Prison Boss VR

Prison Boss VR

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Old Slime Jul 21, 2019 @ 12:17am
Just tried the game
the starting desk is a nightmare and for some reason paper is contraband.
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Showing 1-15 of 18 comments
TREBUCHET  [developer] Jul 31, 2019 @ 8:45am 
Hello! I initially thought you were poking fun at some of the silly things in the game but just noticed the negative review which seem to imply technical problems on your side, so let's try to figure them out and fix them!

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?
Old Slime Jul 31, 2019 @ 12:59pm 
its mostly the rolling of the cigarettes and being able to disassemble furniture at night, i use seated mode even when standing for the "reach lasers and easy throwing" another good feature would be to be able to turn grip turning off, i get a little grippy sometimes so accidentally hitting the grip buttons is too easy and spins me around... which wouldnt be that big of a deal if it didnt cast my play area askew. ive already refunded the game but ill have no problem trying it again if these things get fixed up.
TREBUCHET  [developer] Aug 2, 2019 @ 6:56am 
For your suggested changes, we'll add +1 on those feature requests, but we don't have a date yet for an update, so it might take a while even if they eventually get into the game.

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!
Old Slime Aug 2, 2019 @ 12:39pm 
Thanks for letting me know about that option, now all thats left to fix is dismantling furniture at night!
Hey Dev, just wanted to necro this thread and say I'm buying the game because of your responses here. You are extremely helpful and seem really proud of your product (as you should be) AND the demo was great too so this is pretty much a no-brainer. Keep up the awesome work.

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.
RedLightning Apr 14, 2020 @ 6:35pm 
Well I decided to read this .. and have to agree with ONE thing after playing for 10 minutes .. the GRIP turn is DRIVING ME CRAZY.

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.
Trebuchet  [developer] Apr 15, 2020 @ 10:44am 
Hi to you both!

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
RedLightning Apr 15, 2020 @ 11:44am 
Now .. it is a breath of fresh air to see a developer respond.

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.

Hey Treb! I will definitely check out the remap, I think that's a pretty painless workaround all things considered. 5 minutes and I'll be more or less good to go. Is there any functionality you can think of that I'd need to remap besides swapping triggers for grips? I'm not really worried about finger-tracking or anything like that, it's neat but not something that takes away from your game.
RedLightning Apr 15, 2020 @ 11:56am 
Yes it is a fun game.. I'm just curious.. where does the guy sleep.. :)
RedLightning Apr 17, 2020 @ 2:57pm 
Okay.. I went and tried to 'reconfigure' the controls.. for some reason .. the new swapped controls are not sticking..

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.
TREBUCHET  [developer] Apr 22, 2020 @ 6:35am 
Hey there! When Prison Boss VR is played on an Oculus, it will presently always directly use the Oculus drivers and bypass SteamVR, so the described method would not be effective for an Oculus player. We are currently considering changing this to improve compatibilty with newer hardware and third party applications.

We'll keep you posted, but if we do decide to do a small update it probably won't happen before early summer.
Old Slime Apr 22, 2020 @ 1:07pm 
There is still a small issue when rotating your play area that it throws your playing area around your playable area. rotating could put a locker in your actual wall because it doesnt seem to rotate at the center of the ingame room.

i just woke up, did that make any sense?
RedLightning Apr 22, 2020 @ 4:51pm 
Thanks for the response.. I was wondering why it was not 'sticking'

Great game :) Appreciate the response....

Would be nice to have both 'SteamVR' and 'Oculus Native' as option....
Trebuchet  [developer] Apr 23, 2020 @ 6:45am 
Hey!
@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!
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