Vee Rethak is a VR dungeon crawler in the vein of Rogue and NetHack featuring random procedural dungeons, permadeath, sword fighting and a physical skill based magic system (movements are needed to cast a spell)
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Release Date: Jun 12, 2017

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Early Access Game

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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?

“As a (currently) one man team, getting useful feedback both on the technical implementation but also on experimental game play mechanics is invaluable. Although the overall concept of dungeon crawlers is well over 30 years old, creating one for VR involves finding solutions for problems which are not existent in a "flat" world. By releasing a playable prototype early I hope to be able to experiment with new ideas and to find out what works and what doesn't for most people, so that the final product is enjoyable and fun to play instead of just a perhaps interesting but ultimatively dreadful experiment in academic design.”

Approximately how long will this game be in Early Access?

“Full release will be when the story is eventually implemented.”

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

“Additional enemy types, weapons and spells are planned and already partially designed and coded. So are two new level designs (not just re-skinned tunnels, but completely different topology).
Character development and trading are also on the table and should be included soon.
Finally, despite the random nature of the levels and the monsters, a story is already written. The plan is to have the story develop through the usual paper scraps, murals and paintings and through spoken dialogue.
Depending on how fast and successful the development happens, two player coop is also a possibility, but it is more of a stretch goal. I would REALLY love to implement it, but it is not a priority at this time.

What is the current state of the Early Access version?

“The game is currently playable as an endless dungeon crawler. The player can enter the dungeon and travel down, fighting more and more foes the deeper it gets, until it dies. Only one type of sword, shield and magic staff are available, and only the fireball spell is implemented. Life, mana and stamina flasks can also be found. Dual wielding the sword is possible by the way.

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

“The price is set to increase slightly with each big update. These will happen whenever a new foe or another major aspect of the game is introduced (trading, storyline, new areas ...)”

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

“I definitely welcome suggestions and critique. There is really nothing as hard as to create in a void when you want to make something other people can enjoy. I can not promise that every suggestion will be implemented (sometimes something that sounds easy can be very hard to implement if the code wasn't tailored for it from the get-go), but I am more than happy to listen to the users and try to find, with their help, solutions to make as many people happy as possible without compromising the game.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

Available: June 12

This game will unlock in approximately 3 weeks

 

Recent updates View all (4)

April 5

Early Release date set to June

The good news is that, as of April 5th, my Vive works again, which means I can finally fix all the problems people have pointed out and add some more content. Ironic that I got my replacement station the day I actually intended to release.

The bad news is that some of the changes will probably break a lot of existing stuff, so I moved the release date to June. I should have done it earlier, but apparently I was blind and didn't find the correct button to change the release date. My apologies.

A new version of the demo with an overworked magic system should be up in a couple of days.

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March 26

Complete rework of Magic and R.I.P. Base Station

After watching people struggle with the way I implemented magic and reading your comments I decided to scrap the way magic works at the moment and make it much easier.

The current implementation works fine when you know what you are doing but it is way too complicated to explain without being personally present and showing exactly the motions needed. In short, the system is neat, but not practical and not fun.
So .. I was working on something much simpler when one of my base station decided to die. The vertical laser does not light up, which means the tracking is always a bit off or goes away completely depending on which way I turn. this means I will have to wait for a replacement before continuing to work on the game.

No biggy (as long as it falls under the guarantee), but just to let you know that I didn't abandon Vee Rethak, I just have to delay the release :/

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About This Game

After spending an evening in a tavern in the company of three dangerous looking strangers you wake up, slightly hungover, near the entrance of a dungeon known as "Vee Rethak's Lair". Apparently, you boasted that you could get to its deepest level armed only with a lantern, and your three companions took your word for it. It seems a bit late to correct the mistake now, so you better get going and at least try to find something worthwhile in the tunnels some ancient race dug underneath the mountain ...

Vee Rethak is a VR dungeon crawler in the vein of Rogue and NetHack

Its main features are :

* Procedural dungeon : each level is generated randomly when you start a new game (or when you die)
* Sword fighting.
* Skill based magic system : being a spell caster involves more than just pressing a button or drawing a symbol.
* Permadeath : the game's design was influenced by Nethack and, similar to Nethack, the player has one single save file which is deleted upon death.
* Includes a music randomizer taking your own tracks to create the mood YOU want.

Please check the documentation for hints on how to calibrate the magic system and setup the music!

System Requirements

    Minimum:
    • OS: 64bit
    • Processor: i5-6600
    • Memory: 8 GB RAM
    • Graphics: nVidia GTX1070
    • Storage: 2 GB available space
    • Additional Notes: If your system doesn't meet the minimum system requirement, please do download the demo and try that out. If the demo works fine then so will the game!
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