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Firstly, regarding the paper, all materials that can end up being components of crafted items can be confiscated, so gotta hide them during the night when guards are in front of the prison or when using the clock to speed up the end of night! Materials and crafted items can be hidden inside containers such as drawers, but they can also be hidden behind things that block vision, like say behind a garbage can.
For the other issues you seem to be having ("Controls overlap and your room explodes"), that doesn't sound right at all, and you may have stumbled onto a bug. Could you send an email to our support address - Support@Trebuchet.fun - and give us more details on the issues, perhaps with some screenshots, so we can try and resolve them?
In the mean time though, perhaps you could try SteamVR's "Devices -> Configure Controllers" feature, this would allow you to change which button is responsible for turning and/or grabbing.
And also, thanks for taking the time to leave us your feedback!
While I'm making a comment, is there any Index/Knuckles functionality coming anytime? That's my only option and the game is definitely playable as-is but would be cool to use the actual grips instead of the triggers.
Games fun otherwise. however grip is supposed to grab things.. and trigger is not.
Why its backwards or no not just setup to the thumbsticks like most game are is beyond me.
Had fun with it till the grips drove me nuts.
Thanks for the feedback. As the Valve Index came out after the game was designed, it seems like the controls are off and the default values that get attributed to the Knuckles controllers are totally non-intuitive.
Maybe the fastest way out of this is to use the SteamVR Configure Controllers option that let you remap the button use directly at the platform level. I understand this is mainly a workaround and a patch would be best, but it would be a quick fix for you to use now. (It's a feature that might be useful to you with other games as well?)
While this seems like an easy fix, the architecture of the interactions of Prison Boss was developed using technology available to us 2-3 years ago and is now unsupported. It would require a significant amount of time to rebuild the interaction system with more current workflows, but we'll have a look at our production schedule and team workload and see what we could do about it.
Thanks for playing the game and for writing to us!
Vincent from TREBUCHET
I am really enjoying your game.. even if it is 3 years old. I recently got into VR.. and would have to say that the support is rather short.. and as VR gets adopted I'm sure things will get better..
Just sad that those that did delve into the VR realm have such short support stints.. I know time is money .. however when most of my library has issues with current tech.. its a big turn-off.
I'll look into configuring the controllers .. however the last time I tried.. I just ended confused.
I'm not sure if the game is running in native oculus mode .. or through steam.. if it is run through native Oculus mode.. how do I change the controls.
I don't get why they are not sticking.
Any assistance would be appreciated.
We'll keep you posted, but if we do decide to do a small update it probably won't happen before early summer.
i just woke up, did that make any sense?
Great game :) Appreciate the response....
Would be nice to have both 'SteamVR' and 'Oculus Native' as option....
@OldSlime, the 90 degrees rotation and distance grabbing was implemented when trying to accommodate for players who didn't have enough space to activate the room-scale option which adapts for your room placement. If you enjoy using all of your real space to move and organize your session, I recommend you use the room-scale option and use your body movement to turn instead of the button-based rotation. We cannot have both 90 degrees rotation and playable area fidelity since most playable areas are not squares but rectangles. Replacing all of your things on every turn to try to adapt to the rotation would make all of your in game furniture and objects collide and basically create a physics-based explosion!
@RedLightning, being able to easily switch between Oculus Native and SteamVR is unfortunately out of the plans at the moment. We developed Prison Boss VR using an interface called NewtonVR to manage the controller physics. Unfortunately, this plugin is unsupported nowadays. Thankfully, we developed our own interface to manage controller physics on our future games so it will not be a problem in the future!
Thanks to both of you for your feedback!