Changes
- Added Oculus Rift CV1 support with runtime 1.3
Known Issues
- The game no longer launches in VR when launching from Steam and using a DK2. Workaround: launch the .exe manually from Windows.
Changes
- Added Oculus Rift CV1 support with runtime 1.3
Known Issues
- The game no longer launches in VR when launching from Steam and using a DK2. Workaround: launch the .exe manually from Windows.
Have you ever been playing your favorite $2 Steam game, but you have to take occasional breaks to glance at yourself in the mirror to remind yourself how fabulous you look? Well, we've come up with a solution! Enable the new "webcam as a reflection" option, and you'll never have to stop looking at yourself again! Of course, the monitor is a bit dusty, and it's convex, so you'll probably look a bit grainy and bloated, but it's a step in the right direction!
That's right! Your reflection in the game! Crave immersion? Click that checkbox! Streamer or YouTuber? Ditch that face cam and Get In The Game!
Changes
- Added a webcam reflection option.
- Added a "Gon' E-Choo!" game theme remix to the cassette tape created by Python Blue
Have you ever been playing your favorite $2 Steam game, but you have to take occasional breaks to glance at yourself in the mirror to remind yourself how fabulous you look? Well, we've come up with a solution! Enable the new "webcam as a reflection" option, and you'll never have to stop looking at yourself again! Of course, the monitor is a bit dusty, and it's convex, so you'll probably look a bit grainy and bloated, but it's a step in the right direction!
That's right! Your reflection in the game! Crave immersion? Click that checkbox! Streamer or YouTuber? Ditch that face cam and Get In The Game!
Changes
- Added a webcam reflection option.
- Added a "Gon' E-Choo!" game theme remix to the cassette tape created by Python Blue
Our first post-launch content update is here! We've added a light switch! See? We listen to feedback. We've also tweaked the pixels on the arcade's monitor, because we just know their arrangement was bothering somebody out there!
Changes
- Added a light switch to the room.
- Paper airplanes now blink when they are in danger of falling off of the stage.
- The CRT's subpixels are now arranged in a more CRT-y way, and a subtle scanning effect was added.
- Added a few secrets.
Known Issues
- The dynamic subtle dynamic lighting was not-so-subtly broken on OSX and Linux, so it has been disabled for now on those platforms, but you probably won't notice any changes anyway!
1.1.1 fixes
- High score button works again.
- Enabled dynamic lighting on OpenGL platforms again.
Our first post-launch content update is here! We've added a light switch! See? We listen to feedback. We've also tweaked the pixels on the arcade's monitor, because we just know their arrangement was bothering somebody out there!
Changes
- Added a light switch to the room.
- Paper airplanes now blink when they are in danger of falling off of the stage.
- The CRT's subpixels are now arranged in a more CRT-y way, and a subtle scanning effect was added.
- Added a few secrets.
Known Issues
- The dynamic subtle dynamic lighting was not-so-subtly broken on OSX and Linux, so it has been disabled for now on those platforms, but you probably won't notice any changes anyway!
1.1.1 fixes
- High score button works again.
- Enabled dynamic lighting on OpenGL platforms again.
I just finished a few bug fixes and pushed out an update for Windows. Unfortunately, there are some issues with the OSX and Linux versions, so I won't be pushing out fixes for them just yet. Enjoy!
Bug Fixes
- Fixed resolution settings not saving and loading properly.
- Fixed erratic mouse acceleration when looking around.
- Fixed getting stuck on the cabinet after pausing the game.
I just finished a few bug fixes and pushed out an update for Windows. Unfortunately, there are some issues with the OSX and Linux versions, so I won't be pushing out fixes for them just yet. Enjoy!
Bug Fixes
- Fixed resolution settings not saving and loading properly.
- Fixed erratic mouse acceleration when looking around.
- Fixed getting stuck on the cabinet after pausing the game.
