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🌈 $5 Tier: [Benedikt][David Martínez Martí]
As we developed Knee Deep for a broad range of platforms, we took great efforts to smartly design our interfaces to be as modular as possible. With the broad adoption of the Xbox or Xinput controller, we used that as our guiding metric when testing inputs. When it came to revisiting our interfaces for VR support, it was a pleasant surprise how smoothly the standard gamepad still carried through to VR interactions. However, we recognized that our interfaces were not designed for touch interactions. After internal discussions, we decided that we'd adapt the touch wheels on Vive controllers to imitate the functions of a gamepad and maintain functionality across every platform. The left controller's touchpad would simulate the d-pad while the right touchpad could be used to simulate the x/y/a/b face buttons. That didn't work as well as we would have liked. We heard that clearly from Vive users trying to play Knee Deep with their controllers. Yes, technically, it works - but it's not ideal or intuitive. And we don't want to falsely imply that our interfaces are designed for motion or touch controls. We want to be transparent and clear. So we've removed mention of Vive controller support from our store page listing. If you try to use these controls, the game will accept the inputs. We just don't want new users to have false expectations for Knee Deep and touch controls. We have been thrilled with the response to the VR launch and hope everyone has a chance to experience Knee Deep's performance from eye-level. If you have any questions about this change, don't hesitate to reach out.
As we developed Knee Deep for a broad range of platforms, we took great efforts to smartly design our interfaces to be as modular as possible. With the broad adoption of the Xbox or Xinput controller, we used that as our guiding metric when testing inputs. When it came to revisiting our interfaces for VR support, it was a pleasant surprise how smoothly the standard gamepad still carried through to VR interactions. However, we recognized that our interfaces were not designed for touch interactions. After internal discussions, we decided that we'd adapt the touch wheels on Vive controllers to imitate the functions of a gamepad and maintain functionality across every platform. The left controller's touchpad would simulate the d-pad while the right touchpad could be used to simulate the x/y/a/b face buttons. That didn't work as well as we would have liked. We heard that clearly from Vive users trying to play Knee Deep with their controllers. Yes, technically, it works - but it's not ideal or intuitive. And we don't want to falsely imply that our interfaces are designed for motion or touch controls. We want to be transparent and clear. So we've removed mention of Vive controller support from our store page listing. If you try to use these controls, the game will accept the inputs. We just don't want new users to have false expectations for Knee Deep and touch controls. We have been thrilled with the response to the VR launch and hope everyone has a chance to experience Knee Deep's performance from eye-level. If you have any questions about this change, don't hesitate to reach out.
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