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It's Bugsnax! Thank you!
11/10
I am very thankful - as an aside, and a wishlist it would be incredible to have a native OpenXR or Oculus sdk implementation one day that would be just peaches please
Thank you for working on this. :D
The game is running at 40% performance on my hardware, but occasionally with frame drops and minor stutters.
Is there a way to adjust the height of the camera and subtitles?
The camera is pointing a bit too low, causing the object descriptions to be at the bottom of the lens' field of view and blurry, making them hard to read.
I've already finished Bugsnax in flat mode and thought it would be a good VR title.
Thanks for the VR update.
Quest 3, 1660Ti, virtual desktop.
runs smoothly on medium settings. went up to the beach area, had no major issues.
Few qol issues i've encountered:
- constantly trying to select dialogue options with trigger and it is not working, only A button.
- Subtitles constantly change focus distance, would be great to let us option to have it static.
Anyway, thanks devs for awesome VR mode, looking forward to play through entire game with it <3
- First off, this is amazingly done! The cutscenes at the beginning before departing for the island work as expected and are very immersive. Seeing the bugsnax in 3D really is a great experience.
- The Index controllers have a few specific issues I've noticed that are causing the game to feel much jankier than it needs to be:
1- Jump being bound to Right A, as well as initiating dialogue, results in hilarious behavior in which every time I interact with an NPC, I jump up.
2 - I'm not sure if it's the touchpad or the joystick but I keep accidentally activating snap turn. I don't think it's an overly sensitive controller as this doesn't happen in any other game. Not sure if I need to turn up the deadzone or what is going on?
3 - It seems like it's intended behavior for the pointer to not allow you to hover over dialogue options and click with the trigger; you instead have to use the left joystick to scroll up and down the dialogue options. This isn't great VR UX design as most people will default to using the pointer as a virtual cursor.
Besides the input issues, I haven't encountered anything that I would categorize as an "issue". I do have one piece of feedback, though - Make the SnaxScope much more immersive! currently, bringing it up is a click in of the right joystick, and a massive camera takes up the entire screen, attached to your head.
Why not allow us to reach into a backpack, pull out the SnaxScope, and actually hold it in front of us like a true camera lense? This seems like a huge missed opportunity.
In fact, the inventory system as is, with the Rockstar style wheel, is juuust a bit clunky. If you plan on sticking to the wheel, at least boot up Half Life Alyx and see how that is done - you actually physically move your hand to the item you want to bring out of the item wheel, once you pull up the item wheel. The joystick is super clumsy to use.
Overall though, this is an amazing, unexpected edition, and even if there weren't any improvements, it would be an easy recommendation for VR owners because of how excellent the base game is. If a few input issues were fixed and perhaps better VR interactions like the SnaxScope were built up, this would legitimately be a contender for one of the best ever VR games!
It's been a while since I made it, but can you check for a community controller mapping through Steam to manually apply? By default, the Index has some oddities that I tried to work around but that's the best I can do without. When the update gets publicly released, my designated mapping can apply automatically through Steam's backend. But not while it is a beta branch.