Is it just me? I know I'm pretty sensitive to motion but this can't be that unusual? They removed the only comfort option they had (which was admittedly quite broken).Īlso is it just me or is the arena AI *absurdly* more aggressive/difficult now? Even the 'easy' tutorial wave option has three AI rush you and constantly swarming/attacking with lunge and overhead attacks.
Plus the new super aggressive 'grab to move' mechanics. It disorients me so quickly and feels terrible. The new home room even has some rocks directly under the destination selector now - so if I move my head around while selecting a location the game can decide I'm standing on different rocks and blends my position up and down. I can generally manage flat surface movement ok (so almost always would play in the basic arena), but even simple things like the connecting tunnels in the dungeon have so much bouncy up and down as you navigate them. I have about 300h in VR and ~40 in this game, but holy crap I just can't manage the dungeon, I think it's how much subtle (and not so subtle) vertical smoothed movement in this new mode - just makes me wildly uncomfortable. Really uncomfortable motion in dungeons and the AI in the previous modes seems to be hyper aggressive now?
I don't know if it's just me, but I really struggle with this new update and mode.
But for now, this U10 release will give you a really solid idea of the direction we are going, as well as a peek at what B&S looks like at a higher development scope.Ĭurrently we have approximately 50 rooms in the generation pool - by full release we are aiming to at least double that. The long term goal which will follow in subsequent updates is to have a loot system, skill trees, and an objective to Dungeon delving. It should be noted that U10 Dungeons is still a sandbox experience, in the sense that you can take with you any weapons you spawn from the Home, and currently the only objective of Dungeons is to get to the end.
This release is the first step on that road. This was a gargantuan undertaking, but the goal of Dungeons was to add a sense of structure and objective to Blade & Sorcery for players who craved something a little more than a pure sandbox experience.
The big one semi-procedurally generated Dungeons with pre-spawned, patrolling enemies. In a castle or dungeon, stalking an enemy and having an actual physical swordfight is exhilarating and I can't wait for what the future holds for VR. Obviously I know Skyrim has a VR version but it doesn't have this kind of feel to it's combat and it is a game made way before VR became as common as it is now. I can only imagine something like this with the scale of an Elder Scrolls game given the Half Life Alyx AAA treatment. Yes the Combat can get a lil janky and the AI braindead but the possibilities of this are just exciting with them planning to add loot, skill tress and levels to flesh out this mode. I have long been a fan of melee oriented games like Chivalry, Mordhau, Souls etc and this just feels like an absolute dream. Playing the PCVR version of this has been incredible. A procedurally generated map with random enemy patrols etc.
The Dungeon update as it says below is the first step in them actually having an objective game mode rather than a sandbox arena. I own a Quest 2 and was excited for the native version and though it was fun the quest version really struggles a bit and I liked the game so much I figured out the Quest link and bought it on Steam. So this game has been a VR hit on steam for some time now as purely a fun sandbox arena with a great modding community and developers who seem passionate about the game they are making.