COMPOUND (Pre-Alpha) is a randomized rogue-lite, free-roaming shooter for VR veterans. Duck and dodge around enemy fire in a tough-as-nails retro FPS with multiple locomotion options for Vive and Rift users. Download the demo below.
All Reviews:
Very Positive (71) - 100% of the 71 user reviews for this game are positive.
Release Date:
May 15, 2018

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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?

“I am developing COMPOUND by myself, in my spare time, with no financial support. Early access will help me a great deal financially to buy the hardware and software I need to improve COMPOUND, and the feedback from the community will help improve the game immensely. I also chose Early Access over working under a publisher as I believe many publisher's profit-driven interests often lead to compromises in quality / scope that I am not comfortable with. Given enough success I might be able to work on COMPOUND full-time and drastically improve output; however, even if COMPOUND is a financial "failure", I will still see development through to the end as COMPOUND is a great source of personal pride for me, and I also strongly believe that once I have received money for a promised product, that I am obligated to deliver on that promise.”

Approximately how long will this game be in Early Access?

“As long as it takes to make COMPOUND a great game. I will continue to add and improve on COMPOUND for a long time, at a guess I would say *at least* a year, possibly much longer, as I have so much more content planned. Depending on the success of COMPOUND, I am open to expanding the scope into something larger if it seems like the right thing to do. I will only declare it done once I am satisfied with the final product. Progress may not always be rapid but it will be steady.”

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

“The full version will be completely improved in every way. Over the Early Access period I will add much, much more content than what is already available, aiming for *at least* 3 times the current amount. This includes many more maps, weapons, enemies, options, and the inclusion of one or more boss battles. Base game mechanics and content will be iterated and improved upon based on your feedback.”

What is the current state of the Early Access version?

“The current early access version has 6 maps of 3 map types, a headquarters/training range, 4 weapons, 5 enemy types, and three difficulty settings. Each map is procedurally generated to provide a different experience with each play-though, and consecutive loops become progressively harder, providing quite a considerable amount of re-playability already.”

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

“No, the price will remain the same. Please purchase COMPOUND if you would like to support me. If you are unsure, please try the demo or wait until development has progressed or Early Access is over.”

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

“I have already incorporated more ideas from community feedback than I could possibly mention here. Community feedback has been one of the driving forces behind the improvement of COMPOUND and will continue to be throughout Early Access. If you try the demo or purchase the Early Access version of COMPOUND, please leave your thoughts / feedback / criticisms in the forum. I don't always reply to every post / thread but I DO read them all.”
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Notice: Requires one of the following virtual reality headsets: HTC Vive or Oculus Rift. See the VR Support section for more info.



Recent updates View all (7)

May 18

Minor Update V0.1.2 (sprinting, front facing Vive)

This update effects the demo and the early access version. Any changes to settings may require a settings reset (reset option available in menu). New content coming soon!


Shooting now disengages sprint mode
I got rid of that annoying "Beep-boop!" noise / message that would pop up when trying to sprint (double speed) and fire at the same time. Now when firing in sprint mode it just lets you fire normally while dropping you back into normal movement mode.

Default drop mode for Rift users is just one click instead of double click
Button now has to be pressed deeper to register (to avoid accidental presses). The double click option is still available in the menu.

Bug Fixes:

  • Fixed an issue where front-facing Vive users couldn't turn left
  • Weapon specific action no longer triggers when turning for front-facing Vive users

The demo is now updated with the features added to the full version recently:
  • Head based locmotion option
  • Easier menu access
  • Improved weapon angles
  • Shutgun buff
  • Tweaked ammo drops
  • Fix glass smashing bug
  • Can no longer suicide in setup room
9 comments Read more

May 16

Headset Based Locomotion Update V0.1.1b

There was a lot of requests for Headset based movement so I added an option for it in the new beta branch, available by right clicking on COMPOUND in your library -> Properties -> BETAS and selecting 'hmd_locomotion_v0_1_1b'. I also added and changed a whole bunch of other things while I was at it. If there are no issues then I will integrate these changes into the default build. Here is the full changelog:

