OVRLRD
Steam News 7 June 202511mo ago

The Secret Base Update - 20% discount

Hello, operators. This update, as with every update, will probably have some big bugs that I've missed. If you're lucky enough to be the first to spot it, please let me know (using the new ingame bug reporter!) so I can…

Update log

Full OVRLRD update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

2 fixes5 additions2 changes0 removals
  • Gameplay
  • Fixes
fixedHello, operators.This update, as with every update, will probably have some big bugs that I've missed. If you're lucky enough to be the first to spot it, please let me know (using the new ingame bug reporter!) so I can race to push the inevitable hotfix before anyone else notices. This is kind of a tradition now. Thank you.
addedHello, operators.It's been a while! The Graphics Update came out back in March, and the response was really encouraging. Feedback suggests that people liked the new visuals and they understood what I'm going for with the new megamap, Zaliznyy.
addedHello, operators.The update, however, as is tradition with OVRLRD, was not very polished. I've been developing this game for nearly four years now, and some things have begun to creak under the strain of things on top of them. I figured a good thing to do would be to straighten those things out, to make it easier and faster to add more content immediately afterwards.
changedSWITCHES ARE FINALLY FIXEDSwitches have always been a problem in OVRLRD. They're one of the earliest features I made, and I could never get the rotation behaviour to behave quite right. They would rotate in strange ways, respond to the wrong axis of rotation, and it was frustrating to try toggling them in the middle of combat.
fixedSWITCHES ARE FINALLY FIXEDI got mad, deleted the code and rewrote it. Switches are now snappy, responsive and much less frustrating . No more awkward wrist rotation or inconsistent, unexpected hand movement! They just work, exactly as you'd expect. Grab and flick. If someone told you they found OVRLRD too janky and gave up on it, message them and tell them the worst bit has been fixed.
addedSWITCHES ARE FINALLY FIXEDI also added some nicer haptics to the motion-based switch option, where you just hit it with your finger without gripping anything. This feels better now.

Hello, operators.

This update, as with every update, will probably have some big bugs that I've missed. If you're lucky enough to be the first to spot it, please let me know (using the new ingame bug reporter!) so I can race to push the inevitable hotfix before anyone else notices. This is kind of a tradition now. Thank you.

It's been a while! The Graphics Update came out back in March, and the response was really encouraging. Feedback suggests that people liked the new visuals and they understood what I'm going for with the new megamap, Zaliznyy.

The update, however, as is tradition with OVRLRD, was not very polished. I've been developing this game for nearly four years now, and some things have begun to creak under the strain of things on top of them. I figured a good thing to do would be to straighten those things out, to make it easier and faster to add more content immediately afterwards.

"How long could this take?" I asked myself. "Two weeks? Three?" Anyway, several months later, here's an update.

This patch covers a lot of stuff - I've broken down the important bits into a few main points, with a full changelog at the bottom.

SWITCHES ARE FINALLY FIXED

Switches have always been a problem in OVRLRD. They're one of the earliest features I made, and I could never get the rotation behaviour to behave quite right. They would rotate in strange ways, respond to the wrong axis of rotation, and it was frustrating to try toggling them in the middle of combat.

I got mad, deleted the code and rewrote it. Switches are now snappy, responsive and much less frustrating. No more awkward wrist rotation or inconsistent, unexpected hand movement! They just work, exactly as you'd expect. Grab and flick. If someone told you they found OVRLRD too janky and gave up on it, message them and tell them the worst bit has been fixed.

I also added some nicer haptics to the motion-based switch option, where you just hit it with your finger without gripping anything. This feels better now.

OVERHAULED MECH PHYSICS

The procedural animation system driving OVRLRD's walkers has been deleted and rewritten from scratch. Gone are the days of flailing limbs, levitating feet and criss-crossed knees. Every mech now walks and runs in a weightier, more realistic way, and feet are placed intelligently while turning on the spot.

It's not just legs though: cockpit and hip motion are now properly accounted for and tuned for each platform, meaning that as the mech's hip bobs from side to side, your cockpit will tilt and sway realistically. This feels good, but strangely testers have reported that it also gives you a clearer spatial sense of how your platform is moving, which can help with your situational awareness.

  • Motion sickness warning: you can disable the cockpit sway system in the options menu.

WELCOME TO HQ

All the non-gameplay scenes have been merged into the new 'HQ'. This will be your home from now on in campaign and career modes.

Briefings, debriefings and career mode will all take place here, and you'll find an elevator leading to the hangar for mission deployments. This means you can now easily back out of the hangar to select a different operation if you want, or just admire your OVRLRD platforms without having to go on a mission.

This new area includes some experimental player locomotion, with smooth and teleport options available in the settings. This is currently

Source

Steam News / 7 June 2025

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