We've released! I'd like to thank all of my wonderful early access players who gave suggestions and reported bugs! Thanks to you, I'm satisfied enough to release the game from Early Access! This doesn't mean I won't be making any more changes, however. I'll be trying to keep the game up to date and compatible with new VR headsets as they release, for instance. As more reviews and suggestions roll in, I may make some other changes and additions as well. For now, enjoy, and thanks again!
Changes
- The room is a bit brighter, now!
- Updated to Oculus 0.8 runtime.
Fixes
- Fixed an issue on lower quality levels where lightmapped objects would be black.
We've released! I'd like to thank all of my wonderful early access players who gave suggestions and reported bugs! Thanks to you, I'm satisfied enough to release the game from Early Access! This doesn't mean I won't be making any more changes, however. I'll be trying to keep the game up to date and compatible with new VR headsets as they release, for instance. As more reviews and suggestions roll in, I may make some other changes and additions as well. For now, enjoy, and thanks again!
Changes
- The room is a bit brighter, now!
- Updated to Oculus 0.8 runtime.
Fixes
- Fixed an issue on lower quality levels where lightmapped objects would be black.
Changes
- Updated to Oculus 0.7 runtime.
Fixes
- Fixed some lock-ups that occurred if Steam isn't initialized.
Known Issues
- Changing resolutions on Linux sometimes seems to disable UI masks.
Changes
- Updated to Oculus 0.7 runtime.
Fixes
- Fixed some lock-ups that occurred if Steam isn't initialized.
Known Issues
- Changing resolutions on Linux sometimes seems to disable UI masks.
Changes
- The resolution menu is much more mouse-friendly.
Known Issues
- Changing resolutions on Linux sometimes seems to disable UI masks.
Changes
- The resolution menu is much more mouse-friendly.
Known Issues
- Changing resolutions on Linux sometimes seems to disable UI masks.
Changes
- Controller bindings are now in the controls menu.
- New object in the scene.
- You can once again put down an item with the interact key.
Known Issues
- Trying to select a resolution with the mouse is a bit wonky right now. Use the directional buttons for now.
- Changing resolutions on Linux sometimes seems to disable UI masks.
Changes
- Controller bindings are now in the controls menu.
- New object in the scene.
- You can once again put down an item with the interact key.
Known Issues
- Trying to select a resolution with the mouse is a bit wonky right now. Use the directional buttons for now.
- Changing resolutions on Linux sometimes seems to disable UI masks.
Changes
- Resolution options are back in the video panel.
- Using a controller will now hide the cursor. I'll be making more controller-oriented changes, such as being able to rebind controller bindings and showing controller bindings in hints to make the game more living room friendly. I'm also working on native Steam controller support.
- Made the active options tab visually distinct from the inactive tabs.
Fixes
- Resolution options are back in the video panel.
- Fixed some issues with navigating with a controller in certain menus.
- Video options are now correctly disabled when changing the quality slider and changing between panels.
- The high scores button works again.
Changes
- Resolution options are back in the video panel.
- Using a controller will now hide the cursor. I'll be making more controller-oriented changes, such as being able to rebind controller bindings and showing controller bindings in hints to make the game more living room friendly. I'm also working on native Steam controller support.
- Made the active options tab visually distinct from the inactive tabs.
Fixes
- Resolution options are back in the video panel.
- Fixed some issues with navigating with a controller in certain menus.
- Video options are now correctly disabled when changing the quality slider and changing between panels.
- The high scores button works again.
Can you believe I forgot to plug in the appliances I added in the last update?
Changes
- Plugged in the appliances from the last update.
- Added a tape deck (which is also plugged in).
- Reverted the swinging menu tunes back to it's old blippy version. You can now play the studio version in-game by interacting with the tape deck.
Fixes
- Surprise fixes! Secret fixes! Forgotten fixes! Maybe I should write these small fixes down!
