Physics based VR movement shooter MARCH FOR YOUR GOD
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Hvad udviklerne har at sige:

Hvorfor tidlig adgang?

“This is a large project and being just one person, it's going to take a while to create. Over this time I want to be able to release progress made and consider feedback from the community.”

Hvor lang tid vil dette spil være i tidlig adgang?

“The game will likely be in early access for roughly 4 years however the demo will release in approximately a year and the first early access release in roughly another 2.”

Hvorledes kommer den fulde version til at være anderledes end produktet i tidlig adgang?

“Naturally we plan to add more content by way of weapons and levels.
I want to push the speed and intricacy of combat that can be effectively achieved in VR with each release.”

Hvad er den nuværende tilstand for versionen med tidlig adgang?

“Still very early in production, the first 7th of the game in near completion. In terms of mechanics 2 of roughly 8 weapons have been fully developed with a very near complete movement and grappling hook system.”

Ændrer spillets pris sig under og efter tidlig adgang?

“Pricing will increase gradually as more content and features are released”

Hvordan har I tænkt jer at involvere fællesskabet i jeres udviklingsproces?

“Community feedback is going to be essential in developing the mechanics of this game. More than anything else the gameplay itself will be fretted over and tweaked constantly to push the boundaries of speed and flow in VR combat”
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Om dette spil

VITRIOL VR
MARCH FOR YOUR GOD

VITRIOL is a Physics based VR movement shooter, taking the depth of Interaction in Physics Based of games like Bonelab, combining them with the speed and visceral combat of games like Doom or Ultrakill. All wrapped up with a retro coat of paint.

Physics based enemies can be stabbed, shot, blown up and of course gibed into hail of viscera. All interlinked with the natural flow of gameplay.
Loose but precise gameplay is this games mission statement, many conventions and rules typically restricting Physics based combat are sidestepped to create less physically realistic but intentional combat. Your actions whilst being physics-BASED are not restricted to those physics, instead the environment you operate in is more responsive to the intention of your actions rather than a realistic outcome, allowing that fast-paced, intense combat of movement shooters to not be ported to VR but reinvented.
The physics in this game is designed not to allow for that fast passed combat, instead the physics IS that combat, the speed and guttural gameplay is not hindered by physics but made possible through it.

This is not doom ported to VR, this is in its bones, built from the ground up to BE VR, every system, every interaction exists with the specific intention to utilize VR interaction to its fullest extent.
Doom ported to VR is cool, but I'd rather play Doom. VITRIOL on keyboard could be possible, but your gonna want to play this.

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Systemkrav

    Minimum:
    • Styresystem: Windows 10
    • Processor: Intel i5 7600 3.5ghz+
    • Hukommelse: 8 GB RAM
    • Grafik: GTX 1070 / 1660TI (6GB VRAM)
    • DirectX: Version 11
    • Diskplads: 1 GB tilgængelig plads
    • Lydkort: Big Old Loud One
    • VR-understøttelse: SteamVR or OpenXR
    • Yderligere bemærkninger: CPU performance required for physics calculations! SSD Required, 32GB Windows Virtual Memory Cache
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