The Technician is a VR action puzzle game about hacking your way through security systems. Usually while being shot at.
All Reviews:
Positive (15) - 100% of the 15 user reviews for this game are positive.
Release Date:
Dec 10, 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?

“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 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 (8)

March 14


As I mentioned in a previous post, this month's update is fairly light since I'm tangled up in a bunch of other life activity at the moment. However, I did manage to put together a couple of things to push out:
  • Fixed a bug with Elevator Lock handles flipping out in some specific circumstances.
  • New component, the potentiometer: a dial that can be adjusted to modify incoming data values from 0% to 100% of their original value.
  • New puzzle: 'Dialing It In'
  • Increased hand touch radius in some areas to aid in grabbing while pointing.
  • Tweaked baseline audio levels.
  • Added sound effects and music volume control options.
Next month should be the last small update before things (hopefully) calm down enough for me to fall back into a regular, albeit reduced, cadence.
2 comments Read more

January 22


0.2.5 just got pushed last week, but it's already time for 0.2.6! Since the goal of this update is to improve the overall control experience of selecting and grabbing objects, I decided to get it out as soon as possible so I could see how it does and iterate on it more in the next update if necessary.

Always Be Pointing
Making grabbing and selection more precise involved a number of changes. First, and most noticeable, is that the technician's hands now default to the "pointing" state. This seems like a pretty obvious change in retrospect, as the open-handed state never actually had any specific use. Players on Vive would constantly be pressing the trigger to stay in pointing mode anyhow, and Oculus Touch users had to remember to lift their finger from the touch trigger all the time. (Oculus controls now also use the trigger press instead of just the touch state to change pointing mode)

In addition to this just feeling more 'correct' for how players interact with switches and buttons and the like, the tip of the index finger is a natural focus point and used for selection when highlighting multiple objects. When touching several interactable objects, the object that is closest to the tip of the finger is the one that "wins" and gets highlighted. When pressing the trigger, you now go straight from pointing at an object to grabbing it, as before.

Since pointing mode is now the default, the old action (pressing the trigger when not highlighting anything) now stops pointing and forms a fist. Is the fist useful? No; no it is not. At least, not yet. It certainly has some pretty obvious implications for future use, though.

Smaller Selection
The hands previously had an 'aura' of sorts around them that selected objects that were a little ways away from it. This was a holdover from very early in development, and it no longer provides any benefit (in fact, makes interaction much more difficult in some cases). This has been removed and the hand now only selects objects it is directly touching. As I mentioned above, the index finger is used to determine the 'closest' object, but you don't need to worry about explicitly pointing at your target in most cases; touching, grabbing, and auto-grabbing all work just as they did before.

Minor Tweaks
I also added a handful of smaller tweaks including a slower pointing animation, reduced 'ghosting' time and distance (for when your hand gets out of sync with controller position), and physics properties. I'm still not quite happy with the physics constraints that move the hands themselves, so I'm sure I'll continue to tweak these over time. I'd like to implement some smoothing to higher frequency controller movements (to reduce shaking) as well, but haven't yet found a method of doing so that I like.

Hopefully all of these changes come together to make the controls less frustrating and picky for most players, so try it out and let me know what you think!

Additional patch notes
  • Updated tutorials for new hand controls
  • Fixed tutorial 'catching' step to actually require catching
  • Adding light haptics to gunshots
  • Perf updates to connection rendering
  • Fixed bug with connection pins not appearing/moving during editing

(original post)
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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.


  • 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

    • 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
    • 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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