New Features

Headset based locomotion option
press the menu button on your off hand to see the menu where this option can be enables


Easier menu access
Not sure about this change. Now the menu button on your dominant hand is exclusively for changing weapon, and the menu button on your non-dominant hand is exclusively for the menu. You no longer have to hold down the button for 1 second; the menu will appear instantly. Many users skip the tutorial (it's not their fault; even I think it's dull) and are unaware there is a menu at all. This will lead to easier use for newer users. The drawback is that an accidental button press can cause the menu to pop up. Maybe this should be the default option but have an option to enable long press mode as well?

Weapon angles modified
All weapon angles have been slightly tweaked (about 4 degrees). Should be more comfortable for both Vive and Rift users, I hope.

Shotgun spread reduced
The shotgun pellet should have a tighter spread

Ammo drops tweaked
In particular, railgun ammo has been reduced. Very weak enemies like the drones have a significantly reduced drop rate of all items.

Bug Fixes

Fix glass smashing bug
Fixed a bug where smashing the glass on the 'emergency firearm' would cause the animation and sound to play twice, making the sound very loud.

You can no longer shoot yourself to death in the setup room on first boot
Dying in the white setup room would cause a faulty setup. Previously, rebooting the game would fix this but you are now immortal in the setup room.
7 comments Read more
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About This Game

Rift overhaul now available! Unsure? Download the free demo now (button to the right) ->

Some people are concerned that COMPOUND isn't quite worth the $20 I am charging for it and that is a completely fair statement for the time being, however; it is being *made into* a $20 game though early access. Please see the Trello board for an indicator of how the project is planned to develop:

The price will never be raised, even after Early Access. Anyone who believes in the me and my project, and would like to support me now, can do so by purchasing early. If you are not interested in that, that is perfectly fine. Please wait until it has matured more and take another look! :)

COMPOUND, while still a very early work in progress, is a randomized, rogue-lite, free-roaming shooter for Virtual Reality veterans. Duck and dodge around enemy fire in a tough-as-nails retro FPS with multiple locomotion options. Prepare to die - a lot - until you are good enough to reach the heart of The Corporation and take back what belongs to everyone...

This is the first launch of COMPOUND for a while and there are bound to be bugs and issues. Please help me find them and I'll get to work on them A.S.A.P.

What is this?
The concept of COMPOUND started as an attempt to move away from the 'wave shooter' formula common in early indie VR titles and towards a fuller FPS experience, built from the ground up for room-scale Virtual Reality. The trade off is that this game may not be suited to players who are still coming to grips with VR.

Who are the developers?
Just me! This is a passion project; I'm having great fun working on COMPOUND in my spare time. If I ever earn enough to work full time on COMPOUND, I will.

Can I help?
Yes, please! As I mentioned, I am developing this game by myself. I need the feedback of the community to help me find bugs and balance gameplay. If you have any suggestions or find a bug that isn't in the list of known-bugs, please drop by the forums and let me know.

Cool music!
I know! But I can't take the credit for it; the music for COMPOUND was made by the handsome and talented SPEEDBLACK. Check him out on Soundcloud!

This game is too hard!
Rogue-like(lite) games are supposed to be hard! But don't give up - you'll get better with every (doomed) run. Eventually you'll master the game and its systems and feel like a pro. If you are still getting frustrated, try playing on easy mode. I just added a guide for new players that is pinned in the forums. Please read it for tips on how to survive!

This game makes me feel sick...
Unfortunately the feeling of motion sickness just doesn't go away for some people. But that's fine! COMPOUND should be perfectly playable using only teleportation. Also, all sorts of comfort options (and even more in the works) that might help prevent or lessen motion sickness.

System Requirements

    • OS: Windows 7 SP1
    • Processor: Intel i5-4590 or equivalent
    • Memory: 4 GB RAM
    • Graphics: GTX 980 or equivalent
    • Storage: 100 MB available space
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