
  • increase strategy 0.5 expansion rates
  • increase waterfall scene platform size
  • optimize enemy spawn blob effects
  • optimize scene performance
  • optimize waterfall scene
  • reduce wave rate in chill mode

Report bugs or chat about the game here:

FAQ: http://steamcommunity.com/app/427240/discussions/0/352788917749583687/
Trello: https://trello.com/b/GZIV31BZ/cosmic-trip
Discord: https://discord.gg/013jLi10e03zz346o


Stay funky!

2 comments Read more

February 21

Build Delay! Moving Offices!

Hi funky friends, we're moving office this week and there's some delays in getting internet setup. We'll have a build out later this week that will fix some things (like turret) and add the new overhauled research stuff.

Stand by!

2 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

Reviews

“Cosmic Trip is a Wonderful First-Person VR Strategy Game”
UploadVR

“The Makings Of A Brilliant Virtual Reality RTS”
Kotaku

About This Game

Cosmic Trip is all about bringing RTS gameplay into a native VR (room-scale) experience. After being deployed on an alien planet, you will build structures, harvest resources and build your army of cosmobots to defend your base and launch assaults on the enemy. Ancient alien pylons on the planet form a network of base nodes for you to capture and push back the alien enemy forces in this intergalactic tug-of-war.

Feel the power as your army of bad-ass flying robots swarms around you to form an impenetrable ball of death!


FEATURES

  • Native VR room-scale RTS gameplay. Motion-controlled with HTC Vive controllers.
  • Strategically deploy your cosmobot forces to combat and to capture territories
  • Equip futuristic VR weapons
  • Manage and optimize your resource supply-line with harvesting cosmobots
  • Build defensive structures and turrets to fortify your bases
  • Gnarly tunes and groovy vibes

NOTES

The core gameplay of Cosmic Trip is aimed at being strategic RTS gameplay experience. However, in First Person Room Scale VR this is a quite different experience, since you are fully immersed in the midst of the action. The strategy of the game centers around the nodes on each planet, laid out in a network to allow the player to develop strategic choices on where to capture and defend, and how to allocate your resources effectively.

We've also explored weapon designs and interactions that feel natural and fun to use in VR. The goal of these weapon designs is easy to use, but hard to master. Skillful use of weapons can turn the tide of battle significantly.

Currently, we are releasing the Cosmic Trip as a pre-release Steam Early Access to engage the community so that we can better understand what features y'all are digging the most. It is still quite early in development and we have a lot planned ahead. So hop on and join us for the ride!

System Requirements

    Minimum:
    • OS: Windows 7 SP1 or newer
    • Processor: Intel i5-4590 equivalent or greater
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 970 / AMD 290 equivalent or greater
    • Storage: 300 MB available space
Customer reviews Learn More
Overall:
Very Positive (256 reviews)
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