🔫 Gun Combat Enhancements: Added automatic and manual aiming modes
🛣️ New Gameplay Elements: More speed tunnels Directional arrows when driving for better navigation
📖 Story and Scenes: Additional backstory elements New intro scene featuring combat sequences Additional memos to enhance the lore
🌍 World Improvements: Terrain fixes for smoother exploration Vehicle changes, including enhanced hovering mechanics Lighting updates in the apartment for better atmosphere
Coming Soon (In Development):
🔄 Reloading mechanics 🧰 Ammo pickups and health pickups 💥 Gun damage falloff over distance 🎥 Camera recoil when manually aiming
Stay tuned for more updates, and thanks for your continued support! Please leave 🚀
If you have any thought on how game mechanics can be improved leave us feedback here.
Ahoy, mateys! If ye be looking for the perfect way to spend Valentine’s Day, why not trade roses for riches and romance for adventure? Pirates VR: Jolly Roger is on sale for a limited time—20% off! Stranded on a mysterious Caribbean island, ye’ll embark on a treasure hunt like no other, battling cursed skeletons, solving ancient puzzles, and uncovering secrets long lost to the waves. But fear not—ye won’t be alone! Your cheeky parrot companion is ready to offer helpful (and sometimes not-so-helpful) advice along the way.
Why Set Foot on This Pirate’s Paradise?
🪙 A Treasure Hunt Like No Other – Explore a vast island teeming with mystery, danger, and hidden riches. Every step brings new secrets to uncover.
⚔️ Swashbuckling Combat – Duel cursed skeleton pirates and wild beasts with cutlasses, flintlock pistols, and magical relics.
🧩 Clever Puzzles & Tricky Traps – Outsmart ancient mechanisms and solve riddles to unlock hidden treasures.
🐦 Feathered First Mate – Your parrot is here to help... or at least entertain ye with its cheeky remarks!
🏝️ The Caribbean Brought to Life – Stunning, hand-crafted environments built with Unreal Engine immerse ye in a world of sunlit beaches, dark caves, and forgotten ruins.
🪝 Immersive VR Gameplay – Climb cliffs, rappel down ruins, swim through underwater caverns, and swing across chasms like a true pirate!
Don’t miss yer chance to dive into the adventure at a discount! This offer be available for a limited time—grab Pirates VR: Jolly Roger now and set forth on a legendary quest!
🟠Feat: Added particles that make the game more immersive 🟠Feat: Increased tile diversity on each side
🟢Fix: You will get another chance to choose your name if given 🟢Fix: An issue where people didn't enter a name that broke the database haha... 🟢Fix: Main background music now loops 🟢Fix: UI responsiveness issue in pause menu 🟢Fix: Overall difficulty balance 🟢Fix: Increased height of each biome 🟢Fix: Poly generator timer reset between biomes 🟢Fix: UI responsiveness issue 🟢Fix: Leaderboard issue 🟢Fix: Adjusted audio step height
What's next? I have a lot of ideas to implement. I have planned:
- Ghost players or max player score can be viewed directly in the game. - More biomes - More art on the side of the dungeon like adding animations, more atmosphere stuff - Falling polys can be bombs to destroy the next poly they hit - Add coins to collect and unlock skins - The skins you are currently wearing can be viewed on the leaderboard And many more ideas if you think the game is awesome!
Hi everyone, first of all, I need someone who can't connect their Lovense toy to Unreal Lust Theory to contact me. Please bear with me and try different builds I've prepared, which are designed to work with different connection options. I don't want my dear players to have any issues, and I will do my best to fix this.
Let's get back to the topic.
Love is in the air, and so are amazing deals! From February 12 to February 22, our partner Lovense is offering 55% off on all their toys when you use our link: https://www.lovense.com/a/IncetonGames.
By taking advantage of this deal, you’re not just treating yourself—you’re also supporting the development of Unreal Lust Theory. Every penny earned from this partnership goes right back into making the game even better for you!
Expect more info about the development soon—we’re experimenting and changing things at the moment, and the game is really starting to take shape. It’s still in the blockout phase, but it feels great to implement both your ideas and ours into this world. There’s a ton of work ahead, and we’ll use every extra money to hire new people to help bring our vision to life.
