The Technician is a VR action puzzle game about hacking your way through security systems. Usually while being shot at.
All Reviews:
Positive (12) - 100% of the 12 user reviews for this game are positive.
Release Date:
Dec 10, 2018
Developer:
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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 need feedback! The Technician been a fun solo project of mine for almost two years now and I've learned a lot, but I still need more player experiences and input in order to take it the rest of the way.”

Approximately how long will this game be in Early Access?

“I currently intend to have a 'full' release of the game by the end of 2019. My original plan was to take a year off of work and learn to make a game. I was fortunate enough to be able to take two years, but now I'm headed back out into the real world to get a real job again. This means that development on The Technician will no longer get full-time attention, but I intend to keep making updates and changes in my spare time at least through 2019.”

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

“A full "1.0" release of The Technician will at the very least have more of the type of content that's in the game now - more puzzles, more tools, more circuits, and more enemies. It should also have more fully featured in-game editing capabilities for players to make and share their own challenges. That being said, the direction the game takes may change drastically depending on the type of feedback I get from players during Early Access, so who knows!”

What is the current state of the Early Access version?

“As of this writing, the Early Access release contains about 20 puzzles that can be played individually or successively in a single environment (detailed in a previous dev post.) About half of these are simpler tutorial puzzles, with the rest being slightly more challenging problem-solving experiences. These include around a dozen unique circuit components, involve using a small handful (3-4) of technician "tools," and feature a single enemy type.”

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

“Not including any potential sales or discounts, the price of the full version of The Technician will not change from its Early Access pricing.”

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

“The community's feedback and thoughts on how the game feels and plays are going to be extremely important. If you have an idea for a new circuit component or tools or enemy type or really just about anything, then reach out either on the Steam discussion page or directly to me at ken@dumbgame.company and let me know! In addition, once the in-game editor is available I'll be paying a lot of attention to what types of puzzles players create for each other and how I can make those experiences even more fun.”
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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 (6)

January 14

0.2.5

The v0.2.5 update is now live in the preview branch! Assuming all goes well, this update will make its way out to the public branch in a couple days. 0.2.5's major focus was smoothing some of the rough edges off the editor experience so that it could make it out to the rest of the player base, but it also includes a handful of smaller fixes from some fo the Early Access feedback I've received thus far. You'll find more details on the editor below, as well as notes on the rest of the changes in 0.2.5 and some info on what I'm focusing on for the next update.

The Editor and Custom Content
The editor was listed in the original set of features for the game but didn't make it into the first Early Access release last month, so getting the editor ready to go and putting it out there has been my main focus for the last several weeks. The editor still rough in plenty of areas, but it's now available for everyone to create some custom puzzles. Currently these boards are only playable locally, but Steamworks support for sharing your custom content on the way.

In the main menu screen, you'll find an editor holo-tool and a single circuit surface. The editor tool is one of the primary means of interacting with the editor; it serves as the "palette" for spawning all the components you can place, and is also used to draw the hardwired connections between placed components. You can equip the editor tool like a regular technician tool to start using its connector functionality, and can use the selector slider to access sub-menus, one of which includes some further instructions on how to use it.



Main Menu Editor
The circuit surface in the main menu area is your 'scratch' board. You can't manually save or load the work you do here; it will automatically be saved whenever you leave the menu and is mostly just a place meant for playing around with the editor, coming up with ideas, or making little circuit toys that may take more space than smaller circuit surfaces, like those in the elevator, have. This surface also has a simple slider next to it to toggle between Edit and Play modes.



Elevator Editor
You can also launch into edit mode via the Custom Content subsection of the main menu. Here, you can create a new custom board for the primary Elevator level, or load previously created boards in Play or Edit modes. When you launch an Elevator level board in edit mode, you'll be taken to the familiar playspace with another editor holo-tool and a special edit mode menu by the toolbox. This menu can also save/load other boards, and also allows you to enter a custom name and description for your level.



Configuring Components
A UI has also been added to allow you to configure individual components in the puzzle. This is accessed by hovering a placed component and pressing the menu button on your controller (A/X button on Oculus Touch).



Other 0.2.5 changes
  • Finished the latter half of the final puzzle; should hopefully present a really tough challenge for most players to finish the alpha content with.
  • The injector tool's buttons have been redone to prevent most accidental presses.
  • Objects can no longer be 'regrabbed' by your other hand while they are held or equipped. Accidentally yanking something out of your hand was a common issue, and the regrabbing 'feature' didn't add a whole lot other than allowing players to swap items between hands more easily, which isn't a super common need. (Dropping the item onto your other hand while it is in 'autograb' mode works well in this case, too)
  • Muxer knob collider has been fixed to prevent it from colliding with the edge and being unable to turn.
  • Fixed another muxer bug where it was obeying the knob selector even when receiving input on its override pin.
  • Replaced the per-alarm difficulty setting with a more general percentage based one. Overall alarm level is now adjusted by this modifier (100% = normal difficulty, 0% = no combat at all)
  • Fixed issue where toolbox modules (including incomplete/in-development ones) were enabled on level load in some cases.
  • Fixed bug causing cables to be spawned incorrectly when loading boards multiple times.
  • Drill tool was using the incorrect tethering for its type; it should now correctly return if it's accidentally knocked out of the playspace.
  • Fixed most of the holo windows that were staring in the wrong state.
What's Next?
I'm going to continue trying to do updates on a monthly cadence for now, with the following issues being my priority for the next 1-2 updates:

