Play as a giant gorilla in VR and face off against your puny human friends in the ultimate couch party game.
All Reviews:
Positive (23) - 95% of the 23 user reviews for this game are positive.
Release Date:
Jul 12, 2017
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?

“We strongly believe that Early Access is the best model to explore new VR experiences. We’ve invested a lot of resources into this concept and it is very promising. But as a VR Multiplayer game, we are targeting a niche within an already small niche -- Our game won’t be ready for a full launch until we’ve implemented online multiplayer and a full single player campaign.

By releasing early, we are seeking your feedback and support as we develop the full scope of the game.

We want to provide a polished VR game that is fun for both VR and non-VR players. We operate in a self-sufficient manner as a small team of programmers. We work with external partners on the Art and Audio. All income earned in early access will be reinvested into those areas.

We develop in the open and need your feedback to build the most fun and comfortable experience possible.”

Approximately how long will this game be in Early Access?

“We plan 9-12 months of development depending on the final scope of the single player campaign. This may change depending on how much we can invest into external assets.

We are using Early Access for two things:
  • To get feedback on the game so we can improve it
  • To evaluate if there is a market for local VR multiplayer games

We are a small studio, a couple programmers and we work with outside artists for Art, Animation and Audio. We are self-sufficient internally but with your support we can invest into our external art requirements.”

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

“Our aim for the full version is to contain:
  • Round-based multiplayer with headset hot seats
  • 6 - 7 diverse game modes
  • Character customization
  • Polished art to replace all the prototype art
  • In Depth Tutorial for VR Novices

This is in addition to what is already available in the current version.”

What is the current state of the Early Access version?

“The Early Access version is a playable alpha, which contains:
  • Asymmetric local multiplayer, 1 VR + 4 non-vr players
  • Single-player Challenges and Missions against AI Bots
  • A solid, intuitive movement system - move, grab, eat, throw
  • Keyboard and Gamepad support for non-vr players, drop-in and out of games.
  • Several game modes, including Last Man Standing, Team Deathmatch, Hide and Seek, Bullrun and UFO Invaders
  • 5 Maps
  • Sandbox area
  • An experimental area where throw in new ideas that are not quite fully done yet but are fun in-house so we thought we’d share because sharing is caring.

The current state of the Early Access version + upcoming features can be found here: http://roadmap.lateforworkgame.com

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

“Yes. We plan to gradually increase the price as we ship significant new content and major features. We want to reward players who invest in our vision early.

  • On the 28th of March, after 9 major updates, we increased the price from 9,99€ to 12,99€

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

Our roadmap is public: http://roadmap.lateforworkgame.com

Tell us what you like and what you don’t like. Share your experiences. We enjoy reading your feedback and we will use it to guide our process. We will regularly seek your input on major features. Some decisions will be put to a vote. Buy the game and shape its future.

Some of you have spent countless hours under the headset have tons of unique experiences to share. We want to your knowledge to help us improve Late For Work.

Comfort in VR is both incredibly important and hard to get right. Different players can have a vastly different definitions of what is “comfortable” in VR. Share your experiences and help us make our controls and our comfort options as awesome as possible.”
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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 (19)

May 19

Update 10 - Spring Cleaning

Hello friends,

We're excited to bring you Update 10, our special Spring Cleaning edition. It's the proverbial 'tock' to our tick-tock release strategy of delivering new gameplay one update and improving core systems the next. We did a lot under the hood and a lot in preparation for future updates (and new unannounced projects). Read on for more details.



Performance
We did a big pass on performance. As you know, we not only render in VR but also up to four separate views in splitscreen. This has a fairly big impact on performance and we keep a close eye on it. We did a major pass on performance (our third since we launched in Early Access) and made a lot of improvements. We shaved off roughly 3ms off an average frame. Considering we aim for 90fps, we only have ~11ms to play with, so we're pretty happy with this improvement.

New Language Support
Thanks to the awesome @Mr.Stump we now have language support for Ukrainian and Russian. As a reminder, we are willing to add support for any language, if you're willing to help us translate it. Find out how on this thread.

Gameplay Balancing
We took another run at the UFO mode in the forest. The map was way too big and open, making it super difficult for the VR player. Too much land to cover and fast moving UFOs makes for exhausted unhappy players. We've tweaked the AI as well as they were a bit to hardcore. We experimented with changing the number of lives but didn't love any new values so left it as it is for now.

