Play as a giant gorilla in VR and face off against your puny human friends in the ultimate couch party game.
All Reviews:
Positive (16) - 100% of the 16 user reviews for this game are positive.
Release Date:
Jul 12, 2017
Developer:
Publisher:

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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?

“We strongly believe that Early Access is the best model to explore new VR experiences. We’ve invested a lot of resources into this concept and it is very promising. But as a VR Multiplayer game, we are targeting a niche within an already small niche -- Our game won’t be ready for a full launch until we’ve implemented online multiplayer and a full single player campaign.

By releasing early, we are seeking your feedback and support as we develop the full scope of the game.

We want to provide a polished VR game that is fun for both VR and non-VR players. We operate in a self-sufficient manner as a small team of programmers. We work with external partners on the Art and Audio. All income earned in early access will be reinvested into those areas.

We develop in the open and need your feedback to build the most fun and comfortable experience possible.”

Approximately how long will this game be in Early Access?

“We plan 9-12 months of development depending on the final scope of the single player campaign. This may change depending on how much we can invest into external assets.

We are using Early Access for two things:
  • To get feedback on the game so we can improve it
  • To evaluate if there is a market for local VR multiplayer games

We are a small studio, a couple programmers and we work with outside artists for Art, Animation and Audio. We are self-sufficient internally but with your support we can invest into our external art requirements.”

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

“Our aim for the full version is to contain:
  • A single-player campaign telling the story of Bob, a simple family man (gorilla), trying to survive in a hard, hard human world.
  • Online multiplayer
  • Character customization
  • A lot more content in terms of maps, environments and interactions.

This is in addition to what is already available in the current version.”

What is the current state of the Early Access version?

“The Early Access version is a playable alpha, which contains:
  • Asymmetric local multiplayer, 1 VR + 4 non-vr players
  • Single-player Challenges against AI Bots
  • A solid, intuitive movement system - move, grab, eat, throw
  • Keyboard and Gamepad support for non-vr players, drop-in and out of games.
  • Several game modes, including Last Man Standing, Team Deathmatch, Horde and Hide and Seek
  • 3 Maps
  • Sandbox area
  • An experimental area where throw in new ideas that are not quite fully done yet but are fun in-house so we thought we’d share because sharing is caring.

The current state of the Early Access version + upcoming features can be found here: http://roadmap.lateforworkgame.com

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

“Yes. We plan to gradually increase the price as we ship significant new content and major features. We want to reward players who invest in our vision early. We will also not discount the price until we launch.”

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

Our roadmap is public: http://roadmap.lateforworkgame.com

Tell us what you like and what you don’t like. Share your experiences. We enjoy reading your feedback and we will use it to guide our process. We will regularly seek your input on major features. Some decisions will be put to a vote. Buy the game and shape its future.

Some of you have spent countless hours under the headset have tons of unique experiences to share. We want to your knowledge to help us improve Late For Work.

Comfort in VR is both incredibly important and hard to get right. Different players can have a vastly different definitions of what is “comfortable” in VR. Share your experiences and help us make our controls and our comfort options as awesome as possible.”
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Notice: Requires one of the following virtual reality headsets: HTC Vive or Oculus Rift. See the VR Support section for more info.

Buy Late For Work

 

Recent updates View all (15)

December 23, 2017

Update 7 - A Very Merry Christmas


Hello friends!

Another update, just in time for the holidays. We hope you really enjoy this one with your friends and family.

Winter Theme
Tis the season, right? We implemented a special Christmas theme, a winter theme really with a few Christmasey bits. It was a fun experiment for us internally, while we reworked our whole art system to prepare for future updates.

As you may or may not have noticed, our in-game art is still quite rudimentary. While it fits our target vision (low-poly, playful), it's still essentially prototype art cobbled together (some art we commissioned for our original Q1 2017 demo and various Unity asset store packs that we threw in whenever we needed something urgently). The end result is that our art repository was a complete mess.

We have recently started working with an art director to set the full vision of the game. But before we can commision new art, we needed to clean up what we have in place. Simply identifying which art assets we are using has been a massive challenge! We knew this release would involve a lot of internal work without much visibility, so our holiday theme was our main outlet for our creative itch in this update.

But what else?

OK, we didn't just do the Christmas theme. We also made a bunch of gameplay improvements that we hope you will appreciate:
  • The newly added Bull Run has gone through a polish and balance iteration. It's our most popular game mode in-house and we hope you find the improvements to be fun and provide a better balanced result.
  • We've addressed one big pain point with the vehicle controls: that objects block your view quite often. This should be much improved. We still have other areas to tackle (tank controls and aiming in general) but you'll like this latest change.
  • Improved UI and feedback, especially on camera controls.

Please check out the full list of improvements and fixes below!

