Escape Simulator

Escape Simulator

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Voicechat doesn't work in VR and other Bugs.
Hello, I’m trying to play this game with a friend using SteamVR on my side and a Quest 3 on their side.
But we can't hear each other, and we've never had this issue in any other game before.
Could this be due to the cross-platform mode?

Also, why can't I, as a Steam player, create a cross-platform room? This is the first time I’ve encountered such a limitation in a multiplayer game.

Could it be that there are hardly any playtesters for this type of players?
I’m noticing so many issues, unfortunately. :/

Furthermore, I suddenly experience severe frame drops (CPU-related) as soon as I joined the multiplayer match.
On Singleplayer it runs buttersmooth.
After testing the demo, the game now suddenly tells me that I have the wrong version and I can no longer join the Quest room,
even though I deleted the demo after my test.

I reinstalled the game completely and it also don't work. For now i can't even join a Quest Game.
I also just noticed that a second part of the game is coming out soon. This makes me wonder: am I betting on a dead horse here?
My friend and I only bought the game today. Will anything still be fixed, or will these issues remain?

It's such a shame because I really like the game's aesthetics and gameplay.
I feel like I'm losing out on what could otherwise be a great game.

Best Regards
MoBa
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Showing 1-11 of 11 comments
I’ve now realized that we actually really had different versions of the game for some reason.
Connecting works now. Additionally, I’ve noticed that, on my Steam platform, I can enable cross-platform connections, but this setting isn’t saved and resets to the default "Steam" after restarting the game. that feels all really beta.

Unfortunately, the voice chat still doesn’t work. sadly
Iggy_Pine  [developer] Jan 19 @ 1:36am 
Hey there, this is a known issue and we're working on a fix.

As a temporary solution, try hosting on SteamVR with Crossplatform enabled. If it still doesn't save the setting, try verifying the integrity of the game's cache.
Thanks for answer.
"...his is a known issue and we're working on a fix." You mean the voice chat? If yes...ok we have to wait then.
Mateja  [developer] Jan 20 @ 2:05am 
Hi MotionBasti,

the voice chat not working properly is a known issue, yes. It happens in certain cross-platform situations and we're still working on it.
However, to be sure, double check that the basic things are set up correctly:
>> All players: check in-game audio chat settings & device volume level
>> Your friend on Quest version should check settings on their headset:
....... 1.) Oculus Settings > Privacy & Safety > App Permissions > Microphone > ES > ON
....... 2.) Oculus Library > ES > ... (3 dots) > Settings > Microphone - Record audio: ON

Also, Quest version of the game is fairly recent so there are still some improvements that need to be made in this area.

Regarding the future support for ES - you are betting on a horse with a lot of experience that has won many races and is still not done racing! :) Even though we're working on ES 2, we are still planning not only supporting ES1 but also working on new levels for it! And specifically regarding Quest version - we are actively porting/optimizing levels that are already available on Steam to make them available on Quest version as well.

Regarding hosting from Steam version - like Iggy mentioned:
go to in-game Options > Advanced > Network porotcol: Cross-platform
Also, check if you both have the same version of the game. Steam sometimes says it's updated but it's really not. You can read more about it here ("Steam connection" paragraph). It's still possible to play multiplayer with 2 different game versions if the lower version hosts, but of course it's best to be on the same version.

Regarding frame drops - you can both try lowering down in-game graphics settings, especially Shadows.
Last edited by Mateja; Jan 20 @ 2:10am
Thanks a lot for helping! We tryed all settings...all was correct, we simply tested again today...and....IT WORKS NOW?! I don't ask....i'm happy and i hope it will stay working. :))
Iggy_Pine  [developer] Jan 20 @ 11:16pm 
Originally posted by MotionBasti:
Thanks a lot for helping! We tryed all settings...all was correct, we simply tested again today...and....IT WORKS NOW?! I don't ask....i'm happy and i hope it will stay working. :))

Hey! I'm glad it's working now, although we have to admit that the core issue hasn't been fixed. It's possible that one of our updates had a positive effect on the problem, or you might have accidentally solved it without even realizing it :-D

In any case, our QA team is still looking into the issue, and we hope it will be properly fixed soon. Thanks for your patience!
Yes! Voice worked great today. We had our first proper session with four players today. We had a lot of fun (1x Steam, 3x Quest). Voice worked perfectly. We made it to Room 4 in Egypt. Then we all got disconnected, but that’s not a big deal.

In Room 3 of Egypt, I found a texture glitch. I’ll try to link a picture here.
[img]https://up.picr.de/49222596iq.jpg[/img]

If that doesn’t work: Room 3, above the sitting figure that later moves up. The patterned texture with the Egyptian symbol above it is floating about 15 cm away from the wall. I think this is much more noticeable in VR than on a monitor.