Let us know what you think!

Bug Fixes
We found and fixed a litany of bugs. The full list is available in the changelog below. We hope this new build feels a lot more stable.

What's Next?
We're slowly working towards a 1.0 release. We haven't finalized what will be in it, but we're working on that. We should have more news over the summer, stay tuned and let us know what you would like to see.

Please read on for the full changelog for this update. We hope you enjoy it!

Changelog - Build 443

Improvements
  • Language: added support for Russian and Ukrainian, a very big thank you to @Mr.Stump
  • Language: auto-sync on latest language file on start
  • Controls: Mouse Freelook when holding Alt key for UFO (vertical-only), Planes, Trucks
  • Controls: fix tank lock-on behavior and range-check
  • Controls: tweak tank gamepad aiming sensitivity, a bit more precision
  • Performance: smooth plane controls, less jitters
  • Performance: improved render batching
  • Performance: improved "Update Step" performance of various components, lots of cleanup of unnecessary updates.
  • Performance: eliminated multiple performance spikes
  • Performance: spread performance intensive queries (such as raycasts) over multiple update frames
  • UI: don't show "Reset camera" message as agressively
  • Camera: refactored freelook camera system, with consistent controls everywhere
  • Camera: no longer visually cull garages when you drive in to them to hide
  • Camera: improved death camera behavior, disable control during vehicle switch so that you're not flying around wildly as soon as you die.
  • Camera: broke then fixed UFO camera controls, added alt freelook support
  • Gameplay: balance the UFO game mode in the Forest map, group cows and humans more, block off an area to restrict playspace
  • Gameplay: in Hide 'n Seek, tweak the gorilla health (120 base + 60 per opponent)
  • Visuals: improved models for power-ups (ammo and attack level up)
  • Controls: reworked right joystick camera-control. Now rotates in proportion to how far you push your stick left/right and snaps back on release
  • Physics: better collision shapes for the tanks and the power-ups
  • AI: improved cow AI
  • AI: improved UFO flee behavior, make less cautious
  • Internal: refactored camera and freelook system
  • Internal: refactored sound system
  • Internal: integrated Steam Audio, now used by default
  • Internal: refactored input system
  • Internal: refactored airplane control system, much smoother update loop
  • Internal: refactored GOAP AI system, with general AI improvements
  • Internal: add new system to support color palette switching
  • Internal: improve build process for some secret stuff
  • Internal: remove a build expiry that somehow slipped into last update
  • Internal: disable unity analytics and hardware reporting
  • Internal: improved log system

Fixes
  • UX: Height auto-readjust now works during intro screen using OculusVR
  • UX: MP deathmatch was playable with zero players, now show a helpful message
  • UX: Instant join broke, player wouldn't spawn
  • UX: tank camera reset was broken during refactor, fixed
  • UI: intro text for Hide 'n Seek mode on flat screen exceeded bounding box, looked bad
  • UI: Player icons (like AI1, AI2, etc) appeared before the player's vehicle, now both appear together
  • UI: AI Bots setting was inconsistently saved between sessions
  • Controls: Plane acceleration was broken, A button works again.
  • Oops: for the last 10 months it's been possible to adjust the gorilla's health with the G and H keys on the keyboard
  • AI: cars not controlled by any player or AI bots (possible in hide n seek) would boost out of gorilla's hand
  • Stability: fixed crash bug that randomly occured when using OculusVR
  • Stability: fixed a bunch of null exceptions that caused weirdness
  • AI: humans were not running around anymore, fixed
  • Tutorial: humans were running around, which makes it hard to see their instructions
  • City map: fixed broken textures on bottom of houses
  • Port map: fix missing graphics for some of the containers
  • Port map: had plane ammo power-ups on the ground, no longer
  • Port map: NPC car start positions were all broken, traffic is back
  • Gameplay: single player mission 2 matched against 4 bots instead of 2. 3rd mission wouldn't unlock.
  • Tank: backwards driving and vehicle flipping was no longer working
  • Single player: in horde modes, flat players could no longer join, now works again
  • Single player: make sure target kill count is correctly scaled to the number of enemies
  • Physics: multiple bugs leading to tanks falling through the ground
  • Credits screen: improved the banner, humans were jumping around for no reason, had a weird hand grabbing animation issue
0 comments Read more

March 28

Update 9 - Alien Invasion

Hello friends,

Today we are super excited to release one of our biggest updates yet to our local multiplayer asymmetric party game. We've got a new exciting fast-paced game mode that had our student intern sweating and out of breath from all mad dash efforts to protect the local populace (and cattle) from being abducted by mysterious visitors from worlds beyond. Read on for more details!



