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Thanks for flagging this up FILMNOIZE. We were aware of several teleportation issues in large/open areas earlier this week and thought we cleared all of them up, but perhaps this slipped through the net. Will add to the OP.
For now: when you reach this point, you can (carefully) press HOME + DELETE on your keyboard while in the game to swap control to Analog mode. (Make sure Organ Quarter has 'focus' on your computer.)
Do this, move to the end of the area slowly, then press HOME + DELETE again to swap the mode back to teleportation.
Second when moving next to something it pulls you back and im finding it difficult to pick up certain items which can be frustrating.
Apart from that im loving your game so far, and if these issues can be fixed it could turn out to be the best VR title i own.
Thanks allanemily!
Click-in locomotion will likely be added during the Quality of Life update (between now and Christmas). If it causing big problems and we can fix it sooner, we will.
We're aware of the 'pushback' bug as well. Looking into it.
More weapon and inventory interaction options... we'd love to but we're a tiny team with limited resources so have to decide carefully what to focus on. Watch this space :)
1) I enter the first safe room in the mines and see the battery on the table. I can pick it up, but not store it in my inventory. Is this a bug? I seem to be at a dead end.
2) In the train area after you enter the metro, you can walk across the tracks to the other side and enter the opposite stairs, which breaks the game.
over the party goer orgy...things...and then landed on the other stage. hovering above the ground. I thing i lightly sequence broke the game for a moment but was able to resume after entering the hallway from the other side. Lots of collision/sliding issues i'm having with automatic movement.
Second bug was in the Subways
when i first entered, i could walk over the tracks and hover above the ground, unless i used the stair case railings. I didn't bother trying to see what was on the other side, i imagine nothing.
This is interesting, thanks for flagging it up. A few builds before release I confirmed that all of the staircases/railings had the correct colliders, so we couldn't walk out onto thin air... something must have changed in a more recent build.
We'll look into it, thanks!
Wow. This is a pretty far-out bug, we never saw anything like this. If it happens again please pay attention to the context; if you did anything, moved a certain way, etc.
Were you standing in a particular place or was it just near the middle of the room?
Yup, we're aware of this, added it to the OP.
You can fix it by simply walking through another door while holding down the trigger for the map. Re-reverses it.
We'll fix this in due course. For now that quick solution works.
Hm. It could have been to do with the tracking error. Perhaps the lost tracking did something funky with your HMD in-game, pushed it into a collider or something.
We'll keep an eye out, thanks again!
- Performance drops in the park leading to the university, and the room with the mixture tank.
- In the park, terrain just before the first lamp post can be clipped through
- Icons for doors unlocked with the flesh keys remain floating.
- Walking up to a solid surface will perpetually push you in the opposite direction until you move.
- On the second floor of the University, after opening the goo door with the medallion, there is a door at the far end of the hall, which leads to a very long industrial hallway. Turning around and going back through this door will spawn you into the wall, and even upon getting out by clipping, movement and interaction is impossible.
- There is an enemy in the room on the fifth floor, after the study hall, in the door with the note about the Dr who took an absurd amount of damage. Only 1 in every 5 shots to the head registered as a critical hit, and he took about 12 shots total to bring down. He was a standard enemy and i can only assume this was a bug.
-Biggest issue I noticed was SteamVR chaperone orienting, after the patch, when opening a door, climbing stairs, or loading a new scene. If I was looking in a different direction while initiating a room load, the chaperone bounds would be askew compared to the game world. Wherever the headset was pointing on load would be the front, like you continued walking through the door and were rotated to face straight ahead, if that makes sense. This could be fixed by approaching the bounds, looking straight at an edge of the boundary (assuming a square playspace) and initiating a load. I played the game in my smaller play area, and have a corner marker in the bounds for orientation, so it was very noticeable and a little disorientating. Was this a comfort option that was intoduced? I did not notice this behavior pre-patch, but perhaps I was just too immersed.
-I first noticed the solid object push back at the university bathroom sinks. However, I also noticed a perpetual motion bug in two or more of the smaller rooms of the university. First noticed it in the acid room as I was attempting to pour. The character would slowly move in one direction without a finger on the trackpad. Moving within the room and stopping did nothing to fix the slight drift, and it would always be in the same direction, like I had a finger just off-center on the trackpad. Upon exiting to the hallway, the drift stopped and would not happen again until re-entering the room.
-Probably not a bug, but starting in the park, any elevated terrain was clippable. The character just slid through the terrain like it wasn't there instead of walking up it. This is probably a comfort or resource decision, but I was enjoying wandering around in the dark, and it was quite noticeable immersion-wise.
-Like Chris, flesh key door icons remained. This turned out to be helpful since I experienced the map wipe bug for the first time in the university.
-Also, the enemy behind the heart door on the 5th floor with the Dr's note did not want to die. Used up 15+ rounds and, like Chris, only about 1 in 5 shots seemed to register.
-When I first made it to the final boss, I was unable to reload either of my weapons. After reloading the game, weapon reloads worked and I took him out in one try. Haven't had any reloading issues in any other part of the game.
-I don't think I found any secret notes from backers and didn't notice my name in the credits =(
Absolutely amazing game! Great job Outer Brain!
Lepy: sorry you didn't see your name in the credits. I've added you as a friend so we can address that.