
In the vivid and expansive realms of ZIX, battles are dynamic and the combat is intuitive, freeing you from clunky menus and immersing you in exhilarating VR action. Feel the rush as you unleash devastating combos, engage with rich ecosystems of creatures and adversaries, and navigate through vibrant worlds that respond to your every move.
But ZIX is more than a battleground; it's a canvas for your imagination. Harness the power of the Cauldron, an awe-inspiring "world forge" where you collect essences from the core worlds to craft entirely new, player-defined realms. Build majestic landscapes, concoct intricate puzzles, and craft narratives that will become legends shared globally.
Meet The Weavers, the mysterious creators of the Cauldron, and unlock the secrets to crafting realms of your own design, from tranquil gardens to raging battlefields. Your creations become a part of ZIX's pulsating narrative, a tapestry woven from the adventures and imaginations of players around the world.
Whether you're sculpting your perfect world or diving headfirst into battles that test your skill and wit, ZIX offers an immersive and revolutionary gaming experience that puts the power of creation at your fingertips.
So, are you ready to leap into the next frontier of gaming, where your creativity meets untamed chaos? Dive into ZIX and carve your path in a universe where every play session unfolds a new chapter in an ever-evolving cosmic story. Gear up, gather your friends, and embark on a journey where your adventures forge the very fabric of worlds and legends.
Build 418 is Out!
\nAdded back missing ingredients (run modifiers). Also potential fix for crashes? maybe? \n\n
Overview
\n- Missing run modifiers (ingredients) should now return, may need to re-roll mission to trigger\n- 5 or so more ingredients should be found in runs now depending on how far along in progression you are.\n- updated sound engine plugin to try to fix crashing thats coming from it.\n- intro sequence optimized n improved incase crash bug still not fixed.. but feels better now anyway.\n- adjusted level gen again to make sure more loot spawns. \n\n
Up Next
\n- getting the rivals bosses into missions after u beat the game. Can\'t believe its taken me this long.\n- fix weird issue with playing a custom run with ingredients from Clutch Campaign looking like the final mission is \"Finished\" and unplayable.\n- fix issue with mini-boss levels being flipped the wrong way.\n- more balancing work again. Gotta figure out stuns.\n- Working on better memory management incase the crashing is due to a memory leak.\n- Responding to feedback and adjusting as usual. Please keep it coming!
Build 416
Mainly bug fixes for this one
Fixes
- Missing run modifiers (ingredients) should now return, may need to re-roll mission to trigger
- Hot Chaos Coals now give health again from breakables/enemies
- Fixed multiplayer crashes
- Possible fix for body clipping through floor
- Possible fix for Rift Needle (laser rifle) locking input
- Client-side status effects now apply to enemies
- Shroud ingredient (Heavy Fog) now works in campaign
Up Next
- More balancing
- World mixing to swap assets and change visuals
- Remove repeated intro messages so gameplay starts faster
- Ongoing crash hunting with new symbols
- Responding to feedback and adjusting as usual
Build 412 Quest / 411 PC is out! :star:
\nThank you so much for supporting ZIX as it starts its journey through to 1.0 and beyond.\nOur first few updates will focus on alleviating game breaking issues and balance. \n\nMultiplayer & Lobbies
\n- Fixed several crashes and made lobbies more reliable\n- Added lobby codes and players online counter\n- Lobbies re-open when returning to the hub after missions if it was open before the mission\n\nGameplay & Balance
\n- Levels tuned (smaller segments, 3 per mission). Increased enemy count.\n- Increased difficulty in general. This is just the beginning of balance changes.\n- Rift Needle & bows: lower release damage, higher energy costs (Rift Needle release = 2 flames)\n- Fixed boomerang sword poisoning the player.\n- Adjusted Chaos juggling values\n- Difficulty now persists when restarting.\n\nProgression & Saving
\n- Saves now occur only at key points\n- Fixed missing rank-up tokens if Continue was pressed immediately\n- Fixed cloud saving issue regarding unlocked weapons & ingredients\n\nUI/UX
\n- STATUS Screen now available to show modifiers / augments collected. (Press menu). Also updated visuals on Mission Control). This is very WIP and may not work properly. \n- Last Stand: clearer indicators (head pointer, melee icon, billboarding bars, teammate progress)\n- Guidance Navi look-at prompt; Credits UI template; shop lock/unlock icons; skins tab formatting\n- Popup keyboard/input linkage fix; dynamic UI edge-case fix\n- General menu polish, new sprites, chaos icon\n\nPlatforms
