Last update was already a month ago, and the next update will take some more weeks. So I just want to let everyone know what's going on.
The game has not been finding an audience on steam, and I don't think I can push it more into the PCVR direction (using more GPU and CPU to push out a better game). So I spend some time to go in the other direction and get the game running on a Quest 3. The demo with exactly the same gameplay but reduced visual quality is now available on AppLab.
I never expected a RTS game like this would run on the quest 3, but with some sacrifices most of the gameplay can be left intact.
This was most of the work from the last update.
Now I am working on changing the 3rd mission of the demo to be a push mission. Where you don't wait for a timer to run out, but need to push to destroy the enemy base. I really want to make this mission the 'ultimate core gameplay demo mission' so when people like this mission they know they will like the full game.
So far the missions all still had a tutorial feel, introducing a new building but not really challenging the player. The new version will be much more challenging, representing a mission half way through the campaign of the final game.
This will take some time, because I am changing the unit balance to be more challenging and reduce the amount of tricks a player can successfully use, to easily get a win. As an example the enemy now has anti-air towers with huge range to fire upon blocks that are thrown in their direction. All units have much higher HP, so its more common for your own units to take damage and need replacing. Single lines of enemies constantly running into your defensive wall are replaced by periodic bigger batches of enemies.
I expect the steam demo will remain ahead of the quest 3 demo. But I will now consider if new features would also work on a standalone device.