Extra:
For everyone who follows us and reads every post I make—here’s a big thank you and a sneak peek at what’s happening right now:
Apart from the amazing locations this great team is creating, our animators have found the best way to record facial dialogue animations. It’s just an image for now, but I hope you can see where we’re headed. She is naked because. haha
The next steps are to finalize the workflow, hire artists to create facial expressions for each sentence, and deliver the best possible experience to you. More info, video examples, and everything our supporters need to stay updated are coming soon!
Take care, everyone! We won’t be releasing a new update anytime soon because the Sandbox mode is currently being reworked. This will take some time to adjust since Story and Sandbox need to share elements, but we’ll keep you posted!
As we gear up for a 2025 Early Access release, we wanted to share some news and progress. As a solo dev project, progress can get stuck in unexpected times and places. While we originally had intended to drop a demo for the Feb Next Fest, the feedback from our loyal Beta testers, although positive, suggests more time is needed in the oven before we're ready to showcase the core gameplay loop to the public.
Having said that, tons of new content, game features and polish have made substantial progress. So things are moving in the right direction.
We would like to welcome more players to the Discord for those who want a sneak peek at where the current game state lies. Join the Discord, engage in the community. We're opening the Beta testing to more and more players that jump in and show support!
When I began developing Caïssa Board in January 2021, my goal was to create a modern chess interface. I envisioned an application where users could analyze their own games, marvel at master tactics, and enjoy the experience with 2D or 3D visuals and gamepad support.
The first playable version was released in July 2021, but it didn't achieve the success I had hoped for. Simply displaying forks, pins, and skewers on the board wasn't enough. This prompted me to reconsider what a truly modern chess interface should offer, leading to a series of significant changes.
I began by adding chess variants, followed by Lichess integration, a switch from Unity to Unreal Engine, a database, multiplayer mode, and finally, the Lua scripting language for database filtering. Each of these additions required substantial modifications. Two more major features remained: a mod creator and the ability to adapt Caïssa Board to various board sizes and chess sets, enabling support for variants like Capablanca Chess, Xiangqi, and Shogi.
I believe these will be the last major overhauls. Going forward, the game should be flexible enough to accommodate new features without requiring such extensive changes. There are two additional features I'd like to include, and I anticipate being able to implement them before the next update.
What Has Changed So Far?
As you may recall, my last update concerned the database. However, I wasn't satisfied with its performance when handling millions of games. While I don't intend to compete with specialized chess software like SCID or ChessBase, I wanted reasonable speed. Consequently, I switched the database from SQLite to PostgreSQL. PostgreSQL offers excellent performance due to its binary data handling. However, I'll partially revert this change, allowing users to choose between SQLite and PostgreSQL, as SQLite is often more convenient.
Another key addition is the mod creator. Users can now design their own chess pieces, boards, and even maps for Caïssa Board. They can also incorporate their Lua scripts and game databases into mods for sharing on the Steam Workshop.
Given the extent of these changes, I decided to incorporate even more: support for Shogi, Xiangqi, and the Capablanca Chess variant, which requires additional pieces and an 8x10 board. This necessitated changes to how moves are represented and will definitely make Caïssa Board slower than SCID and ChessBase. However, I believe these additions are worth the trade-off.
The two features I'm considering adding next are Lua game analyzers and Lua chess bots. These shouldn't be too difficult for me to implement and won't require significant changes to the existing structure. While I'd also like to include Lua chess variant support, this is unlikely at this stage.
After the next update, Caïssa Board will transition from alpha to beta. At that point, my focus will shift to polishing the UI and maps.
Next Release
Prior to the next update, I'll release a dedicated Unreal Engine project on GitHub to facilitate mod creation. It's nearing completion, but I'll need to conduct some final testing before making it available.
Following this, the update will enter its beta phase. I'm confident that the public release will occur before July 2025, and I expect to be ready well in advance, as the majority of the development is already behind us.
Social Networks
I am sometimes posting progress about Caïssa Board on BlueSky (mainly) and Mastodon (occasionally), here are the links: