VR0GU3™ is a VR sci-fi shooter with rogue-like influences for the HTC Vive. You have just 15 minutes to make your way through the spacestation and make your escape. Can you get out in time?
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Release Date: Jan 9, 2017

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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?

“Big Dumb Fun Games is a small team with big ideas, and VR—particularly room-scale VR—is still in its infancy. We need feedback from a larger base of players who will help us understand what's working and what we need to improve. If you understand what Early Access is about, you're happy to be part of a journey of discovery with us, and you love the idea of helping shape VR0GU3 by giving us your constructive criticism in our Steam Discussions forums, it would be awesome to have you on board.”

Approximately how long will this game be in Early Access?

“The version 1.0 release date is currently a moving target. Between our own ideas and ambitions for the game, the general state of the VR marketplace, and the feedback our community may contribute as we go along together, we've not at all sure how long we'll be working on the game, but we think a reasonable estimate is somewhere between one and three months.”

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

“We will be expanding the roster of enemies over time. We will also be adding Achievements. We also want to expand the assets used in level generation, but we cannot promise this with our current (very small) budget. Beyond these things, we also hope to be able to implement new ideas and features that our community may request—all reasonable requests will be considered...but we're not making any promises.”

What is the current state of the Early Access version?

“The current Early Access version of the game offers most of the gameplay elements we intend for the game, so players should not expect massive changes between Early Access and the final Version 1.0 release, but VR0GU3 does need a more extensive roster of enemies and more collectibles/loot-drops in order to properly tap into that rogue-like vibe. It is also lacking some Steam community elements we want to bring in, like Achievements. From our internal QA testing, we believe the game is bug-free, and our intent is to only release Early Access builds that have no game-stopping issues. Any known issues will be communicated clearly on our Steam forums upon a new build's release. Of course, we hope our players will let us know if they do encounter any bugs via our Steam forums—we'll be monitoring the forums closely, just in case we missed anything.”

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

“We may increase the price of the game upon Version 1.0 release, but we have not made firm plans regarding future pricing at this time.”

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

“We want to create fantastic virtual worlds that players always want to come back to and experience again and again. To achieve this, we will need constructive feedback from the community on each Early Access release. Feedback like this will enable us to amend and prioritize our development cycle as appropriate. We will be particularly active in our Steam forums and on our Facebook page.”
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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 (2)

January 25

VR0GU3 Early Access update v0.6.3 released!

VR0GU3 Early Access v0.6.3 is now available for download!

What's changed?
We've improved the game's balance (weapon and damage mechanics, player levelling, how the intel access point bonus works, etc), replaced the basic enemy unit with a much better looking model, fixed up the holographic effects, reworked the shooting model to improve hit detection and visibility, did a pass on the game environment assets to improve the visuals, and even added the first new unit type!

As part of the game balance review, we decided to change the goal from reaching a player level to reaching the 5th Floor of the station. This provides greater impetus for players to complete floors as quickly as possible, creating a core conflict between your desire to improve your character (by levelling up, such as through interacting with intel access points) and your weapons (by finding Weapon Upgrade kits) while amassing a high score (XP), pitted against your desire to win outright by surviving to the end.

We've also done a visuals and performance improvements pass on the game environment assets. This required us to replace every level, but you'll definitely notice a significant improvement in performance (especially those on 970s) and in how the game environments look in the new build, which we're very happy about. On a related note, the performance improvements have enabled us to field more enemies on the map at any given point, so you'll see bad guys more frequently and in greater numbers as you delve deeper into the space station.

Overall, we're happy that the game is significantly improved between last version and this one. We hope you agree!

Release notes for v0.6.3 are available in the Steam Discussion forums.

So what's next?
  • We're adding a new Marathon game mode that allows for saving at the start of a new Floor, but still features Permadeath (to maintain that Rogue-like feel).
  • We're adding the next set of environment art assets (models and textures) and building a new set of levels based on these new assets.
  • We’re experimenting with modifying the player shooting model to allow for critical hits (e.g. on head-shots).
  • We’re starting to replace the placeholder audio files with Final audio assets. There are no Final audio assets in the current build, so there's a lot of work to be done.
  • We want to add another melee-type enemy unit.
  • We're experimenting with adding VR hands and proper left- and right-handedness support.
— The Big Dumb Fun Games team

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January 13

Changes in v0.6.2

General changes
While VR0GU3 has only been out for a few days, we've already benefitted from some excellent constructive criticism that has enabled us to focus our immediate efforts on improving the core experience—particularly in the areas of usability and player feedback.

Here's what we've changed:

  • We've increased controller rumble and added muzzle flash when shooting.
  • We've added sparks that appear when an enemy robot is shot, to provide better hit feedback. (We tried bullet holes too, but they were very difficult to see on the models—sparks are still not always easy to see, but are definitely better.)
  • Enemy robots now smoke out upon death, again to provide better hit feedback.
  • We've added audible feedback when using the Weapon Selector.

We'd like to thank to Kris.vdv, Nagrom Nalla and tonka for taking the time to help us improve the VR0GU3 experience for all players.

