Your comments

Hey Tommy! We'll have a look through the logs & see if we find anything suspicious. Would you also mind confirming your gamertag?

In the meantime, there are few ways you can get instant kills - 1. Try sending multiple missiles simultaneously with the Rocket Launcher by pressing & holding the trigger only half-way 2. The Revolver is actually extremely powerful, so if you get a hang of it & your aim increases to hunt those headshots, it's a very lethal weapon.

Hey! Thanks for taking the time to test the game out extensively! We are aware of the glitchy Grappling Hook issue & will smooth things out as we go along. Audio is also a must on a FPS, so optimizing & balancing it will be one of the priorities for us too. 

Heya Tommy! Thanks for reaching out with your feedback.

I believe the reason that the menu & scoreboard appear at a certain place, instead of right in front of you, has to do with the lack of the tracking system's capabilities.

The positioning of your hand plays a crucial part in aiming obviously, that's the cool immersive part of VR! We'll definitely continue to perfect the aiming system as we go along & hopefully the developers of the headsets will also continue to release more ergonomic controllers. 

Hey! Thanks for taking the time to post your thoughts!

Glad that you liked the experience. Once you get a hang of the Grappling Hooks & start blazing the place like Spiderman, you'll never miss out on the action for too long :)

The death animation is just the beginning, we have sooooo many ideas we would like to bring, but... everything takes time & we will try our best to deliver


PS: It's happy hour for us RIGHT NOW! 6-9 PM (CEST). So if you want war, IT'S ON!

Thanks for checking out our game Jan!
I'll forward the issue in regards to the graphics being distorted to the devs. As I posted above, we totally agree that the sounds in the game have to be looked at closer. In terms of Team Chat, we definitely have it in plans, who doesn't like to troll every now and then :)

Again thanks for having a go & leaving your thoughts!

Hey! Thanks for a lengthy & very informative post, appreciate the time you took to do this.

We agree on every aspect of the sounds that you mentioned & balancing will be definitely of the key elements to work on as we go forward. As we also are gamers, we understand how crucial sounds are in FPS. Great idea to create a "fizzle out" or similar sound when you stop accelerating with the "Speedshifter" (that's what we call the "thruster gun" :)

Same goes for the Visuals. We have loads of animations in mind, but obviously we wanted to receive the initial feedback from the public to make sure the foundation of the game is solid, before proceeding with polishing it. 

In terms of the map, we wanted to provide a combination of open & enclosed areas. A sniper rifle would be handy on this map :) I can assure you that we've learned a lot from the initial setting & have many, many, many plans for future maps.

Please do continue posting any thoughts that may occur, it's extremely helpful for us in understanding what we need to prioritize & how to make for an overall awesome experience!

Thanks again for posting Jeremy!

We'll see what we can do in terms of a second test, everyone who signed up for the ongoing Beta will definitely be invited first-hand.

Hey Samy!

Hopefully you managed to get a game going. Otherwise we would suggest logging in between 8-10 PM (your timezone) to find more people playing the game. Our team is on every day 6-9 PM (CEST). Additionally, try the Discord created by one of the testers @CzechMate.

We agree that notification/warning of where the attack(er) is coming from should have to be more pronounced. Currently, you have to push the Grappling Hook button the second time for it to stop pulling. We are thinking of changing this into the Grappling Hook being active only while the button is held down.

Tip for the Rocket Launcher: Hold the trigger half-way down in order to send multiple missiles simultaneously!

Thanks for your input!

I recently replied in one of the other posts in regards to the slowing down when hitting objects. Here it is:


"Sticky-Tricky surfaces do have a reason behind them actually. We implemented collision dampening as a method to reduce motion sickness when hitting objects. We'll discuss this with the team, there may be a better balance to be found for our solution, as long as it doesn't have overwhelming negative effects."

We will continue working to optimize our game for different setups. In the meantime, try turning the "Graphics Setting" to "Low" to ger rid of the choppiness.

Forwarding this to the people who build maps, great catch!