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Steam News11 July 20169y ago

Release Date

Hello everyone, The planned release date now is July 21, so I think it's a good time to say a few world about the game. Always Higher is an experimental project on three sides (yes, I like a lists). 1.

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Hello everyone, The planned release date now is July 21, so I think it's a good time to say a few world about the game. Always Higher is an experimental project on three sides (yes, I like a lists).

  1. My initial goal was to make as large game as possible without using of unnatural locomotion (i.e. teleports within a space that should be available on foot). It doesn't mean teleports are bad, they have much more pros then cons. Teleports mechanics can slightly decrease immersiveness, but it is the only options for a really large VR games. Always Higher is probably the first room-scale-only game that doesn't supports standing experience.
  2. Since 2012 virtual reality was about experiences. VR games use a new visual capabilities to give us emotions like fun in co-op shooters or fear in horrors. Here I try to create not an experience but a virtual world. This world have its history, conflict and heroes. Even if we don't see it deeply we can find some traces and clues. I do believe a future VR games will combine it and let players feel good experiences in a good virtual world.
  3. Always Higher has a genre mixed of shooter and adventure/puzzle. Videogames genres usually exploit only one side of human’s activity. Luckily, virtual reality allows us to decrease this genre simplification. As an experiment, 'Always Higher' is not a clean combination of a genres. It can be passed from a start to an end mostly as a shooter. But if you solve all puzzles and collect all data modules you would know much more about this world.

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addedHello everyone, The planned release date now is July 21, so I think it's a good time to say a few world about the game. Always Higher is an experimental project on three sides (yes, I like a lists). 1. My initial goal was to make as large game as possible without using of unnatural locomotion (i.e. teleports within a space that should be available on foot). It doesn't mean teleports are bad, they have much more pros then cons. Teleports mechanics can slightly decrease immersiveness, but it is the only options for a really large VR games. Always Higher is probably the first room-scale-only game that doesn't supports standing experience. 2. Since 2012 virtual reality was about experiences. VR games use a new visual capabilities to give us emotions like fun in co-op shooters or fear in horrors. Here I try to create not an experience but a virtual world. This world have its history, conflict and heroes. Even if we don't see it deeply we can find some traces and clues. I do believe a future VR games will combine it and let players feel good experiences in a good virtual world. 3. Always Higher has a genre mixed of shooter and adventure/puzzle. Videogames genres usually exploit only one side of human’s activity. Luckily, virtual reality allows us to decrease this genre simplification. As an experiment, 'Always Higher' is not a clean combination of a genres. It can be passed from a start to an end mostly as a shooter. But if you solve all puzzles and collect all data modules you would know much more about this world.

Source

Steam News / 11 July 2016

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