What will be different in the Steam version of IRON GUARD: Salvation
Hey everyone 👋 As many of you know, we initially focused on developing the game for Meta Quest 2/3/3S and Pro.
Full notes
Full IRON GUARD: Salvation update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone 👋
What changed
0 fixes5 additions1 change0 removals
Gameplay
UI and audio
Store
addedAs many of you know, we initially focused on developing the game for Meta Quest 2/3/3S and Pro. On Quest 2 and Pro, the game quality is slightly lower than on Quest 3/3S, since those are relatively weaker devices. However, for Steam VR we don’t plan to simply switch the Unity platform to Windows and hit Publish. Throughout October, we’ll be working on significant improvements for the new platform.
addedFirst of all, the Steam VR version will feature enhanced texture quality, up to 4K on some models. This means levels, turrets, enemies, and effects will look razor-sharp even when zoomed in (yes, you can now truly change the scale in-game!).
changedLighting quality will also be improved. We plan to use Mixed Lighting, so the sun will cast proper real-time shadows while still preserving Global Illumination in the shaded areas. The lightmaps themselves will be of much higher quality, and models will now feature nice reflections. And no more blob shadows under enemies!
addedWe’ll also add more post-processing effects — Screen Space Ambient Occlusion, Volumetric Fog, and more — to give the visuals extra depth and richness. Thanks to overall solid optimization, we likely won’t even need a graphics settings menu — the game should run smoothly on almost any hardware.
addedRight now, we’re updating the Steam store page and preparing a new gameplay trailer — packed with fast-paced action from the very first seconds! 🔥
addedAdd to wishlist
IRON GUARD: Salvation changes
addedAs many of you know, we initially focused on developing the game for Meta Quest 2/3/3S and Pro. On Quest 2 and Pro, the game quality is slightly lower than on Quest 3/3S, since those are relatively weaker devices. However, for Steam VR we don’t plan to simply switch the Unity platform to Windows and hit Publish. Throughout October, we’ll be working on significant improvements for the new platform.
addedFirst of all, the Steam VR version will feature enhanced texture quality, up to 4K on some models. This means levels, turrets, enemies, and effects will look razor-sharp even when zoomed in (yes, you can now truly change the scale in-game!).
changedLighting quality will also be improved. We plan to use Mixed Lighting, so the sun will cast proper real-time shadows while still preserving Global Illumination in the shaded areas. The lightmaps themselves will be of much higher quality, and models will now feature nice reflections. And no more blob shadows under enemies!
addedWe’ll also add more post-processing effects — Screen Space Ambient Occlusion, Volumetric Fog, and more — to give the visuals extra depth and richness. Thanks to overall solid optimization, we likely won’t even need a graphics settings menu — the game should run smoothly on almost any hardware.
addedRight now, we’re updating the Steam store page and preparing a new gameplay trailer — packed with fast-paced action from the very first seconds! 🔥
As many of you know, we initially focused on developing the game for Meta Quest 2/3/3S and Pro. On Quest 2 and Pro, the game quality is slightly lower than on Quest 3/3S, since those are relatively weaker devices. However, for Steam VR we don’t plan to simply switch the Unity platform to Windows and hit Publish. Throughout October, we’ll be working on significant improvements for the new platform.
First of all, the Steam VR version will feature enhanced texture quality, up to 4K on some models. This means levels, turrets, enemies, and effects will look razor-sharp even when zoomed in (yes, you can now truly change the scale in-game!).
Lighting quality will also be improved. We plan to use Mixed Lighting, so the sun will cast proper real-time shadows while still preserving Global Illumination in the shaded areas. The lightmaps themselves will be of much higher quality, and models will now feature nice reflections. And no more blob shadows under enemies!
We’ll also add more post-processing effects — Screen Space Ambient Occlusion, Volumetric Fog, and more — to give the visuals extra depth and richness. Thanks to overall solid optimization, we likely won’t even need a graphics settings menu — the game should run smoothly on almost any hardware.
We’re also integrating Steam achievements and leaderboards.
The game will be tested on multiple VR headsets beyond Meta Quest, but instead of redesigning controllers for each device, we’ve created our own universal controller layout that works across different platforms.
Right now, we’re updating the Steam store page and preparing a new gameplay trailer — packed with fast-paced action from the very first seconds! 🔥
Oh, and one more thing — the demo is coming soon! It will include 3 levels, so you’ll be able to try the game and share your thoughts very soon.