Other than that, I’m very satisfied! Just one small thing: In multiplayer, I have an unusually high CPU load(steam). Normally, I get 90 FPS (because of 90Hz), but as soon as I start a multiplayer game, my CPU gets overloaded. Then I barely get 45 FPS. If I go back to single-player without restarting the game, the 45 FPS remain. Meanwhile, my GPU is only at 25-30% usage, so something is definitely off.

It’s not a huge problem for me since I can just enable motion smoothing in SteamVR. In this game, it’s not very noticeable. But it would be great if you could find the issue in the code. I suspect there’s a problem somewhere in the multiplayer code, but you surely know better than I do.

Other than that: Amazing game! We had a great time. I really hope all the DLCs from Steam will make it to the Meta Store. :)

Best Regards!
Iggy_Pine  [developer] Feb 3 @ 1:11am 
Hey, thanks for the detailed update! Glad to hear voice is working great and that you all managed a solid session.

Also, appreciate you pointing out the texture glitch in Room 3. We'll check it out.

Regarding the CPU load in multiplayer, that probably shouldn't happen so we'll look into it, although this may be a PC-specific issue.

Thanks again for the thorough report and for enjoying the game despite these hiccups. And yeah, all the DLCs from Steam will make it to the Meta Store :-)

In any case, if you run into any more issues or have any extra feedback, just let us know!
Yes, we had a lot of fun! And thanks to motion smoothing, it works well for me too.

And you're right: the FPS drops only happen on PC. On the Quest headsets (1x Quest 2 and 2x Quest 3), everything runs (feels like) a stable 72 FPS.

But I also really like the Quest version! The lighting is very well done.

And of course, I’d be happy to report small bugs if that’s helpful.
Hi,

We just played the space scenario. About 10 minutes after the start, a Quest 2 player experienced an issue where we could still hear him, but his in-game character was completely frozen—not just for us, but for him as well. After restarting, we were able to complete all the space levels without further interruptions.

We also noticed another bug in the decompression chamber (the area with the space suit). There is a toolset there that can be taken out. Here's the bug: only the player who takes the screwdriver from the toolset can see it afterward. For all other players (both VR - Steam + Quest), the screwdriver remains invisible (do not spwan/Instantiate). We tested this twice, and the issue occurred both times.

One more small thing—not a big issue, but worth mentioning: the star (sun?) appears way too small in VR. On a regular screen, this probably isn't noticeable due to the lack of depth perception, but in VR, it becomes obvious that the sphere is very close to us and much smaller than it should be. The kind of developer tricks like this are unfortunately very noticeable in VR. However, it still looks nice, so it's not really a problem.

Thanks a lot!

After playing two scenarios, I can say that we're having a lot of fun. However, with four players, we do wish the rooms were a bit larger. We often end up getting in each other's way.

Best Regards
Basti
Iggy_Pine  [developer] Mar 10 @ 12:20am 
Originally posted by MotionBasti:
Hi,

We just played the space scenario. About 10 minutes after the start, a Quest 2 player experienced an issue where we could still hear him, but his in-game character was completely frozen—not just for us, but for him as well. After restarting, we were able to complete all the space levels without further interruptions.

We also noticed another bug in the decompression chamber (the area with the space suit). There is a toolset there that can be taken out. Here's the bug: only the player who takes the screwdriver from the toolset can see it afterward. For all other players (both VR - Steam + Quest), the screwdriver remains invisible (do not spwan/Instantiate). We tested this twice, and the issue occurred both times.

One more small thing—not a big issue, but worth mentioning: the star (sun?) appears way too small in VR. On a regular screen, this probably isn't noticeable due to the lack of depth perception, but in VR, it becomes obvious that the sphere is very close to us and much smaller than it should be. The kind of developer tricks like this are unfortunately very noticeable in VR. However, it still looks nice, so it's not really a problem.

Thanks a lot!

After playing two scenarios, I can say that we're having a lot of fun. However, with four players, we do wish the rooms were a bit larger. We often end up getting in each other's way.

Best Regards
Basti

Thanks for the detailed feedback, Basti! Glad you're having fun!

The frozen player issue is rare but usually fixed with a restart. If it happens again, any extra details would help us track it down.

The screwdriver bug sounds like a desync problem. We'll investigate it. Thanks for testing it twice!

As for room sizes, we understand it can get tight with four players, although rooms tend to vary in size. Some are a bit compact, and the others are larger.

Thanks again, and enjoy the game!
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