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Steam News4 March 20264mo ago

Devblog #4: Next Fest, 3000 Wishlists and EA Release Date

Devblog #4 - Post Steam Next Fest Hi all! Phew, that was a week and a half of work, panic and awe. But it was so worth it!

In this update15

Full notes

Full PROTON VR update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix3 additions24 changes1 removal
  • Gameplay
  • Performance
  • Maps
  • UI and audio
  • Balance
  • Compatibility
changed⚙️Presently: Demo (Alpha 2.0) FeedbackOverall, we are dealing with the second published demo on steam, this being a highly iterative process, it will not be the last. But there's some known facts from players who played both versions, that there were improvements!
changedSteam Next Fest Performance:As it turns out ProtonVR amassed around 2000 Wishlists more than when It had when it began Next Fest
changedSteam Next Fest Performance:Strong Click Through Rate peak of 12% (which for PCVR is very good as it turns out)
changedSteam Next Fest Performance:A peak 40% conversion rate of the demo: Almost half of those who played the demo Wishlisted
changedSteam Next Fest Performance:I don't know what any of that means, I'm not an expert (yet!). But I'm told it was a 4/5 for PCVR. Do with this info what you will!
changedPlayer FeedbackPlayers liked the maps more than the previous demo, felt it to be more consistent and less flat . The enemies also got a little more praise, they felt less dumb than the Alpha 1.0 demo. Personally the Map-Design bit worried me the most.
In the end it will take you some1015minutesIn the end it will take you some increased, buff

PROTON VR changes

changedOverall, we are dealing with the second published demo on steam, this being a highly iterative process, it will not be the last. But there's some known facts from players who played both versions, that there were improvements!
changedAs it turns out ProtonVR amassed around 2000 Wishlists more than when It had when it began Next Fest
changedStrong Click Through Rate peak of 12% (which for PCVR is very good as it turns out)
changedA peak 40% conversion rate of the demo: Almost half of those who played the demo Wishlisted
changedI don't know what any of that means, I'm not an expert (yet!). But I'm told it was a 4/5 for PCVR. Do with this info what you will!

Devblog #4 - Post Steam Next Fest

Hi all! Phew, that was a week and a half of work, panic and awe. But it was so worth it!

As it turns out, ProtonVR was one of the best VR performing demos in it's imperfect and buggy state.

The game brought in the attention and curiosity of so many.... In fact, for a solo dev to practically reach 3000 Wishlists is AMAZING! But this also increases the pressure somewhat, and quite necessarily: I want to do a good job for all of you!

Before we head in to brass tacks, allow me to get a little personal with you, my players.

As most of you may know, I'm just a passionate guy doing my own thing. There have been doubts that the whole solo-dev schtick is a marketing gimmick, which it isn't!

Short of posting a selfie of my handsome self, I'll opt instead to share with you the entirety of the workspace that represents my studio Torstein Systems (I am self publishing).

Behold: My stuff!

Yup that's it. That is all there is to it. My messy desk, my doom mug, jellybean cup, my yellowing older Quest 2, my 3D printed Centurion given to me by a friend and uncensored source-code oh no!

It really is just me fellas 🙂

Enough lollygagging: Let's get onto business!

⚙️Presently: Demo (Alpha 2.0) Feedback

Overall, we are dealing with the second published demo on steam, this being a highly iterative process, it will not be the last. But there's some known facts from players who played both versions, that there were improvements!

Steam Next Fest Performance:

  • As it turns out ProtonVR amassed around 2000 Wishlists more than when It had when it began Next Fest

  • Strong Click Through Rate peak of 12% (which for PCVR is very good as it turns out)

  • A peak 40% conversion rate of the demo: Almost half of those who played the demo Wishlisted

  • I don't know what any of that means, I'm not an expert (yet!). But I'm told it was a 4/5 for PCVR. Do with this info what you will!

Player Feedback

The demo was not without it's faults, but it got pretty well received!

Players liked the maps more than the previous demo, felt it to be more consistent and less flat. The enemies also got a little more praise, they felt less dumb than the Alpha 1.0 demo. Personally the Map-Design bit worried me the most.

Still, the map is not without it's severe issues still... Let's get down to the areas that will have improvement over the next versions

Major Issues/Bugs:

  • Soft Locks due to dead enemies not Despawning (Severe)

  • Soft Locks due to Enemies spawning in previously cleared rooms (Rare but severe)

  • Screen Refresh rate that is not 72hz causes nausea (Severe, fix underway)

  • New Save Button / Progression on Skills not working. (Severe)

  • 90Hz, 120Hz and 144Hz refresh rates not supported (related to above)

  • Bolt Action Rifle freezes in air or handles poorly for reloading

  • Difficult to handle the Bolt of some other weapons (Pistol, Machinegun, M2 HMG, etc...)

