Physics-based VR with full freedom of flight. VR that feels and controls like a real jetpack. A real-time multiplayer VR arena.
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Release Date:
Jul 1, 2020
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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?

“The core mechanics of the game are done (multiplayer, VR, controls, abilities). Now the work left is purely aesthetics, art assets, level design, UI, and other more normal game aspects, which, as a one-man team, I would struggle most with. By releasing the game in early access, I hope that as players experience and enjoy the game as it is already, the game might attract the attention of others who may want to help further build out the game.”

Approximately how long will this game be in Early Access?

“The game will remain in early access until the aesthetics and production quality of the game is closer to that of release-quality. Ideally it would be no more than 1-2 years max.”

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

“The final version of the game would ideally have better quality models/graphics, more fully developed levels and landscapes, and more interactable vehicles or objects within the game. For example, one concept I had in the beginning was that there would be many maps to choose from, the in-game story being that each player is in the real world a tourist departing Earth to another planet of their choosing with the experimental jetpack technology as the means of travel once landed on the planet.

Players would also be allowed to customize and upload their own character skins; some might want to fly as their favorite superhero. This would be something that I would let the community completely take over on rather than the usual model of the game providing the skins. Given that people can upload 3D models on Shapeshift and other sites now to print their own designs in real-life, I think it only makes sense that you could do the same for game items now in a virtual world.

Lastly, the most exciting feature in the game, and one I literally dreamed of when I first conceived of the game idea, is that there would be abandoned gigantic mech suits throughout the map that you could land on and pilot. That alone would create a point of focus for the game even if the game never ends up having any real objective or scoring system, as the player who gains control of a mech suit suddenly towers over everyone else like something out of Shadow of the Colossus.”

What is the current state of the Early Access version?

“The core mechanics of the game are done. Players can fly and interact with each other online in VR with realistic physics-based controls. It doesn't rely on teleport or D-pad controls of most VR. You can do anything you'd imagine you physically could do - hover, drift, spin, flip, burst through the sky like Ironman - all based on how you position the controllers. People who normally get dizzy from VR have said they had no issue here because it feels natural.”

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

“Currently I have no intention to profit from the game. However, I have no sense of what it would cost to maintain the servers to support the online play, so it's difficult to say whether it will be entirely free or if things like custom skins or extra maps might cost in the future. I think at a minimum the base-level and single player would always be free. If I can, I would keep the online play free as well, but that depends on how things look when I get there.”

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

“Building more of a community effort around this game would be ideal for me. I would love to be able to just focus solely improving the core mechanics and flying controls, while everyone else builds out landscapes and models to populate the game with. In a way, this goes back to games like Rollercoaster Tycoon, Age of Empires, or Starcraft, where the base game is left open-ended enough that entire communities form around building additional levels/maps and custom mods. Here, I would like that to be a core feature of the game rather than a subcommunity.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.
VR Only

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Note

- Make sure to install SteamVR. For Windows Mixed Reality (Samsung, etc), make sure to install "Windows Mixed Reality for SteamVR" and only that (not both).
- The official Twitch channel (VRJetpackGame) has the game spectated 24/7 on the US server for those who just want to watch. For streamers and spectators looking for more control, playing the game in non-VR will let you spectate and follow players (including yourself with a separate computer).
- Non-VR players can also join and fly in a limited fashion. Simply start the game without a headset connected and choose to play rather than spectate.

About This Game

Physics-based VR with full freedom of flight. VR that feels and controls like a real jetpack. A real-time multiplayer VR arena.

Players can fly and interact with each other online in VR with realistic physics-based controls. The controls are completely VR and natural, just as you would use thruster controllers for a real jetpack. It's truly free range of motion and natural movement, not the teleport or D-pad controls of most VR games. This includes but is not limited to being able to hover, drift, spin, flip, and burst through the sky without ever hitting any special buttons (all controller angle/position based). It's up to your own imagination what combination of moves or positions you might be able to do in the air. You can even now swing and do hookshots with the new grappling cables.

Note that this means you can and will go upside-down. Like with roller coasters, skydiving, or any other real-life thrill or extreme sport, this experience is not for everyone, but for the right people, this comes very close to feeling like flying (and swinging) in real-life. Treat this as you would an opportunity to fly in real-life, not merely as a game played from an office chair.

When you first start out, keep your arms spread out like you're balancing and controllers upright. The farther your arms are out to the sides, the slower and more stable you are. The thrust comes from under each controller based on the angle you hold the controllers (no pointing or d-pad). Tap each one of the thrusters individually first (thumb press) to get a sense of how the propulsion moves you before holding both of them down. Just as you wouldn't start full speed in any real-life vehicle or sport, don't just go crazy on your first try here. Learn to hover before just blasting off. When you've gotten good enough control, you can bring the controllers closer together for more speed. Tapping both thrusters at the same time while held close together will also let you do a sonic burst for maximum speed.

The game is currently being released as Early Access, as the core mechanics and flying functionality along with multiplayer have been done for over a year now. The slowest part of development, and what is taking the most time for me as a 1-man team, is the more traditional parts of the game, such as map building, graphics, and other assets. I'm hoping that, as the game builds interest, perhaps I will be able to get help working on these other more time-intensive parts of the game. Of interest to me is if players are willing to create and share their own maps for others to fly and experience, as well as sharing skins/mods for the appearances of the actual player. If anyone is interested in helping work on these items, feel free to reach out on the VR Jetpack Game website. In the mean time, I am continuing to develop this pretty much full-time and will release updates to the game as I finish them, with emphasis on expanding out the map now that the game is released.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7, Windows 10
    • Processor: Intel Core i5-4590 / AMD FX 8350
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 970 / AMD Radeon R9 290
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: Optional
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Quad Core
    • Memory: 16 GB RAM
    • Graphics: VR-Ready
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: Optional

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