The evil warlord, Dragore, has returned and none but you remain to stop him. Explore infested mines, ancient cities and other worlds on an epic VR adventure. With sword in hand, a bow on your back and powerful magic at your fingertips, the fate of the realm weighs heavily on your capable shoulders.
All Reviews:
Positive (28) - 96% of the 28 user reviews for this game are positive.
Release Date:
Nov 9, 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?

“Early Access is a great way for us to improve the game through player feedback. We have a clear vision for what Vengeful Rites should play and feel like, but we're a small team of two brothers. Getting the game into the hands of more people and using their insight to further refine the mechanics and overall experience will help us ensure that the final product is as fun and as polished as possible. Beyond that, Early Access helps us to fund development of the game as we make it. We're currently working on the game full time and sales in Early Access will help make sure we can continue to do that until the game is finished.”

Approximately how long will this game be in Early Access?

“About 12 months. Polish and bug fixes will be included in frequent updates, with 3 major content updates planned before final release.”

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

“Moving forward we plan to add additional content in the form of 3 new chapters. Each chapter will consist of a new zone with a new dungeon, presenting the player with an additional 2-3 hours of gameplay, new spells, new weapons, new puzzles and new enemies to challenge. Our goal is for the final game to have a playtime of roughly a dozen hours and transport the player to a variety of locations.”

What is the current state of the Early Access version?

“Currently players have access to the first chapter of the game. This includes a tutorial, the starting zone and the first dungeon. Melee combat, archery and magic are all in, as are upgrades in the form of a perk tree, new weapons and weapon modifications. Players can explore the world of Vengeful Rites using sliding locomotion, teleportation and climbing.”

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

“We're currently undecided on this but leaning toward raising the price for final release.”

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

“Player feedback is of the utmost importance here. We'd like to create a game that sets a standard for fun in VRPGs and we can't do that without knowing what that standard should be. We have a good idea of what needs to be done, but the more input we receive the more we can align that vision with what players want. To that end we have a discord set up and will be closely monitoring the Steam forums for any and all player feedback we can find. Specific events to more actively include the community in the development process are planned, as well.”
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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 (15)

January 19

Armored Enemies Patch 1/19/2019

Hello, everyone! While work on assets for chapter 2 continues, we're taking this opportunity to improve and expand some of the systems already in place. Today's patch introduces a new armor randomization system for melee enemies throughout the game, as well as some quality of life changes and the odd bug fix. Read on below to see everything that's gone in to this update, and check out the latest devlog to see some of these changes in action!

https://www.youtube.com/watch?v=aNDmaPKbkc8

    Additions and Improvements
  • Melee enemies will now spawn in with a random assortment of armor pieces equipped. Striking these enemies in armored locations will result in reduced damage. Precision and tactics are much more important now!
  • Reworked the core mechanic of the final boss fight. The encounter will require slightly less mana and should be a tad easier to figure out.
  • Added a color change to the teleport arc and reticle to better indicate when moving slowly enough to remain undetected while in stealth.
  • Added a tooltip during the tutorial to explain the new stealth mechanics.
  • Reworked the way the game calculated your last location when resetting your position after falling into a void. It should no longer be possible to fall into a falling loop.
  • Tweaked some values in the melee enemy AI to create a more fluid combat experience. Enemies are now more likely to strafe and less likely to stand still after being parried but not staggered.
  • Changed the way to deselect a discipline of magic from the magic selection menu. Passing a discipline will no longer deselect it. You can now only clear your selection by swiping into the center of the menu.
  • Added some additional gold ore and an additional chest to The Forbidden Mine to create better pacing and encourage additional exploration.
    Bug Fixes
  • Fixed a bug that would create a falling loop for people using comfort fall settings when entering the first mine in the tutorial zone.
  • Fixed a bug where you could potentially teleport to just outside your front door before you're supposed to in the tutorial by aiming the reticle just right.
  • Fixed some faulty collision around The Forbidden Mine.
  • Corrected some sections of The Forbidden Mine that were being incorrectly occlusion culled if loading in near the end of the dungeon.