New UFO Game Mode
This is the first game mode where we had concept art influence gameplay ideas. I mean, we've toyed with a lot of gameplay ideas, but our excellent concept artist drew the art work above a few months ago. In January, when reviewing what chunky new gameplay we could bring to LFW, we settled on the UFO mode. It sounded so fun and we already had all the art.

This game mode features a brand new aerial vehicle with 3D translation movement, i.e. you can fly in all directions. And an abduction beam. Your goal? Why of course, the traditional alien invader job: to abduct all humans and cows. The gorilla cannot stand idly by and see his fellow countrymen ripped away from their lives to end up who knows where.

This mode is not final, we will keep tweaking it. But our early tests have led to quite few hilarious moments. We're also thinking about new possible weapons and power-ups we can add. We'd love to hear your feedback and impressions.

New Tutorial
A brand new Tutorial: our old tutorial was not bad, but a bit limited and some players would occasionally get stuck. Our goal is that our games are so intuitive and well guided that you can always pick it up on your own. We're not satisfied until we can just hand over controls to players and just step out of the way.

So we rebuilt it from the ground up, including little humans guiding you through your tasks and providing feedback. We leveraged a system we built for an internal prototype of something new (shhhhh, can't comment on this just yet).

It's still not perfect and will need further tweaking. We also would like to add a whole second part to the tutorial, as well as some mini-tutorials for the non-vr players.

Tank Auto-aim
In our never ending efforts to make the tanks more fun and easy to control, we've added an auto-aim lock mode. Using the left trigger you can now lock onto the gorilla and fire (nearly) perfect shots. This will hopefully come in handy for players who struggle with the dual stick controls. Feedback is very welcome. We are worried this makes the tanks too easy to play with now.

Multiplayer Menu
We redesigned the multiplayer menu screen. Our single page multiplayer was quickly becoming limiting as we added more game modes and maps. We've now implemented some long-desired changes. Creating a new round requires one or two clicks more, but we can now preview the game mode and map and easily restart a new round. This also lays the ground work for multi-round based local multiplayer games.

What's Next
Our next update is going to focus on two things:
  • Balancing and Gameplay improvements: we're going to refrain from implementing new game modes and maps and focus instead on improving the balance and fun of the current game modes. We have a lot of ideas on how to make the current game modes more fun and dynamics, with new power-ups (including for the Gorilla!), new goals and challenges.
  • Internal cleanup and refactoring: the last few weeks have revealed a number of systems built on shaky foundations and a clear set of behaviors we need to improve. We will spend time to stabilize these to make it easier to continue adding new maps, game modes and features to the game.

Of note: we did a major upgrade to our underlying engine (more details in the changelist below) and we have noticed a few difficult-to-reproduce issues, including an occasional crash. If you run into any issues please do let us know either here in the comments or in our forums. Thank you!

