The experiment continues in Vectromirror™! Challenge yourself against brand new obstacles in dynamic worlds in the sequel to the popular Science Fiction Parkour Platformer Vectromirror 0™. Are you able to complete each 3D course and make it all the way through?
All Reviews:
Positive (10) - 80% of the 10 user reviews for this game are positive.
Release Date:
Oct 13, 2020

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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?

“Due to the Very Positive response and fantastic Steam Community feedback to our free prequel, Vectromirror 0™, we decided to make Vectromirror™ an Early Access title and continue working closely with the Steam Community while we finalize the development of this project.

Working with the Steam Community on feedback with our free demo has been vital to our quality assurance process, which we’d like to continue with the full game. As such, we’ve set up various channels and are optimizing our Steam Community tab to connect with everyone who plays the title in Early Access and get their feedback.”

Approximately how long will this game be in Early Access?

“We anticipate having the game in Early Access for no more than six months after the release. We already have the core functionality and features of the game established. The bulk of what’s remaining is additional levels we’re building, testing the game, and polishing with the community's help.”

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

“Upon initial release, Players (“Test Subjects”) will get to enjoy the tutorial, overworld, and first two levels of Vectromirror in their entirety. We’ve added a couple of additional features based on the feedback received from our free demo for the player to utilize, like the ability to hold and move objects to specific, desired locations. We include a fair amount of the narrative in the Early Access game, but the complete story will unveil with the Full Release.

The Full Version of Vectromirror will have six levels in total (more are planned, depending on how well the game is received), plus the tutorial and HUB. After the game becomes a Full Release, we’ll be adding any additional levels as DLC packs.

Above all, the Full Version of Vectromirror will be accessible on VR, with both headsets and controls as a full 360-degree experience. We’ve already begun development on VR accessibility and determining which VR headsets we’re targeting first. We know this will require extensive testing and reporting from our Early Access players, so please join our community from our website if you have VR capabilities!”

What is the current state of the Early Access version?

“Early Access will start out allowing players to experience the full tutorial, a limited version of the “overworld” where players can select which level to play and investigate some narrative elements, and two of the four levels of full gameplay with all the planned features for the game.

Also, the initial Early Access version of the game is not VR-Ready. We will be working with the Steam Community heavily on developing and testing the game in VR.”

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

“We’re planning on incrementally increasing the price with each major update to the game (additional levels, Virtual Realty Support, etc.) so the earlier you get involved with our early access, the more money you save! The full game will have 3 times more playable content and will be fully functional on VR, so make sure to get in on Vectromirror™ early.”

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

“We’re relying on feedback from the Steam Community, and our other Vectromirror™ communities on Discord, Twitch and social media, to make Vectromirror™ such an enjoyable game experience that one cannot help but share it with everyone they know. We’re working on opening several ways to communicate with us, and our team is ready to gather all the feedback and reports you can provide. Here are links to the various ways to communicate with us!

Steam Community

Leave a Review on our Steam Page!
Reviews allow us to respond to your feedback and suggestions to improve the experience. Please keep your comments open on your reviews so we can notify you of changes or updates that address your concerns.
Use the Steam Community Tab
Post screenshots, video clips, comments, etc. Let us know what you’ve enjoyed and with what you’re having issues.

Discord Community

Our Publisher, Burnout Game Ventures, runs a public Discord server where players can communicate directly with the marketing, development, and management teams at Burnout Game Ventures and The Vectromirror Initiative. We’ve created a specific channel in the Discord server called #vm-earlyaccess for any Player to upload their bug-reports, issues, or other feedback!

Click Here to Join The Discord!

Social Media

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Twitch Community

Our publisher, Burnout Game Ventures is ramping up their Twitch Community. Make sure to subscribe to the channel and get notifications about live streams, Q&As, and more!

Click Here to Follow BGV on Twitch

Direct Contact

Use This Contact Form to Talk To Our Publisher Directly or email them at support@burngameven.com
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About This Game


Trust and Misery.

As with our previous experiment, Vectromirror 0™, our focus has remained on cultivating an authentic emotional response from an AI-driven entity (i.e. “Test Subject”), leading it to the achievement of sentience. Trust and Misery have remained the two pillars by which we can deduce growth of sentience—emotions we humans more often identify as Faith and Grief.

The Test Subject failed to adequately produce these emotional responses during the Vectromirror 0 experiment. And yet, despite this, we remain confident and dedicated that this breakthrough is possible—and within reach.

Our first step towards progress: Rebuilding the simulation.

