Full notes
Full The Take update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone! We just got back from Pax East in Boston and we had an incredible time! Though we're pretty exhausted, we're also ecstatic about the response we got from players! Everyone really seemed to love it, and there was some fierce competition between convention goers! We're moving into a larger office down the hall that will give us more space to playtest in VR, and we can't wait to get it all up and running. In the meantime, we wanted to fill you in with some updates on our progress. We're currently working on our first batch of patches/bug fixes for the game. These first few patches will primarily consist of quality-of-life improvements, bug squashing, and polish. Expect these patches within the next few weeks. After those are done, we'll start to add in some additional content, but we'll keep a tight lid on what those are for now. Lastly, we're working on developing an Oculus-compatible version of the game to be out by early May. This will require some button remapping, new controller visuals, and a new turn mechanic. We really want to bring The Take to Oculus owners, and we're working as fast as we can to get it out to you. :) In the meantime, we're happy to announce that we've been selected to show The Take at the Indie Zone at VRLA 2018 in May! http://virtualrealityla.com/
What changed
- UI and audio
The Take changes
We've also been featured by PSVRFrank in his latest video! Thanks Frank! https://youtu.be/AbCO_vJJabA Until next time, ~ Stuido
Source
Changelog.gg summarizes and formats this update. How we read updates.