Known Issues
- Unity's OSX support! *rimshot* But no, really, you guys are great, but when I told you to fire your QA team, I thought it was implied that you should hire a new one! *rimshot* But seriously, I'm trying my best to work around it. If your game freezes, it's probably not my fault (you can blame crashes on me). I've found the issue and reported it to Unity, but there are still some places I have to work around it, it seems. Until then, hang in there! OSX was already snubbed by Oculus and Unity doesn't seem to test on OSX at all (considering builds from the last editor wouldn't even run). It's not easy for me, either. In fact, it's incredibly stressful. Please understand that while I'm trying my best to make sure OSX is supported, a lot of these issues are out of my hands.
Can you believe I forgot to plug in the appliances I added in the last update?
Changes
- Plugged in the appliances from the last update.
- Added a tape deck (which is also plugged in).
- Reverted the swinging menu tunes back to it's old blippy version. You can now play the studio version in-game by interacting with the tape deck.
Fixes
- Surprise fixes! Secret fixes! Forgotten fixes! Maybe I should write these small fixes down!
Known Issues
- Unity's OSX support! *rimshot* But no, really, you guys are great, but when I told you to fire your QA team, I thought it was implied that you should hire a new one! *rimshot* But seriously, I'm trying my best to work around it. If your game freezes, it's probably not my fault (you can blame crashes on me). I've found the issue and reported it to Unity, but there are still some places I have to work around it, it seems. Until then, hang in there! OSX was already snubbed by Oculus and Unity doesn't seem to test on OSX at all (considering builds from the last editor wouldn't even run). It's not easy for me, either. In fact, it's incredibly stressful. Please understand that while I'm trying my best to make sure OSX is supported, a lot of these issues are out of my hands.
Changes
- Added a small kitchen area to the back room where employees can take a break, get some coffee and nuke themselves some of last night's casserole.
- Added a unisex bathroom (door)
- Added an office (door)
- Squeaky
Fixes
- Fixed the arcade's button pressing when the machine wasn't in use.
- Fixed backing away from the machine while paused.
- Fixed notepad not initially rendering it's first page when the game is started in game only mode.
- Fixed stutter on first pause.
- Fixed world geometry visible in game only mode.
- Fixed reflection probes not rendering sometimes when changing dynamic light options or going into game only mode.
Known Issues
- Unity's OSX support! *rimshot* But no, really, you guys are great, but when I told you to fire your QA team, I thought it was implied that you should hire a new one! *rimshot* But seriously, I'm trying my best to work around it. If your game freezes, it's probably not my fault (you can blame crashes on me). I've found the issue and reported it to Unity, but there are still some places I have to work around it, it seems. Until then, hang in there! OSX was already snubbed by Oculus and Unity doesn't seem to test on OSX at all (considering builds from the last editor wouldn't even run). It's not easy for me, either. In fact, it's incredibly stressful. Please understand that while I'm trying my best to make sure OSX is supported, a lot of these issues are out of my hands.
I finally decided to add achievements to the game! Check the game's achievements in your library for some helpful hints on how to get them! There aren't many, but you aren't going to get any achievements for simply turning the game on, either. If you want all of these, you're going to have to be pretty dang dedicated.
Changes
- Achievements of course!
Known Issues
- Unity's OSX support! *rimshot* But no, really, you guys are great, but when I told you to fire your QA team, I thought it was implied that you should hire a new one! *rimshot* But seriously, I'm trying my best to work around it. If your game freezes, it's probably not my fault (you can blame crashes on me). I've found the issue and reported it to Unity, but there are still some places I have to work around it, it seems. Until then, hang in there! OSX was already snubbed by Oculus and Unity doesn't seem to test on OSX at all (considering builds from the last editor wouldn't even run). It's not easy for me, either. In fact, it's incredibly stressful. Please understand that while I'm trying my best to make sure OSX is supported, a lot of these issues are out of my hands.