First collectible weapon
We've added the first collectible special weapon to the game: the Blaster.

Available to find from Floor 2 on, the Blaster is an energy weapon that holds 99 shots and does not need reloading; however, you can only find it once per game, and there are no reloads available for it. You can drop it at any time with the Grip button, in which case it will fall to the ground where you can pick it up later.

The Blaster does not do as much damage as the Tomlin Wilks 10mm (your main sidearm), so it is more powerful earlier in the game than later, when your enemies are tougher. Nonetheless, if you can find it, the Blaster should give you a significant advantage while it lasts.

To ensure you don't accidentally throw away your magazines for your TW10mm, the buttons needed for reloading are turned off while holding the Blaster.

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About This Game

VR0GU3™ is a virtual reality sci-fi shooter with rogue-like influences for the HTC Vive.

Please note that the Unapologetic Hardcore VR Edition utilizes a touchpad walking-style of movement, which will likely make you sick if you are sensitive to simulator sickness. We make no apologies for implementing touchpad walking, as our goal is to provide a "hardcore VR" experience, but if you do tend to suffer simulator sickness, we must recommend that you should not buy this game. See the bottom of this page for more information.

ABOUT THE GAME

You have completed your infiltration mission. You now have just 15 minutes to make your way through the corridors of the labyrinthine spacestation to the 5th Floor and steal a fighter.


Along the way, you'll find ammo, medical packs, and weapon upgrade kits for enhancing your handgun, as well as information access panels from which valuable intel can be extracted using your omni-tools (Vive controllers).

Each floor of the station is random, as are the spawn locations of all enemies, which means every play-through will be different.

Every kill, each intel access point and each floor you complete grants your character experience points (XP), which will enable you to level up as you progress through a game. Be aware, though, that your enemies level up with you—as you amass XP for a high score, you also make the game that much more challenging for yourself.

CURRENT FEATURES

  • 15-minute VR gaming sessions — a brief, intense VR exploration and combat experience!
  • Kinetic reloading mechanics — to reload you handgun, you need to eject the spent mag/drum (press Menu on your dominant hand), grab a replacement from your ammo pouch (with your off hand), and slot it into the weapon before you can fire
  • Trackpad walking — for more a immersive experience!
  • Keep your holosword handy...for close encounters — Out of ammo? Carve a path through the enemy until you can find more!
  • RPG-lite, rogue-like character advancement (collect XP to advance your Level, which in turn increases things like your health and damage stats)
  • PERMADEATH! — you have 15 minutes; no checkpoints; no saves; you die, you start over
  • Rogue-like "dungeon" — levels are selected at random from a large pool; we will be expanding the pool of levels over time too, until players should rarely ever see the same level
  • All enemy spawn locations are random
  • Enemies level with you and the game increases in difficulty as you progress deeper into the spacestation
  • No two plays through will be the same — endless replayability!
  • Old-school difficulty — surviving to reach the escape point should provide a profound sense of accomplishment

WHAT WE'RE WORKING ON CURRENTLY

  • We're adding a new Marathon game mode that allows for saving at the start of a new Floor, but still features Permadeath (to maintain that Rogue-like feel)
  • We're adding the next set of environment art assets (models and textures) and building a new set of levels based on these new assets.
  • We’re experimenting with modifying the player shooting model to allow for critical hits (e.g. on head-shots).
  • We’re starting to replace the placeholder audio files with Final audio assets. There are no Final audio assets in the current build, so there's a lot of work to be done.
  • We want to add another melee-type enemy unit
  • We're experimenting with adding VR hands and proper left- and right-handedness support

The Early Access release of VR0GU3 is intended to help us gather community feedback on all aspects of the game. We invite our players to share their feedback in our Steam forums where all may contribute freely to the discussion. Jump in and contribute your ideas today!

REGARDING SIMULATOR SICKNESS

VR0GU3 utilizes a touchpad walking-style of movement (e.g. ONWARD). This method of VR locomotion can bring on simulator sickness if you are sensitive to it. If so, the good news is that you can harden yourself to simulator sickness in the same way sailors get their sea-legs—but hardening to simulator sickness can take a while and is not a particularly nice experience. For this reason, we do not recommend that players who are sensitive to simulator sickness buy our game — we don't think those players will enjoy it very much.

Depending on community reaction, we may introduce other locomotion systems, like teleportation, at a later date, but we have no plans to implement these at this time given the potential impact on the game's pacing and challenge — it would be difficult if not impossible to ensure a level playing field for the Leaderboards.

Having said that, we will be constantly engaging with our player community, and specifically keeping a eye on how players react to touchpad walking — that's pretty much what Early Access is all about.

System Requirements

    Minimum:
    • OS: Windows 7 64-bit SP1 or newer
    • Processor: Intel i5-4590 equivalent or greater
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 970 / AMD 290 equivalent or greater
    • Storage: 12 GB available space
    Recommended:
    • OS: Windows 7 64-bit SP1 or newer
    • Processor: Intel i5-4590 equivalent or greater
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 980 / AMD Radeon Fury X or greater
    • Storage: 12 GB available space
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