QuiVr is the defining archery experience, made from the ground up for Virtual Reality. Grab your bow, arrows, and some friends to fight the enemy onslaught.
Recent Reviews:
Mostly Positive (13) - 76% of the 13 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (394) - 92% of the 394 user reviews for this game are positive.
Release Date:
Jun 18, 2018
Developer:
Publisher:

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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (275)

July 14

Update 1.0.26

Gate Pacing

Over time it has become clear that the pacing of QuiVr is difficult to handle, demanding almost constant physical engagement for long periods of time. Many updates have tried to address this issue in less obvious ways (ebb and flow of enemy spawns, event tiles, pop-in/out spectator mode) however the issue of continual intense combat persisted.

This update adds a new system that should more directly address the issue of continual intensity while providing veteran players a way to continue progressing without being hampered by artificial delays.

After a new gate closes, there will be a steadily increasing delay before the new area's enemies begin spawning. It starts around 15 seconds and ramps up to 30 seconds after each gate. This should give you some time between gates to rest your arms and position yourselves for the oncoming enemies.

The delay can be skipped if desired by shooting the target above the delay message. In multiplayer at least half of the players must shoot the target to skip the delay.

This new delay system will hopefully improve the pacing of the game, particularly for new players and lead to fewer instances of jelly-arms. Please let me know if there are any unintended negative consequences with this new system either in the forums or on the official QuiVr Discord!

Item Droprate Fixes
Thanks to the help of some fantastic players, a number of bugs related to item drops have been found and fixed. In particular:
  • Items will be correctly awarded after losing a game
  • Item drop rates will no longer plummet after earning all uncommon items
  • Items of particular type+rarity combo will no longer be extremely rare
Unity 2018
This update also transitions QuiVr to Unity 2018. This engine update brings with it a multitude of performance and crash fixes. In particular there have been significant improvements to particle effect performance. Graphics Jobs have also been turned on for this update due to stability improvements to dramatically increase CPU performance (Please let me know if you experience DX11 related game crashes, as this is most likely the cause).

Over the next few weeks I will begin implementing some of the more advanced Unity 2018 optimizations to improve performance to a greater extent, for now I am still making sure that the engine update itself has not introduced any new bugs.

Other Changes and Fixes
  • Fixed purple slow powerup
  • Initial LIV sdk implementation
  • Fixed large bomb powerup display
  • Fixed Haunt player targeting system
  • Fixed combat text for target dummies
  • Aimed shots now affect archery range scoring
  • Updated Map Seed

Remember that updates still go out on an amlost-daily basis to the beta branch! To keep up with the current developments and find other players to play with in multiplayer be sure to join us at the official QuiVr Discord!
2 comments Read more

June 29

Update 1.0.10

First Release Update
Thanks to everyone who has joined the community and given feedback during the first week of full release! Lot's of great insights from new players for improving the first-time-play experience.

With that in mind, here's the first release update for QuiVr!

New Loading Area

The previous loading area had not been updated since the beginning of 2017, and it actually contained no assets being used in the actual game. This increased both the loading time and the build size.
The new Loading Area uses assets from the mountain summit, creating a cool, familiar atmosphere while reducing load time (those assets don't need to be loaded in again) and reducing build size since the game no longer contains the tower and mountain models/textures.

Aimed Shot Visuals

One of the comments I've gotten about the aimed shots are the lack of visual feedback for using one, particularly in multiplayer.
This update adds a new trail+particle effect for Aimed arrows that is distinct from normal arrows and visible at a distance in multiplayer to see when your teammates are using aimed shots as well. This should make using aimed shots feel more powerful and impactful.

Dynamic Music Pt. 2
This update also includes a small but meaningful addition to the dynamic music system: Kill-Stings
This is the first iteration for this system and will be expanded upon in the future. The general idea is to make the music feel more intertwined with the gameplay. Each time you kill an enemy, the music will swell momentarily, bringing in some additional drums to signify the event. It is much more responsive to gameplay than the overall music system, responding within 1/4th of a second (16th note) so as to still remain in-time with the music.

We hope to expand this system with a wider variation of musical hits to differentiate kills (killing a small enemy vs killing an elite enemy with an aimed headshot). I would love to get your feedback on this system and ideas on how it could be improved and expanded upon!

Other Changes and Fixes
  • Disabled user profiles if none already saved*
  • Fixed worm TP out of bounds
  • Debugging added to help find no-reward issue
  • Added more Worm event rock sound variety
  • Reduced elite particle density
  • New map seed
* "User Profiles" were being misunderstood and had a serious bug where username of a profile could be reset. The Profiles feature was used infrequently and the issue severe enough that it has been disabled (button is gone) until it can be correctly fixed. However, if you already have user profiles saved to your account, the button will still be there for you to use and log in.

Edit: 1.0.11 - Fixed music volume slider not working, aimed shot trail in MP, and adjusted aimed shot starting effect intensity
2 comments Read more

About This Game


QuiVr literally puts the power of the bow and arrow in your hands. Tasked with defending your keep (and the power within) from an ever-advancing enemy, you’ll find yourself in a thrilling fight for your very survival! It won’t be an easy battle - but with steady hands and powerful friends, you’re sure to succeed...


With satisfying, intuitive archery gameplay, QuiVr is the game of choice for both VR veterans and newcomers alike. This is what Virtual Reality was made for.

Features

  • Best in class bow and arrow physics: researched with and modelled after real life counterparts
  • New map each week generated from hand crafted map tiles
  • Drop-in/Drop-out multiplayer
  • Global, weekly leaderboards
  • Fluid Difficulty System to provide challenge for all skill levels
  • Customizable Armor: Change your appearance and abilities to help destroy the encroaching hordes (and look awesome doing it)
  • Personal and competitive target practice
  • Unique, expressive cast of enemies
  • Spectator mode with cinematic camera
  • And so much more!

Official Discord: https://discord.gg/8Y3CtCr

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7
    • Processor: Intel i5-4590 3.3 GHz
    • Memory: 6 GB RAM
    • Graphics: NVidia GTX 970
    • DirectX: Version 11
    • Storage: 5 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel i7-4770 3.4 GHz
    • Memory: 16 GB RAM
    • Graphics: NVidia GTX 980
    • DirectX: Version 11
    • Storage: 5 GB available space
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