
Even with openxr “addressing fragmentation issues” we just don’t buy it anymore that VR is a viable business model until somebody proves as wrong. Extremely frustrating to say the least.Īnd don’t get me started how many times we had to fix the VR implementation after migrating to a new version of UE4 or how many things were broken with Steam VR. Well, of course not because it’s OPTIONAL and playing in VR is the exception here. E.g., we actually had a lot of people not buying Everspace because they thought it’s VR only, or users were complaining that the graphical settings are not optimized for VR. I could give an entire dev talk what were and still will be significant issues or at least major challenges for optional(!) VR support. Sitting in a cockpit of a full-blown space shooter (and not just a demo) in VR seemed to be a no-brainer and during our Steam Greenlight campaign, the demand from the community was high, so we made VR support a promise in our Kickstarter without knowing how complex and technically challenging it would be. Originally posted by Michael_RFG:Back in 2015, the VR hype was nothing like the gaming industry had seen before. PS: This post has passed our PR police, so this is no joke!Įdit PPS: Adding some of my previous responses to the VR community for a more complete picture about our reasoning:

Even if the business decision might hurt my own pocket as is claimed throughout this thread, at this point, I am more concerned about protecting our team from toxic community feedback than delivering the next big VR title. Meanwhile, we’re at a tipping point: the bridges are burned, and I couldn't genuinely care less about any business consequences due to not supporting VR in ES2. On a personal level, the audacity of some hardcore VR fans calling me out for being patronizing while I genuinely wanted to openly share our reasoning about our business decision which was based on deep market research and our own internal data at the beginning of this thread-arguably quite rare in the gaming industry-was just the beginning. Our PR folks are probably pulling their hair out right now-I've been called out for poor communication to VR users before, but I genuinely don't care anymore-if any gruntled VR user is still reading, ask yourself WHY in the world should any indie developer get excited about putting their house on the line to make significant changes to their game to support a heavily fragmented platform for a single-digit percentage audience? This is especially difficult when the feature asked for is led by a vocal minority with utterly unrealistic expectations as if the title was designed as a VR-only game, and frequently shows a complete lack of understanding of what it takes to properly implement VR, also often paired with outright false perceptions of how the gaming business works. Frankly, many of the comments here show a level of entitlement that is off-putting to a team that really does find VR an exciting platform, and two studio founders willing to invest a six-digit budget in VR out of their own pockets. Even if there are VR players who only bought the first EVERSPACE because of VR support, that does not mean it is a guaranteed feature in the sequel.

Disrespectful comments from VR players calling our team lazy, technically incompetent-mind you this is to a veteran team that has been working their butts off to deliver best-in-class space combat games on all kinds of gaming platforms-and/or greedy because we allegedly "mislead" VR players that we'll add VR to ES2 (a never-promised feature). Without going too much into technical/design details or debating business cases (we’ve shared our reasoning in-depth in an earlier comment about why we don't plan to support VR in ES2), we’ve come to the conclusion that we would not be able to match high expectations of all VR players while justify spending our limited resources on a complex feature that is relevant to less than 5% of our target audience.įWIW, the final nail in the coffin for VR in ES2 is this thread. We understand that you are all passionate about VR as a whole, but we are not going to spend time and resources creating this for EVERSPACE 2. First off, thank you to everyone in this thread who has listened to us as we’ve been saying that we don’t want to create a VR experience for EVERSPACE 2.

Well, it's probably about time to close this topic for good.
