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Steam News27 March 20179y ago

Patch 1.01

Good Afternoon Everyone! Below are the patch notes for the first update to Constricted VR! While it isn't anything major, it's mainly an update to address many of the minor concerns players had while playing.

Full notes

Full Constricted VR update

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What changed

1 fix0 additions0 changes0 removals
  • Compatibility
fixedGood Afternoon Everyone! Below are the patch notes for the first update to Constricted VR! While it isn't anything major, it's mainly an update to address many of the minor concerns players had while playing. There's also a little teaser for the next room beneath the notes! Included in this update are as follows: – Item force to break grab increased from 500.0f -> 2500.0f. This means objects won’t just clip off your hand when you collide with another object in-game. While they won't fall out of your hands if you put your arm down into a table too much, objects won't just go through all objects in the game. -More static objects given colliders and the ability to be grabbed. This includes the wine bottles, pill bottles, and mugs found around the room. This was a feature requested by a pretty good amount of users, so I'll be sure to focus on this in future rooms! -Fixed the Grab issue with objects when placed within the drawers. -Here's a little hint for people stuck in the first area: (CHECK THE BOX ON THE SMALL TABLE. THE BOTTOM MIGHT BE A LIE) -Slides given the ability to cast shadows on the wall. While essentially useless, this was a requested feature that I personally like myself. -Fixed problem with objects flying through the floor. Turns out the collision on the floor wasn't being handled properly... I'm currently debating changing movement from teleport to touchpad walking. I feel as if this might be better for Oculus Touch users as well as eliminating issues with the pointer colliding with the letter/number pads that many users were experiencing. This was causing some trouble for users trying to press buttons in as well. But, this will also change the ability for players to maneuver around the room at their own pace (Some players are teleport-happy and others take their time). There are some other minor changes I have planned as well, which will be included in the coming weeks. Let me know what you guys think! Now for some "fun stuff"! The next room, Impossible Hallway (Name still tbd...), is currently in development alongside fixes in the first room! The puzzles I have in store for you all is unlike anything you've ever experienced in virtual reality. Not only are they challenging, but some may even make you lose grasp of your sanity. Of course, every puzzle will be logical, innovative, and understandable, but this escape room will leave you hungering for more. I don't want to give too much away, but here's a little tagline from the next room's theme: "I just kept going - Door after door. It never led anywhere else but here. Why did she do this to me? Why is she doing this to you?" I am really excited to show you all the next room, so please keep up with development and continuously check out pnxdesigns.com/blog/ for more information! My current estimate on completion of the next room is roughly 2 months, but if that changes, announcements will be made! Thank you again for supporting Constricted VR and good luck escaping!

Good Afternoon Everyone! Below are the patch notes for the first update to Constricted VR! While it isn't anything major, it's mainly an update to address many of the minor concerns players had while playing. There's also a little teaser for the next room beneath the notes! Included in this update are as follows: – Item force to break grab increased from 500.0f -> 2500.0f. This means objects won’t just clip off your hand when you collide with another object in-game. While they won't fall out of your hands if you put your arm down into a table too much, objects won't just go through all objects in the game. -More static objects given colliders and the ability to be grabbed. This includes the wine bottles, pill bottles, and mugs found around the room. This was a feature requested by a pretty good amount of users, so I'll be sure to focus on this in future rooms! -Fixed the Grab issue with objects when placed within the drawers. -Here's a little hint for people stuck in the first area: (CHECK THE BOX ON THE SMALL TABLE. THE BOTTOM MIGHT BE A LIE) -Slides given the ability to cast shadows on the wall. While essentially useless, this was a requested feature that I personally like myself. -Fixed problem with objects flying through the floor. Turns out the collision on the floor wasn't being handled properly... I'm currently debating changing movement from teleport to touchpad walking. I feel as if this might be better for Oculus Touch users as well as eliminating issues with the pointer colliding with the letter/number pads that many users were experiencing. This was causing some trouble for users trying to press buttons in as well. But, this will also change the ability for players to maneuver around the room at their own pace (Some players are teleport-happy and others take their time). There are some other minor changes I have planned as well, which will be included in the coming weeks. Let me know what you guys think! Now for some "fun stuff"! The next room, Impossible Hallway (Name still tbd...), is currently in development alongside fixes in the first room! The puzzles I have in store for you all is unlike anything you've ever experienced in virtual reality. Not only are they challenging, but some may even make you lose grasp of your sanity. Of course, every puzzle will be logical, innovative, and understandable, but this escape room will leave you hungering for more. I don't want to give too much away, but here's a little tagline from the next room's theme: "I just kept going - Door after door. It never led anywhere else but here. Why did she do this to me? Why is she doing this to you?" I am really excited to show you all the next room, so please keep up with development and continuously check out pnxdesigns.com/blog/ for more information! My current estimate on completion of the next room is roughly 2 months, but if that changes, announcements will be made! Thank you again for supporting Constricted VR and good luck escaping!

Source

Steam News / 27 March 2017

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