I'm very much aware of an ongoing issue with PCVR users playing Tactical Assault VR wirelessly with a Meta Quest headset through Virtual Desktop. Users utilizing this combo are experiencing loss of grip at random times. Unfortunately, an internal solution can't be found. But there are 2 workarounds to the issue that I highly recommend.
Workaround #1: Keep using Virtual Desktop
1. Within your Steam Library, under Tactical Assault VR's Manage Button (the gear icon) select Properties...
2. Under Betas, switch to the oculusxr_vdxr_launcher
3. Through the Virtual Desktop Streamer on your PC, change the OpenXR Runtime to VDXR
4. Restart SteamVR and within the SteamVR Settings, confirm that your Current OpenXR Runtime displays VirtualDesktopXR (Bundled)
5. Launch Tactical Assault VR (Unfortunately, although the grip issue is fixed, this solution loses controller haptic feedback)
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Workaround #2: Ditch Virtual Desktop and instead use the Meta Quest Link desktop app through Link or AirLink
Note: This workaround assumes that you've already set up and paired your Meta Quest headset with the Meta Quest Link app either through Link or AirLink. If not, please do this first using the following link: Meta Quest Link Setup
1. Under Tactical Assault VR's Manage Button (the gear icon) select PROPERTIES
2. Under Betas, switch to the oculusxr_vdxr_launcher
3. Open the Meta Quest Link App. On the left-hand side Settings, General tab, OpenXR Runtime, select "Set Meta Quest Link as Active Runtime"
4. Launch Meta Quest Link within your Meta Quest headset
5. Launch Tactical Assault VR Tactical Assault VR should play as expected
After working on the game for a while, the biggest gripe for many players was that my game doesn't follow the StS formula of having intents.
At some point I decided to add them in the shape you've seen so far. But, turns out that it was still probably not enough. The game as it was, was in a weird spot between not being tactical enough, nor "classic RPG" enough. And while I still think the system had its merits, I have to understand when I should be stubborn, and when I shouldn't.
With this update, I've implemented an intents system much closer to the one in Slay the Spire, while still maintaining my countdown system.
The biggest challenge was the fact that enemies actions were decided right before they came, so deciding them right after the last action risked ruining the overall game balance. I worked around that, fixing a few specific cases where it could give issues.
The second problem I had was the fact that stronger enemies have multiple actions per turn. While in the previous version all intents were "condensed" into one single icon and tooltip, this wasn't going to work when I need to show values for attacks. The logical thing was to have multiple intents somewhere around the enemy, but it wasn't as straightforward as it may seem. The final solution was to move the countdown icon to the right of the enemy's HP bar, and stack all intents on its left. I needed to move some enemies sprites to avoid having intents cover them in crucial parts like their faces, but I think that in the end the result is good looking (and it's way more menacing to see a tower of 5 intents next to a Mimic lol).
Enemies will now have an exclamation mark over them when at 1 Countdown, which will turn into an arrow icon during their attack. I hope this will help better follow the game's flow.
Together with this big change, you may notice some other small tweaks to the game.
I've rearranged the enemies position on the screen, to better avoid the risk of them overlapping with cards, and to space them more evenly between each other.
I've also reworked the tutorial to reflect the new changes. Please note that now the tutorial will be forced on your next run, then it will be inaccessible. I plan to add a way to access it after first launch.
That's it! I'm working on making the game run as bug free as possible at the moment. Early Access launch is around the corner, and I'm both excited and stressed a lot!
We have been working on revamping the game and improve the quality of gameplay! 2024 is such an amazing year for us and we are very grateful for our achievment and success! 2025 will be our golden opportunity to unveil more about our latest game about cute tank in a deckbuilding tower defense game or as we call the game Mini Tank Mayhem.
Hold your tanks because we'll be rolling this journey monthly as the game development progress. So stay tuned and make sure to follow us on social media and wishlist the game!
Frostrain is being translated with the help of our users. If you'd like to participate in the translation process, please feel free to reach out to us at official.frostrain2@gmail.com.
We understand that many of you may feel disappointed if your language hasn't been translated yet. If you're interested in contributing, don't hesitate to get in touch. Thank you!
You should update the game to version 20250107 or above because it addresses a seeding bug in the knockout stage that ignored the pre-configured bracketing in certain competitions, such as the EURO Cup.
Atelier Resleriana: Forgotten Alchemy and the Polar Night Liberator - hocongminh
【1.9.0】
New battle difficulty settings in Main Story New home screen setting New "Bonds" and "Batch Synthesis" features Mail system "Claim All" update Bug fixes and performance improvements
Siren's Call: Escape Velocity Version 0.99 is now live. That means all the new music has been added, plus a new music gallery feature that will allow you to listen to all of the game's original music! Other than the translations (which we are still working on for around a April 15th release), the game SHOULD be good to go. We should be leaving early access any day now.
It's been a long journey and I sincerely appreciate the feedback each and every one of you has provided to help make this game the best it can possibly be. Because of everybody's help and recommendations, we're at a point where I would honestly be comfortable releasing this game. Things feel ready.
Before we exit early access though, I have a small request. Getting to 50 reviews will put our game in the "Very Positive" bucket when it comes time to release. If you have bought Siren's Call and want to help us have a strong release, please leave a short (or long) review after reading this update. It makes all the difference and creates the opportunity for our studio to continue making more games. Even something as simple as letting people know who your favorite character is can make all the difference in helping us reach that number. It would mean the world to me to have a successful launch, so please, if you like what we're doing here, leave a review!
Just because we'll be launching soon doesn't mean it's too late to make suggestions for the game too! If there are any features you'd like to see that could realistically be added in the future, please let me know.