A fully destructible voxel based Virtual Reality experience on the HTC VIVE. Giving players the mobility to fluidly move in three dimensional space and the firepower and blast out every voxel of every level!
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Aug 9, 2017
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Early Access Game

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Note: Games in Early Access are 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?

“Our ultimate goal is to continue to push the concept of fluid motion in a virtual reality environment while developing larger scale or more immersive voxel worlds to explore and destroy. We would like user feedback to drive the evolution of the project.

As it stands now we have a fully playable build that has proven to be extremely fun. We decided to release this version now as Early Access while we continue to build out the final version.”

Approximately how long will this game be in Early Access?

“We aim to have the full release version completed in the next 6-9 months depending on how complex the scope of work becomes.”

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

“The full version is planned to include more fine tuned controls and physics, additions to game modes and objectives, more levels to explore, and features driven by feedback. We plan to utilize the controls and physics we have built in a few different ways giving the player a healthy variety of game play.

Some of the aspects we are currently developing/planning are as follows:
- Expansion of current levels and the inclusion of many more. We plan to expand the number of levels to explore greatly, and further utilize secrets as a means to hide access to them. We are currently expanding each of the 11 Early Access worlds to include several different levels done in each of the styles.

- Additional weapons are being worked on and will be included in the final version. We have 2 additional weapons in the works with potential plans for some others.

- The inclusion of enemies to fight, in game NPC's and potentially bosses.

- Additional flavors of player movement. We are planning out some additional ways players can uniquely navigate the Boost Bots VR world. In the Early Access build we provide one "style" of game play focusing on boosting and running. We have plans for some a couple other styles that will greatly shape the way players control their movement. one of these is a "hover" or "jetpack" mode that is still being adjusted and tested.

- VR focused ways to present an HUD and critical information to the player such as movement speed and collected powerups. We would also like to implement a way to keep the player informed on where they are in the over-world and which level portals are immediately available to them in the world they are currently in.

- The inclusion of in-game objectives and missions that will lead players to warp between worlds to find items, NPCs, and defeat enemies.

- Time attack, Score Attack and other game modes”

What is the current state of the Early Access version?

“This Early Access version is the beta build with most core functionality implemented. We included everything we felt necessary to deliver an enjoyable experience. We wanted to launch into early access with a version that gave players enough content to get a feel for the direction we are moving in.

In the regular game the player starts out with limited boosting capability and low blast power. Forcing the player to explore for powerups and come up with unique ways of reaching hard to reach places. As power ups are collected, hard to reach places are accessible warping the player to new levels. As the player progresses through levels, more and more power will be needed to continue the advance.

In this version, once the player reaches and beats the final level they will be brought back to the menu screen. All of their collected powerups will be saved allowing them to start a new game with their uprades intact. With the "god mode" feature activated, the player will start with max boost and zero boost cooldown allowing for unlimited boosting at the start of the game. This will allow players to jump right into exploration without having to explore and find boost power ups at the beginning


The core aspects of this Early Access build are as follows:
- Full room-scale experience with the HTC VIVE

- 11 different large scale voxel worlds to explore, each comprised of millions of individual voxels. Each world has been crafted to include numerous secret rooms and locations. Many of those secrets have been populated with powerups with the rest being left open for future use. Each world includes its own lighting, light boxes, and music.

- 72 powerups hidden across all worlds.

- The ability to carry collected powerups into a new game, to extend game play. (If the player falls off a map the game will restart and all powerups will be lost)

- Fine tuned VR controls utilizing the VIVE motion controllers. Run, Hop, Drift, Boost and Shoot your way around each level enjoying a high degree of control-ability.

- Fine tuned physics that balance fall speeds, boost dynamics and voxel destruction effects.

- Menu Screen with basic options (Mute bgm/sfx)

- "god mode" enabled as a menu screen option. "god mode" starts players off with max boost and zero boost cooldown allowing for unlimited boosting at the start of the game. This will allow players to jump right into exploration without having to explore and find boost power ups at the beginning”

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

“The game's base price will remain the same from the launch of early access through to the final release. We hope to reward players who buy during early access with access to the first DLC for free.”

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

“We hope to have an open dialog with players to take feedback, discuss ideas and improve on the concept. We plan to do this via a dedicated steam group as well as a discord channel for Boost Bots VR.”
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About This Game

Story
A Fledgling AI has been banished to a set of trials by its creator. Play as the BoostBot; a newly installed virtual instance of Artificial Intelligence operating in 3D-VR Hyperspace. Boost, Drift and Shoot your way through a series of fully destructible voxel worlds comprised of millions of voxels. You must collect enough items and obtain the blast power of a God and expose each worlds secrets. Such power may be enough to tear though the confines of the trials and re-awaken the BoostBot back into reality.

About BoostBots VR
A fully destructible voxel based Virtual Reality experience on the HTC VIVE. Giving players the mobility to fluidly move in three dimensional space and the firepower and blast out every voxel of every level! Key VR mobility aspects such as the Short-Hop, Boost, 3D Breaking and Drift breaking give the VR warrior various levels of control to maintain more accurate and controlled boosting flow.

VR Mobility Aspects
Short-Hop – a short jump that can be executed once at a time and only if on the ground. Ideal for climbing short heights and sometimes giving a little extra distance before a Boost

Boost – A speed boost in the direction the controller is facing at the time of the button press. The Boost will recharge over a period of time after each use. Spatially; Boost can be used at any time, whether on land or in air. (Boost Power and Recharge time can be reduced by certain power-ups)

3D Break
- Stops player instantly and holds them still for a short moment. The player will lose all of their built up momentum and instantly freeze on button push regardless of where they are in three dimensional space. Losing control? 3D Break!

Drift Break – Drift breaking reduces velocity at a steady rate when held down. It is ideal for drifting around turns on land and bending in-air trajectories. It can be used to tone down Boost for mid-level jumps, and to promote smooth landings.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS *: Windows 7 SP1, Windows 8.1 or later or Windows 10
    • Processor: Intel i5-4590, AMD FX 8350 equivalent or better.
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 970, AMD Radeon R9 290 equivalent or better.
    • Storage: 500 MB available space
    • VR Support: SteamVR
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS *: Windows 7 SP1, Windows 8.1 or later or Windows 10
    • Processor: Intel Core i5-4590 or AMD FX 8350, equivalent or better
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 or AMD Radeon RX 480, equivalent or better.
    • Storage: 500 MB available space
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
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