\n- PCVR: timing aligned with XR device (fixedDeltaTime) (Thanks CircuitLord)\n- Quest: added Quest Pro/Plus controller profiles\n\nUP NEXT (NEXT FEW DAYS)
\n- Run saving. Proving to be a bit tricky just cause we want it to work with multiplayer as well. Aiming to be done in a few days.\n- More balance updates. We did a bit, but we want to tune weapons, enemies, enemy density and various player stats to make sure game is plenty challenging (when at higher difficulties)\n- Dealing with crashes. We dealt with some multiplayer sided crashes but there are some weird ones causing crashes rather frequently.\n- Fixing modifiers being missing.. and after-campaign missions from not showing bosses properly.\n- Etc.. based on feedback & team availability.Our Story
When the world closed its doors in 2020, my brother and I suddenly found ourselves on opposite sides of Canadatwo lifelong gamers and co-op addicts with no couch to share. Late-night voice chats kept the ritual alive, but every win felt muted through a headset mic. VR seemed like an obvious solution, so we each strapped on a headset andboomthere we were, standing shoulder to shoulder inside the same world, feeling that impossible sense of presence that flat screens just cant touch. It was magic for a while. Once the wow faded, we craved the same depth that used to keep us up all night the layered builds, the clutch saves and we soon discovered it just didnt exist yet.
We grew up on hand-me-down PCs balanced on shaky desks, losing entire weekends to the classicsRuneScape marathons, endless GTA: San Andreas mod nights, and epic length sessions of Risk of Rain 2 that ended only when sunrise leaked through the curtains. Those sessions taught us three things that never left:
First, presence means nothing without purpose; the best worlds beg you to poke, prod, and remake them.
[/*]Second, flow is fragile; the moment a HUD nags for attention, the magic snaps like a cheap cable.
[/*]And third, chaos is the purest playground; the stories we still retell are the ones no designer could have scripted.
[/*]
A decade in the industry only sharpened those ideals. So when the lockdown ended our couch-co-op routine, we dusted off the tools wed cut our teeth on and set out to build the VR game we'd been hunting for, but never quite found. One late-night prototype became two, then ten; each pass pulled us closer to a vision where momentum, gesture, and willful disorder could share the same space.
That vision crystallized into ZIX, a surreal VR roguelite where every run lets you nudge reality a little further off the rails

Chasing Chaos
Those late-night prototypes snowballed fast. My brother and I poured weekends into Blender scenes, duct-taped Unity builds, and way too many half-finished mechanicshoping one would feel like the missing piece wed looked for in other VR games.
We kept circling the same ingredients:
Replayability that never repeats: The rush of roguelikes where last-second combos flip defeat into highlight-reel victory.
[/*]Physics you can feel: That first bowstring hum in VR or a mid-air dash that clicks and makes your stomach dropin the good way.
[/*]Shared experimentation: The try thisokay, now try this moments where friends break a rule and accidentally write a new one.
[/*]
Surreal immersion: Worlds that feel like lucid dreamscolors bleeding, gravity misbehaving, architecture folding in on itselfamplified by the headset until you swear you can taste the atmosphere.
[/*]
Every play-test reinforced a simple truth: depth doesnt have to slow you down; it can pull you deeper. So we quit our safe studio jobs, registered Hidden IO, and bet the house on building a universe around momentum, improvisation, and glorious mess-making.
ZIX is our attempt to bottle those midnight marathons and uncork them inside a headset. You slip on the hardware and instantly become an Acolyte, serving a cosmic entity that delights in broken rules. Every run is quick, lethal, and singular: gesture-driven movement lives in your wrists, while world-shifting modifiers let you tilt gravity, splice biomes, and swap enemies until the rules feel hand-writtennot by us, but by you (and whatever friends are sharing the chaos).
The point isnt mastery so much as discoveryhow strange can a universe get before it collapses, and can you ride that collapse long enough to claim victory?
[h2]What Comes Next[/h2]
Over the coming months well peel back the layers:
why our control scheme hides the HUD in your muscle memory
[/*]how three distinct realms bleed together like wet ink
[/*]how community feedback steers us as we sprint toward launch and beyond
[/*]
Think of these posts as letters from behind the curtainequal parts progress log and campfire story. If a dreamlike playground of momentum and mayhem sounds like your jam, stay close. Were just getting started.
Hidden IO

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