Hand movement and grabbing precision
The most common feedback I've gotten is that precisely grabbing things can be very difficult and finicky; and you're all very correct! I've gotten so used to how fiddly grabbing can be over the last couple years that I keep putting off this issue, but it's definitely time to fix it now. I'm playing with a couple ideas for how to make this a little easier. So far I'm leaning toward changing the hands' "idle" state to pointing by default. With a single clear focus point on the top of the index finger, this should make it a lot easier to know what you're pointing at. Smoothing out some of the hand motion to prevent jittering (I have pretty shaky hands, myself) is also something I'm looking into since some of those components can be tricky to handle even when you know precisely where you're aiming (like really tightly packed-together memory slots.)

Board Sharing
The editor currently lets you make the boards, but you currently can't share them with other players very easily. Adding in Steamworks support for publishing your content is the next major step in this process, but will likely involve some moderate to large reworking of the level data format and a few other things, so it'll take a bit longer. I'm spreading some of this work out in smaller steps while working on some of the other critical issues, so it may take more than one update for this to find its way. If the editor proves super popular and there is sufficient user demand, I can shift priorities to get this out sooner. In the meantime, intrepid users that are just *dying* to send their friends levels they've made can do so by manually sending the files from their data directory. (Feel free to email if you want some pointers on how to do this.)

More content
This last update added the other half of the final challenge puzzle, but didn't contain any other new content. While working on other issues I occasionally come back to the editor to work on some new puzzles, but I'd like to spend some dedicated time to get a couple new levels out in the near future. These don't really need to fall in line with the major updates, so they might find their way out sooner than the next monthly patch.

Other / Stretch
Some other things that are on the list for future updates include: minor playspace fixes (hopefully to make it less claustrophobic feeling), adding graphics or videos to tutorial prompts/messages for clarity, guards "barks" to indicate when they're advancing, taking cover, throwing grenades, etc., and more!

(original post)
1 comments Read more

December 10, 2018

Early Access Tomorrow!

The Technician's Early Access release date is tomorrow! I'm excited to see what people think of the game, and anxious to see how I can make it better.

A few things I want to cover about the state of the game, what to expect, and where I'm planning to go from here:
  • Price is $15 USD
  • This is an early alpha, so content is limited to around 20 levels, about half tutorials and half challenges.
  • The in-game editor won't be ready quite in time for launch, but it is in a final round of testing to make sure it's at least passably functional so it'll be along shortly! If you want to help out by being an early tester for it, see the details at the end of this post.
  • The primary goal right now is to get player feedback, so please let me know what you think by sending an email to support@dumbgame.company or by starting a thread on the discussions page. Seriously, send it; I can't make a great game without your input!
  • The issues I plan on tackling for the next couple updates:
    • Further improvements to the editor (better chip configuration and Steamworks support for sharing).
    • A couple additional components that are near-ready, and some puzzles to go with them.
    • Some video clips or gifs to accompany some of the more complicated tutorials and informational messages.
    • Whatever I hear back from you folks, so go check it out and tell me about it:

Elevator Core Security is hiring engineers!
Job qualifications:
  • Have purchased The Technician
  • Have finished the current alpha content (or not, whatever, I ain't gonna check)
  • Can handle dealing with numerous bugs
  • Will happily yell at me about the numerous bugs
  • Are willing to exchange files and interface with me over email
  • Want to play around with making your own circuit puzzles to thwart other technicians (mainly me)
If you meet the above requirements, please apply by sending an email to support@dumbgame.company with the subject 'EDITOR' and I'll get you access to the preview branch of the game.
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About This Game

The Technician is a VR action puzzle game about hacking your way through security systems. Usually while being shot at.

Break, hack, crack, solder, and logic your way through circuit puzzles. Careful, though; security is onto you and bypassing systems doesn't get any easier when you're ducking behind cover. Cross the wrong wire or flip the wrong switch and watchdogs in the circuitry will only make the armed response more aggressive.

Features

  • Frantic, under-pressure puzzle solving - You know that scene in every action movie where the gang is holding off all the bad guys while the hacker tries to open the door and get them all out? Well I hope so, because that's what I'm trying to do here.
  • Immersive, physics-based interactions - VR is fun and physical; just plugging cables and throwing switches can feel good, and boy do I ever have a lot of switches for you to throw.
  • In-game level editor - create your own circuits and challenges to share with other technicians.
  • Morrre - It’s early yet, and who knows where we’ll go from here. Hop into the forums and let me know what you think!

System Requirements

    Minimum:
    • OS: Windows 10
    • Processor: Intel i5-4590 equivalent or better
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce 970 equivalent or better
    • Storage: 3 GB available space
    Recommended:
    • OS: Windows 10
    • Processor: Intel i7-6700K equivalent or better
    • Graphics: Nvidia GeForce 1070 equivalent or better
    • Storage: 3 GB available space

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