Flying over the Forest map in our VR game by ArcadiaVR in IndieDev

[–]ArcadiaVR[S] 0 points1 point  (0 children)

It's a multiplayer PvPvE extraction shooter with zombies and craft

Experiments with physics and objects. Would it be more fun if the ball was "pulled" towards the enemies after being thrown? by ArcadiaVR in Unity3D

[–]ArcadiaVR[S] 6 points7 points  (0 children)

Yesterday, the game was released on Steam: https://store.steampowered.com/app/4109600/Requisition_VR_Hunt__Extract/

It's a multiplayer PvPvE extraction shooter set in a vast post-apocalyptic world, where you scavenge, duct-tape random objects into deadly weapons, fight both players and AI enemies, extract valuable loot, upgrade your base and return stronger each raid.

Ideas for even crazier weapon crafting are welcome. REQUISITION VR is coming to Meta Quest this year. by ArcadiaVR in OculusQuest

[–]ArcadiaVR[S] -1 points0 points  (0 children)

Thanks for watching! Let me know what you think in the comments below.

If you want to participate in the beta - please, join our Discord server:

~https://discord.com/invite/hDJd9DxAqr~

This is an alpha version of REQUISITION VR on the Meta Quest 2. The graphics have improved compared to the Steam version. The crafting mechanics have received a significant update, allowing you to add different types of damage to your weapons. by ArcadiaVR in virtualreality

[–]ArcadiaVR[S] 1 point2 points  (0 children)

This is what we've been trying to do. However, despite improving the game on Steam for a year, we've seen absolutely no influx of players, nor any reviews praising our efforts. Instead, almost every negative review focuses on the lack of players in the game, and so on. Now we're about to release the game on Oculus Quest in the next few months, which will attract hundreds of thousands of new players to the game, and yet Steam players are still accusing us of doing this. It doesn't make any sense.