The SoulKeeper VR

The SoulKeeper VR

What we're working on today to patch when ready. Based on Early Access Tester Feedback so far.

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IRPUGBoss  [developer] Aug 16, 2017 @ 7:45pm 
I am copying and pasting all your suggestions so we can explore implementing these suggestions Sexcopter Rul. When you're right you're right! Alot of these sound perfectly feasible as we keep cracking at the list of improvements and fixes.
SEXCOPTER RUL Aug 16, 2017 @ 7:41pm 
if gorn can add spatial sound that easily, i dont see why they couldnt. it DEFINITLY needs it. audio is just as important as visuals in vr.
SEXCOPTER RUL Aug 16, 2017 @ 7:36pm 
you should know that you cant block melee attacks from the first enemies you encounter that have a mace weapon. they look like casters that shoot skulls, but with weapon. cant block thier attacks at all.

ice spell stops working at times no matter how well you trace the shape. you can use it once, then it stops working untill you cast another spell. also, you cant ready a spell in each hand at the same time. i tried doing this, and for whatever reason, you have to do it one hand at a time.

the game is too dark, needs gamma setting or something.

you can knock some items around,sort of, but you cant pick them up?
its already annoying in flatscreen games when you cant interact with random objects on tables, but in VR, its downright infuriating!

PLEASE make keys work by actually having to push them into the hole, and turn the actual key, and have the doors work like real doors, opening only as you push on them, like in arizona sunshine.
IRPUGBoss  [developer] Aug 16, 2017 @ 3:13pm 
@decapper I wish there was a like button for such a helpful and positive message instead I give to you :steamhappy:

I will bring this up plus the spatial sound and vrworks to the team now. Thank you!!!
Decapper Aug 16, 2017 @ 2:58pm 
Are you saying supersampling is already set above one? If so your game is going to look blurry when you drop it down. I can see you guys are working hard at it to make things right. I'm sure its a lot of work, and maybe cause you guys started so early in production that is the reason it looks like one of the first blurry UE4 games that came out. Spatial sound and Vrworks are too major things this game needs. Not sure if that's in your budget. Good luck and don't give up hope. Dedication will improve sales I'm sure