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.
Recent Reviews:
Very Positive (14) - 85% of the 14 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (199) - 97% of the 199 user reviews for this game are positive.
Release Date:
May 15, 2018
Developer:
Publisher:

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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.

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Recent updates View all (24)

January 18

0.2.1 PERFORMANCE UPDATE



This update addresses issues some users were having with poor performance.

I discovered that on some systems SteamVR's 'Motion Smoothing' may affect performance so please try turning that off if issues continue. Also, please make sure COMPOUND is running as the 'top' application on your desktop as CPU performance will take a hit if it loses focus. (i.e. another program running on top of COMPOUND on the desktop)

You might also want to try turning off the adaptive renderer and instead turning up the resolution settings for COMPOUND to above 100% in the SteamVR options.

New / Changed:
  • Updated rendering algorithm for faster map rendering
  • New performance options in the menu. Please take a look!
  • Stalker type enemies now drop two items

Fixed:
  • Fixed Movement speed bug when movement smoothing was enabled in the menu
2 comments Read more

January 11

MASSIVE OVERHAUL New Year's Update 0.2.0

Happy New Year! Massive improvements, changes, and additions across the board with this update so your feedback is vital. Please let me know what you like, don't like, suggestions, etc. on the forums. Thank you!

First of all, I've added two new enemy types. I've also incorporated the changes from the dual weilding test build with a whole bunch of tweaks and changes.

Railgun Stalker



This Stalker is equipped with a heavy duty railgun. If you see a targeting laser on you, or hear the distinctive charging beeps, get out of the line of sight A.S.A.P. On easy and medium mode, you'll be able to avoid being hit if you dodge the moment before the railgun fires. On hard mode, you'll need to break line of sight to avoid taking damage. Luckily, the railgun takes a few seconds to charge, giving you enough time to get out of the way unless you are caught off guard.

Rapid Fire Attack Drone



These are attack drones upgraded with rapid fire machine guns. Similar to their weaker blue cousins, they are fast and hard to hit, but are also incredibly fragile. Best taken out quickly.

I have ported COMPOUND to the new SteamVR 2.0 API. This it to make COMPOUND even more configurable than it already was, and to add support for upcoming hardware such as Valve's Knuckles and more. Controls can now be configured with the SteamVR Input Binder. (right click SteamVR -> Devices -> controller Input Binding). I have added default bindings as well as a few alternative bindings for Vive, Oculus, and Knuckles users, however; I currently do not own any WMR hardware and so please browse the configurations kindly uploaded by the WMR test users, or configure your own (see below for details).

New:
  • New Railgun Stalker Enemy
  • New Rapid Fire Attack Drone Enemy
  • Dual wielding!
  • Support for ambidextrous controls
  • New teleport mechanic: you can now teleport to any room you have visited before (provided no enemies are currently looking for you)
  • Knuckles and SteamVR Input Binding support
  • New music for executive level
  • Info board in HQ with version number and news on latest update to COMPOUND

Changed:
  • Clunky "sprinting" mechanic removed, walk speed increased (you can now teleport to other parts of the map)
  • Main menu now a button located on MapMan
  • Assault Rifle magazine size buffed
  • Plasma pistols uses your internal power source. This means that using two pistols at once drains the power twice as fast.
  • Re-wrote tutorial to reflect many changes in game mechanics
  • Added much needed door sounds to Executive level
  • New config file format now saved with different file name so older versions are no longer broken
  • Stalker enemies now back up if they are too close to player

Fixed:
  • Can no longer re-load empty grenade casings
  • Fixed weapons in shooting range occasionally freezing
  • Long standing occasional bug where hands are detached from controllers finally fixed!
  • Throw distance no longer effected by inconsistent framerate
  • Added missing physics collision geo near doorframe with plants on executive level
  • Teleport and spawn locations made more accurate
  • Mapman and inventory properly reset when returning to HQ
  • Fixed infinite charge pistols on first boot
  • Fixed enemy gunshot sounds occasionally being distorted
  • Removed z-fighting on gun hooks in shooting range
  • Fixed issue where player could not pick up hamurgers when no ammo for current weapon in inventory

Control Configuration (Input Binding) Guide

The following is an example WMR config.



Bindable actions:
  • 'Locomotion' - Bind this to a thumb stick or touch pad for artificial locomotion
  • 'Teleport' - Press to show your teleport destination. Release to teleport
  • 'Enable Locomotion' - If this button is bound, locomotion will only be active when this button is pressed. Only really useful for Vive users who want to press the touch pad to enable locomotion
  • 'Enable Locomotion on Empty Hand' - Same as 'Enable Locomotion', but only applies if the hand is not holding a weapon. Again, this is Vive specific
  • 'Turn Right/Left' - Rotate left or right (for front facing users)
  • 'Turn' - Depreciated and not currently enabled for the test build. Please see 'Turn Right/Left' as d-pad clicks (West and East).
  • 'Move forward/back/left/right' - These are not currently enabled. Coming very soon for users who want a button to move instead of a thumbstick, etc.
  • 'Fire' - Fire your weapon. Also used to 'click' on buttons with an empty hand
  • 'Grab' - Grab an object or weapon
  • 'Store and Retrieve Weapon' - Put the currently held weapon in your inventory, or retrieve a currently stored weapon to your hand.
  • 'Release Weapon' - If this button is bound, weapon grabbing becomes a toggle effect. Press this button to release the weapon.

Note that if you bind multiple actions to one button, make sure the thresholds are the same to ensure correct behavior. i.e. grab and release can be bound to the same button.

Sorry this update took so long: I ended up having to re-write much of the code base. The upside is that I upgraded many internal systems, which means it will be much easier to add new features further down the road (especially weapons). As always, if you have any issues or suggestions, please report them to the Steam Forums.

Thank you for reading this far! Have a great 2019!
9 comments Read more
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About This Game

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

IMPORTANT!
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:

https://trello.com/b/Z3YGS6f9/compound-vr-public

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

    Minimum:
    • 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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