This new simulation—now dubbed simply “Vectromirror™”—contains more advanced, rigorous trials than its predecessor experiment. As the Test Subject will still need to traverse each course, we have optimized the Test Subject’s pre-existing set of “special abilities” (e.g., wall running, double jumping, parkour, etc.). We have also added a stasis hold/throw ability which allows the Test Subject to further exercise creativity in its puzzle solving and ability to overcome obstacles.

Our previous experiment did, at least, successfully prove that creatively implemented logic does correlate with humanlike emotional responses. We are confident that this new simulation will produce an undeniably humanlike emotional state.

We’ve maintained free access to our original scenario, Vectromirror 0, for those in the community who wish to experience the initial experiment. Test Subjects may even benefit from additional training in the previous courses if the new obstacles in Vectromirror prove to be more challenging.

Click Here To Access Vectromirror 0


This current iteration of the experiment is still in development; however, we remain confident that the Test Subject and its AI will achieve full sentience and experience true emotion.

We will not stop until the Test Subject has attained these goals… or is pushed to its absolute limits.

Whichever comes first.


As a result of significant testing conducted in our previous experiment, we have optimized the Test Subject's current features as follows:

Advanced Movement and Reflexes

During initial testing, the Test Subject proved capable of moving at exceptionally fast speeds; however, despite this promising initial result, this did not optimize our desired mobility capabilities for the Test Subject. Our R&D team set to researching for an upgrade to the Test Subject’s current movement capabilities. The Test Subject may now traverse surfaces easily while locking securely onto said surfaces.

More testing on behalf of our R&D team will be necessary in order to continue optimizing the Test Subject’s reflexes further.

An additional note: Each time the Test Subject is deployed, a different level of reflexive memory adaptability is produced. This variance should be closely observed.

Force Pull, Hold, and Push

Our previous test focused on the Test Subject’s ability to remove objects in its path via push and pull manipulation. Unfortunately, this did not advance the AI’s response system with enough significance, rendering this method insufficient. However, we decided to keep the Test Subject’s ability to create massive blasts of energy intact. Rather than simple object manipulation as was the case in the previous test, the Test Subject’s energy blasts now allow it to also hold objects in a suspended state and propel objects in a specific direction. This allows the Test Subject to advance through the simulation and deactive barriers in a far less...forceful manner than before (more surgically).

Accelerated Jumping

Further optimization of the Test Subject’s locomotion includes its accelerated jump ability—more commonly known as a “double jump.” We have increased the accessibility of this ability by allowing the “double jump” to activate so long as the Test Subject’s first jump initiates from a solid surface.

Instant Memory Recall Upon Destruction

We have also continued to allow for the Test Subject to “reload” its scenario progress to an earlier point (a “checkpoint”) should it meet its demise. In addition, this instant recall ability will allow us to determine the effectiveness of the emotional stimuli on the Test Subject.


To ensure we achieve the desired results of our stakeholders, we will continue to update our experiment and test different variables. Our current plans include:

Virtual Reality Human Control

Through this use of Virtual Reality (VR) headsets and controls, we will be able to virtually link a human into the Vectromirror scenario and allow them to control the Test Subject directly. The human controller or “player” will be able to experience each success and failure instantly on a personal level and from a first person perspective. Thus, the player’s eyes will be the Test Subject’s eyes. Additionally, this will allow us to gain emotional intelligence insights and feedback from an actual human in real time.

Additional Level Development

As stated previously, this initial experiment focuses on two key emotions—Trust and Misery. Without doubt, the Test Subject will adjust, and perhaps even master, the current scenarios. We will be introducing more level scenarios as time progresses as a result. To avoid stagnation of data provided by the Test Subject, we will also present harder scenarios.

Time Trials

We have noticed certain anomalies in how the Test Subject performs. Variance in completion time occurs despite having access to all features available to the Test Subject at all times. In response, we hope to develop a ranking system to record and catalog these variant results and display these results to the public.

(Perhaps there is a degree of emotional intelligence we did not account for that has manifested, giving individual facets of a developed id. More information needed to further this hypothesis…)

System Requirements

    Minimum:
    • OS: Windows 10
    • Processor: Intel i5 or better
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 970 or better
    • Storage: 4 GB available space
    • Sound Card: Windows Compatible, Soundblaster MB5 or better
    Recommended:
    • OS: Windows 10
    • Processor: Intel i7
    • Memory: 16 GB RAM
    • Graphics: GeForce GTX 1050
    • Storage: 6 GB available space
    • Sound Card: Windows Compatible, Soundblaster MB5 or better

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