Physics-based VR with full freedom of flight. VR that feels and controls like a real jetpack. A real-time multiplayer VR arena.
Toutes les éval. :
plutôt positives (51) - 78 % des 51 évaluations des utilisateurs et utilisatrices pour ce jeu sont positives.
Date de parution :
1 juil. 2020
Développement :

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Jeu en accès anticipé

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Remarque : les jeux en accès anticipé ne sont pas terminés, ils peuvent changer de façon significative. Si ce jeu ne vous intéresse pas dans son état actuel, vous devriez attendre pour voir s'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« 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. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« 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. »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« 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. »

Quel est l'état actuel de la version en accès anticipé ?

« 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. »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« 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. »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« 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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Note

- Join our to get a group together if you're having trouble finding players online!
- Multiplayer is live-streamed 24/7 on Steam Broadcast, YouTube, and Twitch.
- The jetpack controls are designed to be realistic with the thrust coming from below the controllers. Do not point to go. See the following real-life jetpack (Jetman), which has the same control scheme.

À propos de ce jeu

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 (look up Jetman as an example). 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.

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. If anyone is interested in helping work on these items, feel free to reach out on the VR Jetpack Game website. Longer term, once the more traditional parts of the game are done, the game will take a more open-world / sandbox direction as a testbed to integrate other projects of interest, such as introducing some of my plans for the AI project at Conatus.ai (and we can see if people realize when the other players aren't human).

Configuration requise

    Minimale :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation  *: Windows 7, Windows 10
    • Processeur : Intel Core i5-4590 / AMD FX 8350
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : NVIDIA RTX 2060
    • DirectX : Version 11
    • Réseau : connexion internet haut débit
    • Espace disque : 6 GB d'espace disque disponible
    • Carte son : Optional
    • Prise en charge VR: SteamVR. Standing Only
    • Notes supplémentaires : Use +/- keys to increase/decrease quality if you are having FPS issues.
    Recommandée :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 10
    • Processeur : Intel i7
    • Mémoire vive : 16 GB de mémoire
    • Graphiques : NVIDIA RTX 3060
    • Réseau : connexion internet haut débit
    • Espace disque : 6 GB d'espace disque disponible
    • Carte son : Optional
* À compter du 1ᵉʳ janvier 2024, le client Steam sera compatible uniquement avec Windows 10 et ses versions plus récentes.

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