Take flight on a rocket-powered hoverboard as you soar through fortified enemy strongholds. Lean your body to steer the board as you dodge enemy fire and blast robots in this made-for-VR game.
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Utgivningsdatum:
20 jun, 2019
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Early Access-spel

Få omedelbar tillgång och börja spela; bli inblandad i detta spel medan det utvecklas.

Notera: Detta Early Access-spel är inte färdigt och skulle kunna ändras ytterligare. Om du inte känner för att spela spelet i sin nuvarande form bör du vänta för att se om spelet fortsätter utvecklas mer. Läs mer

Vad utvecklarna har att säga:

Varför Early Access?

“Early Access gives Rocketboarder players a chance to give feedback before the game hits full release. This is really valuable to me because it lets me release the game with less pressure on myself about shortcomings or oversights in the game, because I know people should be first playing it with more limited expectations. Early Access could help me find which bugs are causing people the most problems, what possible areas to focus development time on, and possibly come up with new ideas that wouldn't otherwise come to me.”

Ungefär hur länge kommer det här spelet att vara i Early Access?

“Rocketboarder will remain in Early Access for at least a month, but it could be much longer depending on how things go in my life and what the reception to the game is. I'm open to either changing a limited number of things and releasing it, or working on it some more bit by bit over time. And hypothetically, if it's a huge breakout hit I likely wouldn't mind spending a lot of time developing it further.”

Hur är det tänkt att den fullständiga versionen ska skilja sig från versionen i Early Access?

“As of editing this, here's a couple ideas I would like to do before full release:

-Experiment with adding health and shield pickups, if they work well then they would be added to the final game
-add a type of ammo for the player that shoots 3 projectiles at once

I also plan to see how the game is received and what feedback I get to make judgements about what other changes I might make. My preference is focusing on things that make the game "better" rather than longer.”

Hur är det nuvarande läget i versionen med Early Access?

“The description in the "About" section reflects the game as it currently is. The game currently has an intro scene, a tutorial "Intro Mission," and 4 "Missions," which are similar variations on a procedurally generated level. It also has other features such as a spectator camera system, an optional player body avatar, and the ability to use Vive trackers for body tracking. If the option of doing Early Access didn't exist, I wouldn't mind releasing it in something close to it's current state.”

Kommer spelet att prissättas annorlunda under och efter Early Access?

“Although I don't want to rule out pricing the game differently at a later date, at this point I expect the price to remain the same after full release. Right now I hope that the price is low enough that a decent percentage of people will feel like the game had a fair price for the content of the game. It's always possible that my pricing strategy could change, but I feel the current price seems like a good spot to balance trying to make at least some money and giving people a good value.”

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“Players can post on the Steam discussion board for this game to start a discussion about any changes they would like to see in the game. I don't consider myself the ultimate authority on game design, and I'm curious to hear what ideas other people might have about the game. I'm especially interested to hear if there's any big "sticking points" people have when they play the game that make them get stuck or make the game not work for them. Hearing that kind of feedback can help me decide if I should change certain things about the game. Of course, my development efforts will ultimately be constrained by the amount of time I devote to it. I may elect to only implement select things based on the feedback I receive, but in many cases several key changes can make a big difference in the experience of a game, so it's good for me to be able to hear what people's thoughts about the game are.”
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Notis: Kräver ett VR-headset. För mer information, se supportsektionen för VR.
Endast VR

Köp Rocketboarder

$3.99
 

Nya uppdateringar Visa alla (2)

28 juni

Beware the Giant Worm



The giant worm is now in Rocketboarder!

1 kommentarer Läs mer

26 juni

Gameplay Videos

Here's one that somebody made that I found on YouTube:
https://www.youtube.com/watch?v=6NGYvu769a4

And here's one where I show off a unique feature: https://www.youtube.com/watch?v=pvGdUCbSC24

If you've made a gameplay video, or if you've found one online, post it here in the comments!
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Rapportera buggar och lämna synpunkter för detta spel i diskussionsforumet

Om detta spel

Ride a rocket-powered hoverboard as you blast enemies with your board-mounted weaponry.


The development of Rocketboarder originally started way back in 2016. I had the objective of making a flying game, but when I tested some free-flying game mechanics, I felt some motion sickness! So, rather than making a game where the player can freely fly and turn and spin, I chose to pursue a game where the player is constantly advancing forward. This makes Rocketboarder, in some strange way, a VR descendant of classic space shooters.

Steer the board with your body


To play Rocketboarder, you plant your feet in a wide stance and calibrate the center of your head. Lean left and the board drifts left, lean right and the board drifts right. Crouch downward and your board swoops down; stand up with your hands to the sky to fly upward.

Body Avatar even with no Trackers


Since the player is supposed to play with their feet planted, the in-game foot location combined with the tracked location of the head and controllers can be used to position a virtual avatar. It's not perfect but it should give a cool effect! (Turn the body on in the Game Options menu)

Despite not requiring body-trackers for body presence, you CAN use 2 or 3 Vive Trackers to enhance the body tracking.

DIY Motion Rig if you dare?

Have you ever wanted to have your own motion rig? Do you have a Vive Tracker that you don't know what to do with? Make yourself a DIY balance board to control the game! But you absolutely should have a friend there to catch you if you try that! (Note that this might not work simultaneously with the body trackers) More info soon.

Follow-up to The Path of Greatest Resistance

The Machine Alliance is has returned! This game is a follow-up to The Path of Greatest Resistance, (but no need to play that game before you play this one.)

There's only 1 intro tutorial mission and 4 missions that are right now based on the same procedural template level. Keep in mind that this isn't a full-priced game and I hope people can enjoy it for what it is!

Systemkrav

    Minimum:
    • Kräver en 64-bitars processor samt operativsystem
    • OS: Windows 8.1 or newer
    • Processor: Intel Core i5-4590
    • Minne: 4 GB RAM
    • Grafik: GeForce GTX 970
    • DirectX: Version 11
    • Lagring: 1300 MB ledigt utrymme
    • Ytterligare anmärkningar: Oculus Touch support through SteamVR
    Rekommenderade:
    • Kräver en 64-bitars processor samt operativsystem
    • Grafik: GeForce RTX 2080 TI (high-end graphics cards can better handle supersampling, the optional spectator camera system, and extra VFX)

Vad kuratorer säger

4 kuratorer har recenserat denna produkt. Klicka här för att se dem.

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