Since there's no more content planned at the moment, I decided to make the price for the game more attractive and lowered the price to 3.99 $ (US). This is the new default price and not a sale! Grab a key and give it some love!
Since there's no more content planned at the moment, I decided to make the price for the game more attractive and lowered the price to 3.99 $ (US). This is the new default price and not a sale!
First of all, thanks everyone for supporting the game! I am really happy how the game launched! A new version is now on Steam. Some changes and bugfixes include: There was a problem with missing pieces especially in level 5. This has been fixed and all the content can now be enjo
First of all, thanks everyone for supporting the game! I am really happy how the game launched!
A new version is now on Steam. Some changes and bugfixes include:
There was a problem with missing pieces especially in level 5. This has been fixed and all the content can now be enjoyed :)
The minerals are not falling down anymore when the cabinet opens.
There's a cool press article on VRFocus about the game and why you should play it if you are a "against the clock block placement" game fan. Get the demo on itch.io. The full version is available only on Steam.
There's a cool press article on VRFocus about the game and why you should play it if you are a "against the clock block placement" game fan.
Get the demo on itch.io. The full version is available only on Steam.
A new gameplay element has arrived! Crystals can either be smashed in various ways. When smashed, they suspend the movement of the wall for 10 seconds. After suspension time, the wall continues to move at the same rate as before. There are 3 crystals available at the beginning. T
A new gameplay element has arrived! Crystals can either be smashed in various ways. When smashed, they suspend the movement of the wall for 10 seconds. After suspension time, the wall continues to move at the same rate as before.
There are 3 crystals available at the beginning. They are placed in the room but can only be grabbed/smashed on start of level 2 because it’s the first wall that moves. So the crystals need to be visible at the start of the game. The cabinet is located at the back of the room so that it’s accessible anytime.
Check out the video and listen to the breaking sound!
Here you go! Update is live! What would you like to see in the next update? More levels or some gameplay changes? I'm thinking about scores. The faster you are the more points you get.
Here you go! Update is live!
What would you like to see in the next update? More levels or some gameplay changes? I'm thinking about scores. The faster you are the more points you get.
Hey guys, Some new sounds in the helmet UI have been added. These are navigating, appearing/disappearing of menus and confirm clicking. Moreover, a bug has been fixed when the player dies on the wall even though the level has just been completed.
Hey guys,
Some new sounds in the helmet UI have been added. These are navigating, appearing/disappearing of menus and confirm clicking.
Moreover, a bug has been fixed when the player dies on the wall even though the level has just been completed.
We are so happy to announce the release of Puzzle Out VR and are excited to see you play the game! Since we got some great feedback from the beta version, we decided to put more time into the game to make the best of its potential. The planned release date was November 2018 so wi
We are so happy to announce the release of Puzzle Out VR and are excited to see you play the game!
Since we got some great feedback from the beta version, we decided to put more time into the game to make the best of its potential. The planned release date was November 2018 so with one day delay we made the game publicly available through Steam and let players participate in its development.
We hope to see you in the discussion channels here and on our discord server. We also post regularly on our Facebook page and on Twitter.
We are approaching the final release of the game so making the visuals better is a priority! Check out the new textures and details of your capsule and your hands: The remaining days until release we will concentrate on making additional levels. Cheers Michael
We are approaching the final release of the game so making the visuals better is a priority! Check out the new textures and details of your capsule and your hands:
The remaining days until release we will concentrate on making additional levels.
The first beta testing round has finished and these are the changes: Difficulty lowered a bit Warning that room-scale is required (on Welcome-Screen) All walls move continuously now Moved the helmet UI further away Added a "Quit" button on the Gameover screen The changes are alre
The first beta testing round has finished and these are the changes:
Difficulty lowered a bit
Warning that room-scale is required (on Welcome-Screen)
All walls move continuously now
Moved the helmet UI further away
Added a "Quit" button on the Gameover screen
The changes are already live. Remember, if you want to take part in the playtesting and suggestions phase, please write me and I will send you a key that you can use instantly without waiting for the game to be released.
Thanks to Aerotactics from Reddit for providing his observations!
Hey guys, Based on the latest completed level, I want to give you some insight into the process of how a level is being made in Blender. However, for time reasons, I cannot cover the whole Blender process in detail unless there's a huge demand for it :) First, I look for an image
Hey guys,
Based on the latest completed level, I want to give you some insight into the process of how a level is being made in Blender. However, for time reasons, I cannot cover the whole Blender process in detail unless there's a huge demand for it :)
First, I look for an image on the internet. I import it as a background image into Blender as a template for the 3D model:
The wall is made of a quad with mesh cuts that cover exactly the borders of the puzzle image. Then I extrude each face created that way along the y-axis by 0.25 units resulting in the "holes" where the pieces are supposed to fit in. I call these holes "piece holders".
Now for each piece holder, there needs to be an object in the exact middle of it so that the game later knows where to insert the piece into:
The complete object hierarchy for the example:
The Blender file is imported into Unity where some more work is needed. Maybe I will cover that part in another post. The final result in the game looks like this:
I hope you liked this kind of post and let me know if you would like to see more of it.