It has been quite a journey (though it is by no means over yet!). Last March when I got to try the Vive out for the first time at GDC, I knew exactly what I wanted to make. I had no idea Valve would release The Lab with it’s incredible Longbow minigame, and likewise had no idea that archery games would be their own genre in VR. However, with each hurdle comes a learning experience, and each new archery game brings with it cool details to add to what I hope will be the definitive archery experience in VR.
For the better part of a year I have been working on QuiVr. I resigned from my job as a software engineer, got connected with some of the smartest people I know, and have worked tirelessly for months, (not even having time to play some of the coolest new VR games) all to make this game something not only worth playing, but also worth returning to.
I know I haven’t been as present on the forums as I was in the past. DevLogs stopped, updates to the alpha slowed, and there has generally been silence on my part save for a few posts where I got mentioned, and the Steam forums themselves. I am sorry for that, but I hope that the reason will make up for it somewhat. I’ve just had my head down working… trying to complete a project that was likely far too big for a single person to tackle by a deadline that normal game studios would laugh at. However, despite those ridiculous requirements, I still think that we’ve succeeded. Early on our small group decided that we weren’t going to release the game into Early Access until we were comfortable that we would pay more than we were asking for were it someone else’s game. While we’re nowhere near done with development, and plan on doing continual updates, I’m happy to say that QuiVr has a full experience to play in. In addition to the fun and engaging archery mechanics from the alpha, there is now a dramatically larger play area to shoot in, an entirely redesigned game system (so that it would be difficult to call this a wave shooter), and persistent progression in the form of items that you can accumulate over time, which will affect both your appearance (in multiplayer), but also your abilities while playing.
This has been an amazing experience so far, and I’m so incredibly excited to invite you all back into the development loop as we continue to build this game together. I absolutely could not have done it without the community support.