Changelog - Build 385

Improvements
  • Gameplay: Lots of improvements to the Bull Run mode added in the last update, including reducing cow max speed (could never be caught), fixing camera reset, fixing lookback behavior (right-stick click-in), removing unnaturally placed extra fences , lowered time limit to 2 minutes (controversial), improved AI reactions (they were just hanging around not making a bolt for the door)
  • Gameplay: Added several smaller hills and rock formations for bulls to hide behind and encourage use of the two side passages.
  • Power-ups: Disguise power-up now shows a preview of which disguise you will activate, so that you can blend in better. Also shows a countdown timer so you know when it will expire.
  • Power-ups: No longer show the vehicle power-ups in the VR view (was confusing to the VR player)
  • Power-ups: Removed disguise power-ups in deathmatch mode.
  • Controls: Camera automatically "pushes in" if there is a large object between the player and your vehicle.
  • Controls: Hide large objects that may obstruct your view of vehicle. We wanted to implement an awesome transparency that auto fades in and out as objects slide into view, but in spite of repeated efforts, this is not a trivial task and will require a big rework of our rendering system. Something for the future.
  • Controls: Improved plane controls with keyboard/mouse (in particular, camera should behave better when pitching up and down)
  • Controls: Improved camera reset behavior, including informing players how to trigger it. Better reset angle.
  • Special: Xmas mode and an date-based event system: snow particles, snow textures, some new audio, some UI tweaks and a few easter eggs. Enjoy!
  • UI: Better start info for the PC players in Bull Run
  • UI: Help Info no longer hides player UI
  • UI: Generally improved the presentation of the Start Info for the PC players (including nice concept art from our Art Director)
  • UI: When pause menu is shown, we do a better job of hiding objects that might obstruct your view (including explosions and smoke particles, player indicators, mountains, billboards, tutorial 3D text and tutorial helper controllers).
  • UI: Added localization support for almost all UI strings.
  • Internal: We restructured our entire assets folder. This has zero impact on you, but was a massive undertaking for us, which paves the way for new art to be easily integrated.
  • Internal: added a debug language for testing our localization system
  • Internal: if steam upload fails without correctly submitting exe, fail the whole build process (so we can avoid the Update 6 fiasco)
  • Internal: improved how our various scripts start up so it's always in a deterministic order (this was the cause of a lot of bugs and should really improve our stability in the future).
  • Internal: reduced build by 16 MB (this time for real, no missing exe).

Fixes
  • Single player mission 1 was completely broken. The two different horde modes were somehow switched around and this caused all sorts of problems. Now fixed.
  • In deathmatch, PC UI always showed '20 / 20' instead of the number of lives left.
  • Fixed free-floating camera controls.
  • Little NPC cars now bounce realistically when you throw them (instead of just sticking to the ground)
  • OpenVR no longer always shows "Game Paused" (gawd that was annoying)
  • Score and Gorilla health was overlappig with plane and tank axis toggle text. Fixed.
  • Plane had weird control lock issue when you flew straight up.
  • Keyboard tank axis toggle wasn't working anymore. Or never worked? We're not sure, but it's fixed now.
  • Fixed eating so that it works even if one of your controllers is inactive.

phew, that turned out longer than I expected!
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December 18, 2017

Dev Diary 3 (Bull Run) and some Thanks

Hey everyone, we recorded another dev diary, breaking down our new game mode Bull Run. If you haven't tried this game mode yet, I urge you to. It's quite different from the other ones and quite fun. More details in the video!

https://steamcommunity.com/sharedfiles/filedetails/?id=1232064995
If there are specific areas you would like to see covered in a future dev diary, please let us know in the comments!

Some Thanks
Also, something pretty crazy happened recently. We won "Best VR Game" at the German Developer Awards!!! It was really quite a surprise to us all, especially since we are still in Early Access but we are incredibly honored. I know this sounds cliche, but I don't think it would have been possible without all the feedback we've received from all you players.

When we launched in EA in July, we had a vision of where we wanted to take LFW over the next 6 months, but looking back at the changes we've made, I would say that easily 50% of our efforts have gone into addressing the feedback we've received, so please keep it coming. It really helps us make a better game.

Thank you.

P.S. Check out some of the pictures from the evening and the flabbergasted faces of my colleagues :)
https://www.facebook.com/christopher.wulf/posts/1939838282698182
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Reviews

“It was fun and the locomotion system is unique and works well for the game concept.”
Michael Glombicki -- Road To VR

“This local multiplayer game is definitely unique -- Very cute -- A fun family game”
Cas and Chary VR

“Where Late For Work really shines is in its multiplayer mode”
Arline Groenewald -- VR The Gamers

About This Game

In Late For Work, one player is a giant gorilla doing gorilla things. Up to 4 other players try to take down the gorilla in an epic local multiplayer VR party game. Work together to bring down the monster of immeasurable strength. Or run for your dear life. It’s an intense party game for your living room.

The game brings VR and non-VR players together into a shared experience. Swap out in-between rounds and see who can earn ultimate banana bragging rights in this crazy free for all.

Features

  • Fast-paced intense rounds. Take turns under the headset. Plot your next takedown.
  • Local multiplayer party game: a great way to include all your friends in a VR experience.
  • Fun, over-the-top physics where every object is a potential weapon and shield.

====

Late For Work is actively in development - the current status and upcoming features can be found in our roadmap: roadmap.lateforworkgame.com

System Requirements

    Minimum:
    • OS: Windows 8.1
    • Processor: Intel i5-4590 equivalent or greater
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 970 / AMD Radeon R9 290 or greater
    • Storage: 1 GB available space
    • Additional Notes: HTC Vive or Oculus Rift with motion controllers required for VR play. Gamepad required for 2+ non-vr players - keyboard+mouse also supported.

What Curators Say

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