23 people found this review helpful
Not Recommended
0.0 hrs last two weeks / 1.3 hrs on record
Posted: 22 May, 2020 @ 4:47am
Updated: 25 May, 2020 @ 5:56am

Edit: A lot of this has been fixed by the devs already!

Pretty unpolished VR game, refunded for these reasons:

- Game is server based (!!!), it only has servers in US/EU, so interactivity with the environment or items is very laggy and inconsistent with higher ping. Voice chat is also laggy because of this (half a second delay) and cuts out with multiple people talking. This makes no sense to me at all. Why isn't it P2P?
- No video or audio settings, can't change volume of voices or game SFX.
- No Index controller support.
- No reset orientation button.
- Orientation constantly shifts for no reason, requiring you to move left and right between menus. This is very annoying in seated mode.
- Game doesn't allow control of desktop when its open.
- No animations of hands touching the switches or twisting knobs, no haptic feedback, feels quite difficult and unsatisfying to use.
- Avatars completely broken, heads not on bodies etc.
- Game crashed for two people in my group.
- Using Discord to talk is an option (to avoid the lag), but then you miss out on the voice effects and sound effects of the game, as you can't mute other players.
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Developer response:
barogio  [developer] Posted: 23 May, 2020 @ 5:14am
Hi! Sorry to hear you were having issues.
We have a new patch coming over the weekend for many of these issues.

In terms of the server issues - where are you based? We took the decision to host in the EU and US to balance having players not being split too much (at least while we build the community) and also reasonable latency. We considered P2P but in terms of stability and security decided to use servers despite it being a larger cost for us.

To address your other points
- Volume controls are being added in this weekends patch
- Index controller (and Cosmos and WMR) bindings and grips are being improved in the patch also.
- Orientation issues have been fixed we believe
- Several crashes fixed (client and server side)

I'm unclear what you mean about controlling the desktop, do you mean that you'd prefer it to be a windowed fullscreen app instead?

Thanks!
7 Comments
barogio  [developer] 25 May, 2020 @ 5:56am 
Thanks for the comment MegaMick - we hope we've addressed a lot of those issues. Sadly for Flebsy he was quite a way from the nearest server we had available and so we've addressed that. We do a lot of work with our client-side code to reduce any impacts of latency (unfortunately we still have to obey the laws of physics to a degree as data can only travel so fast!) and we've done a lot of work on the grip side of things also. Would love for you to check it out - hopefully you can find some of the online videos of the game in the meantime :)
barogio  [developer] 25 May, 2020 @ 5:54am 
Hey Flebsy - we've added an Australian server if you and your friends are able to check it out again. We've also added the audio settings, Index controller support has been improved and it should hopefully address the couple of crash issues. We've still a few other fixes in progress (and a reset orientation plan is coming soon for non-Oculus devices) but hopefully it will be much more enjoyable for you!
MegaMick 24 May, 2020 @ 4:41am 
Sorry for the intrusion :x
MegaMick 24 May, 2020 @ 4:40am 
Regarding controls and animations, it's really sour when the controllers and good games allow for great immersion and finger tracking with nice grip mechanics and animations, but then you buy a game to play with it and the ingame hands behave just like mouse pointers, and are just some static objects that we wave around and hit things with. Levers, buttons, switches, these things can't break immersion every time they're used. VR Hands are not simply mouse pointers! And, well, what the reviewer said. I had to rant about this, even without having the game, so this is where my feedback is for now... But it's definitely wishlisted, and I've got an eye on this game. Because if this is anything like the mobile game, this will be a very rare social VR experience to have. You'll hear from me when I buy the game eventually, and I hope it's a good review! x'D
MegaMick 24 May, 2020 @ 4:40am 
I loved the mobile game, and I know how fun this will be. But what I'm reading in the reviews for now are blockers for me. But it's good to know that the devs are on it! :D I've wishlisted it and will keep an eye on it! Now, here comes some feedback about what I see here that is common in old/poor VR games: Take my opinion as it is, just an opinion, but the little things that traditional games patch later are really more important in VR. Netcode not being fast in a desktop game? playable. Netcode not fast in VR = disorienting and immersion breaking. Objects lagging behind your hand is a NO. Messy lobby systems are a mess in desktop? Ok, alt-tab, chat, sharescreen, troubleshoot the problems. But in VR it's a mess to alt-tab, putting the headset on and off. These polishes and Quality of Life things can't be skipped in VR games.
barogio  [developer] 23 May, 2020 @ 8:40am 
Thanks for getting back to me Flebsy - I'll take a look at our region support over the next few days as we do have a big latency gap to Australia it's true. We can possibly spawn a server nearby!
faye 23 May, 2020 @ 8:25am 
In Australia, so I basically get 250-300 ping. The ingame items you pickup (hammer, extinguisher, etc) are server based which just feel terrible to use. I think P2P should be an option for people outside the server regions so we can have a good experience.

Thanks for fixing the other problems!