Name | FRONTIERS | ||
Developer | AAD Productions | ||
Publisher | AAD Productions | ||
Tags | |||
Release | 2020-01-01 | ||
Steam | 14,99€ 10,99£ 14,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  0  | ||
Steam Rating | Mostly Negative | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  20,000 .. 50,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 49 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 49 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Linux Base Content [720.31 M] Linux Mods Depot [540.47 M] |
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
Why would you implement VR support when there's SO MUCH ELSE that needs attention, and when there are so few people who'll get to actually use it? Do you even prioritize, bro? Good question, bro. If I didn't know better I too would think I'd lost my marbles. But it's a pretty simple situation. First off, Oculus support was part of the Controller Support stretch goal in the Kickstarter, so it was going to happen eventually. Other features may come and go, but stretch goal features are written in stone. As for why now and not later - implementing the VR interface goes hand-in-hand with completing controller support, and I knew that if I put off the VR part I'd have to crack open the controller system later, probably long after I'd forgotten how it worked. So I said screw it, I'll just do it all right now and never look back. Now that it's over I can say with confidence that I made the right call. The VR interface would have taken 10x the effort to implement had I procrastinated. Lastly, a side bonus is that VR support gets noticed, even by people who can't necessarily make use of it. So we'll probably see a little publicity bump. Not the main reason I did it, but I'd be lying if I said it wasn't on my mind. Anyway, hopefully that answer soothes your irritation at having to wait over a month for a new version after getting used to the daily builds. (Yes, we're going back to daily builds now.) So tell us, is the game any good in VR? Absolutely! ...and eeeeh, maybe not. Absolutely because there are moments where it all comes together - usually deep in some forest at twilight with butterflies dancing around my head, or underground mining Luminite from a cave wall while my lantern keeps Darkrot at bay. In those moments it's delicious. Maybe not because text. Text, text, text. Oh, the text. 90% of the work I did in the interface was about making the text easier to focus on & read. But no fancy trick can change the fact that you're dealing with an RPG interface with a lot of tabs and buttons and so, so much text. I can't say what VR games of the future will look like, but I do know they won't have an interface like this. It's just too much damned text. Still, the text doesn't stop it from being playable. I played through the first act using the DK1 (roughly 5 hours) without feeling any discomfort, and while I skipped reading books unless I absolutely had to, I'm proud to say that conversations are nicely readable, especially when using a substitute font. (Which I strongly recommend.) Other news
Alright that's all for this update! I'll be on the road tonight, but I look forward to returning to an avalanche of VR-related bug reports tomorrow afternoon. Until the new bug board is ready VR-specific reports can go here. Cheers, - L |