Our next planned patch will introduce the NPC interaction system and better flesh out the story of the game. Meanwhile, we continue to create assets for the next chapter. Be sure to stay tuned for future devlogs, or subscribe to our channel to keep up to date and see some of the stuff coming to the game before it's added. It's a great way to help guide development of the game as it happens. To that end, if you'd like to share your thoughts and feedback, we invite you to join our discord!

That's all for now. Happy adventuring, everyone!
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January 11

Patch Notes 1/11/19

Hello, everyone! Today's patch addresses some of the shortcomings of the interface and introduces some additional optimization. We're still hard at work on chapter 2, but in the meantime, here's some stuff we've been tweaking to improve the overall feel of the game.

    Additions and Improvements
  • Added a visible slot for storing your bow on your lower back as we've seen far too many people skip that part of the tutorial and store their bow in their backpack.
  • Changed the font in the books scattered around to be more legible.
  • Expanded the detection of arrows when nocking them to your bow so that they'll now nock if you place them anywhere between the string and handle. Previously it happened only when bringing the back of the arrow to the string.
  • Tweaked the values of the new enemy detection FoV to make them behave more in line with what you'd expect.
  • Added indications of the ultimate perks for each combat discipline in the Isle of the Divines so that players know what they're working toward.
  • Swapped over to a different shader for a lot of the materials in game. The boost to performance should be very noticeable for those whose systems might have struggled a bit.
    Bug Fixes
  • Fixed a bug introduced with the stealth update that would have mages disappear permanently when ending aggression.
  • Slowed down a portion of the overhand attack animation of Master Abardon to prevent his sword from going through yours during parry training.
  • A couple of the carts around the tutorial zone hadn't been updated to be destructible. This is now corrected. The only cart that can't be destroyed now is the one used for collecting the kindling bundles during the tutorial.

Our next planned update will introduce and flesh out the new armor randomization system for enemies we've been working on. Stay tuned for our next devlog outlining the system for more info. As always, if you have any feedback you'd like to make us aware of, we invite you to do so in our discord. Happy adventuring, everyone!
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Reviews

“Vengeful Rites Is A VR RPG That Could Fill The Void Left By Vanishing Realms”
UploadVR

“Vengeful Rites VR is by far the best adventure game in VR at the moment! The amount of gameplay this title has is insane!”
RowdyGuy

“A must-buy if you enjoy this genre. I'm really surprised that it was made by such a small team but still managed this level of quality.”
HelixxVR

About This Game

Inspired by classics of the genre, Vengeful Rites is an adventure RPG designed exclusively for Virtual Reality. The world is being overrun by goblins and monsters and it falls to you to defend the realm of men against their invasion. You've got everything you need to accomplish your task. Your journey awaits...

Explore every inch of a fantasy world steeped in mystery and danger while fighting against clever, nimble and sometimes colossal enemies that refuse to go down easily. Solve riddles and puzzles meant to bar your path or protect ancient treasures. Wield powerful magic with an intuitive on-the-fly casting system that gives you full control without having to navigate convoluted menus or interfaces. Customize your gear and play style with meteor shards and perks.

    Main Features Include:

  • A story of vengeance that will lead you on an epic adventure across multiple landscapes!
  • Difficult melee combat where enemies react quickly and seek to catch you off-guard!
  • An intuitive magic system with unlockable spells that puts the power directly in your hands!
  • A perk system that allows you to customize your play style by focusing on swords, sorcery, archery or a mix of all three!
  • A weapon enchanting system that uses meteor shards to further customize your playstyle!
  • Puzzles and riddles intended to bar your progress or hide powerful treasures!
  • Epic boss fights!
  • Locales that require walking, climbing and magic to traverse!
  • Hidden treasures that only the most thorough of adventurers will discover!

System Requirements

    Minimum:
    • OS: Windows 7 SP1, Windows 8.1, or Windows 10
    • Processor: Intel® i5-4590 or equivalent
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce® GTX 980 or equivalent
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 10
    • Processor: Intel i7-4770 equivalent or greater
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce® GTX 1070 equivalent or greater
    • Storage: 2 GB available space

What Curators Say

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