I'm alive and the world shines for me today! Hey. Been running into a couple of those "hang-ups". I guess that'll happen when you're targeting multiple platforms, VR, and hoping they all work nicely with each other (hint: they don't). So yeah, I've got a couple new features, but I also had to take one away! Why? Well I'm sure the wonderful fellas over at Unity could answer that question. Apparently, changing the resolution during runtime in the latest version of the engine doesn't exactly, you know, work? Unfortunately, the latest version also fixed some major bugs, so I figured removing that option for now was the best way to go about things. It'll be returned when that is fixed (the current patch apparently should have fixed it. Spoiler: it didn't). Let's hope they get it together by the time I'm ready to release the game! Until then, I enabled their wonderful resolution box which many of you have probably seen in other games. You can change the resolution from there, but avoid the input panel. I do not use Unity's input manager because it does not support rebinding of keys, so messing with that could break things. There is no way to disable it, unfortunately, which is why I disabled the box entirely and moved those options to the in-game menu.
Changes
- I dunno. It's been a while. I lost my notes...
- Some secret stuff for sure..
- Oh yeah! Entirely new menus!
- Ooh! And options for inverting y-look and changing look sensitivity!
- The menu has a nifty non-blippy version of the SPAGG theme, which is actually older then the game itself.
- I added a load screen to make launching a bit less jerky.
- You know, I'm sure I'm forgetting something.
I've been working on livening up the cabinet side of the back room this past week with some new interactive arcade parts, some coin boxes and a notepad with notes from the boss.
Changes
- Added new interactive arcade parts.
- Added interactive notepad.
- Added various static props, such as coin boxes and a gator dog toy.
I have a few quick fixes and changes tonight. Thanks for the bug reports. I'm just one guy and I miss a lot of this stuff. More fixes are in the works, as well.
Changes
- Added keys.
- New gameplay secret.
Fixes
- Fixed some jitter issues with the first person controller.
- Fixed the cabinet using some wrong textures.
- Misc game fixes. Nothing reported/major.
I have a few quick fixes and changes tonight. Thanks for the bug reports. I'm just one guy and I miss a lot of this stuff. More fixes are in the works, as well.
Changes
- Added vsync toggle in video options.
- Added master volume control
- Tip text now floats over interactable objects
Fixes
- Fixed floating interactable objects
- Fixed tip text in game only mode
- The graphics slider no longer locks up your game, which should fix it getting stuck active. This was vsync turning on, and it now has it's own toggle.
- Fixed some typos in the flyers.
Current version 0.4:
Well, Unity's latest version still has issues. Unity's latest patch still has issues. Instead of sitting around waiting for them to be fixed, if they even are fixing them, I'm working around it. The Windows version is built with the latest patch, and seems to work great with or without VR. The OSX version is built with the latest version, which crashes with VR enabled. I disabled VR on OSX for now and may not be able to fully support it in the future, since Oculus doesn't seem to want to support OSX and I'm not sure any other headset manufacturers will either. Of course, most of you aren't VR users, so none of that matters to you. This is the biggest update yet, and more content is on it's way. For now, keep reporting bugs as you find them and don't be shy when it comes to making suggestions. Changes
- Upgrade to Unity 5 brings more stability and fancier graphics.
- You can now freely walk around the back room using wasd to move and the mouse to look around. Interact with objects or the arcade cabinet with E to examine or play them.
- Added boards, flyers and posters to the back room.
- Dynamic lights now put less strain on the CPU and only update on major changes to the game screen.
- New LODs for some models.
- Various other performance enhancements.
- Lower video settings are now extra low, for those with old or slow hardware.
- Secret changes!
Fixes
- The game should be more stable and less crashy on most hardware, especially modern hardware.
Known Issues
- System cursor is visible in the menu.
- Some setting changes will cause dynamic reflection probes to appear black until restarting the game.
