OVRLRD
Steam News 15 November 20256mo ago

The Scenario Editor & HOTAS Update - 20% discount

Hello, operators. This update, as with every update but PARTICULARLY this one, will probably have some big bugs that I've missed. If you're lucky enough to be the first to spot one, please let me know using ingame bug r…

Update log

Full OVRLRD update

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

Extracted changes

1 fix3 additions1 change0 removals
  • Gameplay
  • Workshop
  • UI and audio
fixedHello, operators.This update, as with every update but PARTICULARLY this one, will probably have some big bugs that I've missed. If you're lucky enough to be the first to spot one, please let me know using ingame bug reporter so I can race to push the inevitable hotfix before anyone else notices. Early Access Gaming.
addedHello, operators.The last update back in June was a general infrastructure overhaul and mass of bugfixes. I've got my eye on a number of gameplay improvements and new content which I've been working on, but before that can happen there were two big things I really wanted to get working.
addedThe Scenario EditorThe first is something I've wanted for ages, and which I need for the new campaign work - a fully-featured, easy-to-use ingame scenario editor in the spirit of my favourite games from the 90s and 2000s. You can read more about the scenario editor in the last news post . Essentially, I rebuilt the old clunky 3D editor from the ground up, turning it into a 2D map-based editor which is much, much, much faster, easier to use and has fully-integrated workshop support, starting today.
changedThe Scenario EditorRecord, link and hook-up voice lines entirely in-editor , so you can write Ace Combat-style combat soap operas with your friends and share them with the world.
addedThe Scenario EditorIt's lacking in some more complex features and the megamap itself also still needs work, but since I'll continue to use the tool myself, players will benefit from any new features as I add them.

Hello, operators.

This update, as with every update but PARTICULARLY this one, will probably have some big bugs that I've missed. If you're lucky enough to be the first to spot one, please let me know using ingame bug reporter so I can race to push the inevitable hotfix before anyone else notices. Early Access Gaming.

It's been a while! Yet again!

The last update back in June was a general infrastructure overhaul and mass of bugfixes. I've got my eye on a number of gameplay improvements and new content which I've been working on, but before that can happen there were two big things I really wanted to get working.

The Scenario Editor

The first is something I've wanted for ages, and which I need for the new campaign work - a fully-featured, easy-to-use ingame scenario editor in the spirit of my favourite games from the 90s and 2000s. You can read more about the scenario editor in the last news post. Essentially, I rebuilt the old clunky 3D editor from the ground up, turning it into a 2D map-based editor which is much, much, much faster, easier to use and has fully-integrated workshop support, starting today.

Right now. It works right now and you can and should create and upload some missions immediately.

There's an ingame text guide to show you the ropes, but I know that's not everyone's bag so I also made a 20-minute video tutorial you can follow along here:

[dynamiclink href="https://www.youtube.com/watch?v=L4Si15HIvKo"]Here's some of the things the editor can do:

  • Create triggers, scripted events and logic flows to drive NPC behaviour, both allied and enemy.

  • Drive missions through objectives which can be interact with the logic flow to create narrative-driven scenarios.

  • Record, link and hook-up voice lines entirely in-editor, so you can write Ace Combat-style combat soap operas with your friends and share them with the world.

It's lacking in some more complex features and the megamap itself also still needs work, but since I'll continue to use the tool myself, players will benefit from any new features as I add them.

I hope you have fun with the editor - I suffered really enjoyed building it and I can't wait to see what you all come up with!

Control Binding and HOTAS

The second feature is probably one of the most-requested feature requests I receive. VR cockpit games usually don't support both HOTAS and motion controls, for good reason - it's a design and technical nightmare and introduces a huge amount of complexity for supporting different hardware setups. Experienced devs know that the payoff isn't worth the effort and it's better to spend your time elsewhere.

Luckily for all you flight simulator sickos, I'm not a clever man and I spent the last month and a half rewriting the input system to support any generic device. It's not 100% perfect yet: there will be gaps and bugs while I gather wider data on the devices people are using, and it'll take time to iron out all the weird ways different joysticks, throttles and gamepads interact with the game.

[dynamiclink href="https://www.youtube.com/watch?v=KuX_5dPfWmM"]OVRLRD now supports HOTAS, keyboard & mouse, gamepads and motion controls, all at once, both in VR and flatscreen mode. If you want, you can setup a throttle and joystick, use those for some inputs, keyboard for others and your virtual cockpit controls for everything else. You maniac.

In-cockpit controls will scan through all their associated actions and take the most significant input from an 'active' control - so an IRL joystick can override an ingame joystick, but you can

Source

Steam News / 15 November 2025

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