Changelog - Build 416

Improvements
  • UFO: added a UFO vehicle, with a new camera angle, an abduction behavior and vertical movement
  • UFO: allow camera to be pitched up and down with snapback behavior
  • UFO: small particle effect when abductees are absorbed
  • UFO: result screen, show kills and abductions
  • UFO: adapted the forest map and the town map as locations for the game mode
  • UFO: implemented basic AI behavior (target, abduct, flee from gorilla)
  • UFO: sound effects!
  • UFO: disable occlusion preventer for UFO vehicles (the behavior that hides objects that obstruct your view when controlling tanks/cars/cows)
  • UFO: gorilla can rescue abductees as they are being abducted
  • UFO: UI tips when you're out of range and control instructions
  • Tutorial: re-implemented from scratch, with extra animated billboards and little human helpers
  • Tutorial: teach how to destroy tanks, recover health and reinforce "good" movement controls. Also making it clear you can change your control settings
  • Tutorial: added dynamic speech bubbles, with image and translation support
  • Internal: implement a proper freecam to capture nicer screenshots
  • Internal: updated from Unity 2017.1 to 2017.3. This fundamentally broke the physics and we had to rebalance everything
  • Internal: did a performance pass as overall framerate seemed to have been negatively affected by the Unity upgrade
  • Internal: improved our build scripts to make sure our Steam builds don't contain artifacts from older builds
  • Internal: build scripts do more checks for missing tools (like git)
  • Physics: did a big pass on all the vehicle behaviors to be sure they are not framerate dependent. This has fixed a lot of stuttering problems
  • Physics: set physics timestep to 1/45
  • Gameplay: adjusted the punching strength to be more uniform (trees were flying a bit too far)
  • Controls: disabled mouse look with planes. Was too confusing, might add it back in in a future update, if we find a good system (ALT look?)
  • Controls: implement a proper mouse lock so that the game works ok with multi-monitor setups
  • Controls: reworked the y-axis invert toggles on the dpad. Now the left dpad toggles the left stick and the right dpad toggles the right stick
  • AI: prevent two bots from going for the same powerup.
  • AI: correct usage of homing missile => just shoot it straight up!
  • AI: rework cost functions to better balance difficulty and fun
  • UI: all map preview icons are updated to look nicer.
  • UI: updated our credits screen/scene, adding more of our friends!

Fixes
  • Airplane Billboard in Bull Run was not being updated
  • Now correctly show a "Waiting for End of Round" when you join a game late or you've run out of lives
  • Selecting "Start" in the menu or the intro screen no longer flexes the gorilla hand
  • You can no longer punch your own hands
  • Sometimes if you played a round with a couple humans and AI and then kicked out the AI, in the next round you would have extra vehicles that shouldn't be there
  • Sometimes after playing certain game modes, your camera would get stuck in weird angles in the next round
  • Fixed a lot of null references (ArcaadeCarController, ArcadeCowController, GetShootButton, AI GOAP system)
  • You can now abduct humans even if they are hopping away
  • Lampposts would not turn on at night, even though you could see the illuminated areas on the ground
  • Fixed a bunch of missing model issues with the disguide power-ups
  • Fixed missing particle effects for the guided missile
  • Fixed a whole bunch of inconsistent input issues: sometimes the non-VR player could control the gorilla with their gamepad. Sometimes the gorilla fist would stay closed after release, and so on
  • Fixed issue that a player-controlled would auto-boost when grabbed by the gorilla, flying out of the gorilla's hand
  • Prevent two tanks from spawning at the same position
  • Fixed a bad ground collision isssue in the Town map.
  • Planes had a weird offset angle on their shots, one shot would fly off in an offset direction.
  • Can no longer go through the mountain in the Valley map
3 comments Read more
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Reviews

“It was fun and the locomotion system is unique and works well for the game concept.”
Michael Glombicki -- Road To VR

“This local multiplayer game is definitely unique -- Very cute -- A fun family game”
Cas and Chary VR

“One of the most ideal VR party games”
Ben Plays VR

About This Game

In Late For Work, one player is a giant gorilla doing gorilla things. Up to 4 other players try to take down the gorilla in an epic local multiplayer VR party game. Work together to bring down the monster of immeasurable strength. Or run for your dear life. It’s an intense party game for your living room.



The game brings VR and non-VR players together into a shared experience. Swap out in-between rounds and see who can earn ultimate banana bragging rights in this crazy free for all.

Features

  • Fast-paced intense rounds. Take turns under the headset. Plot your next takedown.
  • Local multiplayer party game: a great way to include all your friends in a VR experience.
  • Fun, over-the-top physics where every object is a potential weapon and shield.

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Late For Work is actively in development - the current status and upcoming features can be found in our roadmap: roadmap.lateforworkgame.com

System Requirements

    Minimum:
    • OS: Windows 8.1
    • Processor: Intel i5-4590 equivalent or greater
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 970 / AMD Radeon R9 290 or greater
    • Storage: 1 GB available space
    • Additional Notes: HTC Vive or Oculus Rift with motion controllers required for VR play. Gamepad required for 2+ non-vr players - keyboard+mouse also supported.
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