Just when I thought I was just about ready to release the new version, some issues showed up. It seems, at least for me, enabling VR in Unity makes the OSX version flat-out crash and the Windows version to lag like crazy. That is, of course, a VR headset is connected. This happens in fresh new projects for me, as well, and whether or not I build on OSX or Windows, so I'm inclined to blame the editor and engine. Anyway, it seems that unless I decide to snatch VR support from the people who use it, and likely bought this game for it, that I'm unable to release any updates until I fix this issue. It's entirely possible that something I did caused the issue, but I'm not too hopeful considering fresh projects suffer from the same issue. I really do not want to release a new version with features stripped out, especially considering I made this game with VR in mind. On the plus side, the delay has given me some time to make further optimizations and improvements before release, so the upcoming biggest update ever is going to be even bigger. Anyway, sorry for the wait. This update will surely be a treat for both VR and standard users once everything works! Edit: It seems this issue is a Unity bug. A recent patch fixed it on Windows, but the OSX build still crashes it seems. The fix for this issue is going to be included in an upcoming patch, which means I can release it when that patch is released. Until then, I'll be adding goodies to make this update even better when it does finally drop.
Hey guys. I just wanted to let you guys know what I've been up to, since it's been a little while since the last update. Since support for Unity 4 is dwindling, especially in the VR department, I've decided to move the project to Unity 5. It's a hard decision, considering I own Unity 4 Pro and I can't afford to upgrade to Unity 5 Pro, but since Unity 5 Personal is feature-complete and it's only downside is a brief splash screen, I decided to update. I've personally seen a boost in performance and stability merely from the update, probably due to Unity 5's much more native approach to VR. I'm currently in the process of updating to that, including fixing a lot of the issues that popped up during the update. I've also been working on a few other things as a result of the update, which I will list with bullet points below for those of you who are scared of paragraphs.
Upcoming changes
- Unity 5 means more stability and performance in most cases.
- Graphical improvements, including fancier shadows and reflections.
- Roaming of the room has been enabled! Not much to see yet, but there will be plenty, I assure you. Press the interact button while looking at the arcade cabinet screen or controls to play it.
- The game will require a video card that supports Shader Model 3. Chances are, yours does. It's not exactly new technology.
- Various bug fixes, because of course there are.
Current version 0.3.2:
Fixes
- Cursor sits is no longer offset when changing aspect ratios.
Other things to expect next week:
- Linux release? I haven't worked with Linux in forever and I don't even have it installed, but let's do this thing.
- Possible "upgrade" from Unity 4 pro to Unity 5 personal. Unity 5 personal is feature-complete, and much more Oculus and Steam VR friendly. The game may be stuck with a short Unity Personal Edition logo for a bit as I don't have the funds to afford to pay for the upgrade right now.
Known Issues
- Switching to some fullscreen resolutions on some computers minimizes the game. I'd suggest playing at native resolution if you want to play full-screen until I can find a fix for this, but there seems to be no way to know which resolutions will cause this. If this happens to you, wait 10 seconds and click back into the window and the game should revert you to your previous resolution.
Gon' E-Choo!
Marc Ellis
Marc Ellis
2015-11-25
Action Indie Simulation Singleplayer
Game News Posts 30
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(70 reviews)
http://www.gonechoo.com
https://store.steampowered.com/app/384990 
The Game includes VR Support
Keyboard & mouse
 1 
Gamepad support
 1 
Standing
 1 
Seated
 1 
Gon' E-Choo! Linux [138.23 M]
The game plays out on a virtual arcade cabinet with mechanical sounds recorded straight from arcade cabinets from the early 80s, complete with a simulated CRT monitor and VR support for maximum immersion.
- Processor: Intel Core 2 duoMemory: 4 MB RAM
- Memory: 4 MB RAM
- Graphics: Intel HD Graphics 3000
- Storage: 140 MB available space
- Processor: Intel Core i5Memory: 6 MB RAM
- Memory: 6 MB RAM
- Graphics: Nvidia Geforce 760
- Storage: 140 MB available space
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