  • Enemies are in inaccessible platforms (Cybernetics level, that was a bad decision on my part)

  • Very fast bullets go through enemies without killing them

  • Player hits head on ceiling too easily

  • Player damaged FX is too much (needs option to turn off or change)

  • Options Menu should be clearer (needs more tutorial)

  • Enemy AI needs IQ points and more dynamic behaviours (continuous improvement)

  • Enemy AI detection can be better

  • Enemy AI should have faster reflexes

  • Enemies become easy to mow down from platforms (enemies need to be able to jump)

  • Weak Grenade blast radius

  • Upgrades and Attachments missing descriptions of what they do (Severe)

  • Some props have invisible and/or larger collision boxes.

Suggestions/Requests:

  • Maps can have environmental loot (Ammo and Currency)

  • Menu needs a Quit option and confirmation

  • Movement Speed (some like it, some want it faster, some slower)

  • Menu option to toggle Player Hit FX (Between Robocop style of red-style)

  • Invert Thumb-sticks Option

  • Customizable Difficulty

  • Shorter Ammo Despawn Time (Maybe this will be good for the progression system)

Underlying Issues:

  • The Cybernetics and Robotics maps look uninspired , share strong similarities with Compound maps. (Maps will be taken out of rotation after next demo)

  • Players rightfully ask themselves that question of 'Why should I buy this if I already have Compound' -> This is up to me to fix (But seriously, buy Compound, do it. Now.)

⚙️Future: Demo (Beta) Plans

This version will better represent what is closest to the Early Access release version of the game.

Since time is of the essence, and the Early Access release date approaches (more on this later) I'll focus on impactful changes and keep content restricted.

Bug fixes

Soft-Locks, Screen Refresh Rate issues and Improve Enemy AI will take priority.

Maps

The current two levels: Cybernetics and Robotics will be removed from rotation.

The original plan was to have six map styles for the Rogue mode (current available mode of the game, and the demo) , with each map having a unique theme and a unique spatial identity (Verticality and size)

Robotics was supposed to be an Office-like environment with Commodore PET, IBM XTs and Intel computers, work desks, pottery and couches and Robot repair stations. Like a 70s retro-futuristic office. Spatially: Mostly flat, with Stairs changing the height to a platform or moving the level up/down.

Cybernetics was going to be a huge research facility to produce cyborgs, with vats of subjects, computers, and an overall cold environment. Spatially: All rooms were tall, with 3 levels of platforms, only reachable by Ladders.

The previous demo version had a wacky and inconsistent version of Cybernetics, with some faults in it's color scheme (too grey/flat looking)

These two levels have given me a lot to learn about Map-Design and Asset Production, and as always: Less is More and Consistency is Key

Both of these maps will be replaced by another map, and the flow of gameplay for the Rogue Mode will also pivot to something else. As opposed to two maps, replayed twice, and having different spatial identities and visual identities, I will now instead have a single thematic style for a map that over the course of it's completion evolves into different spatial composition.

☢️ New Map: Atomic Power Station

This new map will be an industrial zone that resembles a nuclear power plant.

The new concept involves a map slowly evolving over the course of your play time from basic to complex. You start out clearing simple areas with CQB, easy to understand flat gameplay. But as you clear the rooms they will get bigger (mostly in height) and the space will open up, eventually you will come face to face with Hazzards like nuclear waste pools, and the game will take you to platforms above these pools. The lesson taken from the demos is to make changes to the map consistent, but gradual. In the end it will take you some 10 to 15 minutes to clear out all THREE generations of this level. (ideally). (Also no more enemies in inaccessible zones, that was me being a dummy, static wall-turrets are for that.)

One of the things I've also realized, Cybernetics proved to be too big, so I now know how big is too big, and this is because I've overestimated the value of Sniping/Long Range combat in a game like ProtonVR. Most players never truly perform this way, combat is always mostly focused on Close Range or Mid-Range (under 15m). I'll take this more strongly into account when designing the maps.

Here's a sneak peak: (missing props, just a tile test) Steam post image

🔹Early Access Release Date - Very Soon™

I am announcing the Early Access Release next week.

Thank you to all who played!

A special shoutout to the community on Discord which proved to be invaluable to the improvement of this game. You guys are the heart-and-soul of this project, truly.

At last I want to sincerely thank you all who played, from the bottom of my heart. Making games it not a job for me, it is my passion and I want it to become my craft.

It is a craft that I behold with maximum professionalism, that is why to me ProtonVR is a means to an end, it is a thing that must be crafted and shaped into something fun that players buy and own for themselves. The game is made by me, but make no mistake, it is yours. See you next Devblog, Auditors. Sam signing out.

Source

Steam News / 4 March 2026

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