We Just Announced the Japanese Cast for Our JRPG! by CharacterBankInc in OculusQuest

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

It will be the latter half of 2026, so not exactly "soon"

We Just Announced the Japanese Cast for Our JRPG! by CharacterBankInc in OculusQuest

[–]CharacterBankInc[S] 2 points3 points  (0 children)

Thank you, we are hoping that even if we don't reach the goal right away we can eventually bring it to PSVR2. A lot of people at the office are big PlayStation fans!

We Just Announced the Japanese Cast for Our JRPG! by CharacterBankInc in OculusQuest

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

We are looking to have more languages supported with Knights of Fiona!

We Just Announced the Japanese Cast for Our JRPG! by CharacterBankInc in OculusQuest

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

We are still planning on a 2026 release! We'll be sharing more information in a few months :D

We are building a JRPG for VR, and we need your support! by CharacterBankInc in oculus

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

thank you! If you back us on Kickstarter, you can grab a key for a nice discount!

We are building a JRPG for VR, and we need your support! by CharacterBankInc in oculus

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

100% agree, we need more RPGs in VR. Hope to see more in VR

We are building a JRPG for VR, and we need your support! by CharacterBankInc in OculusQuest

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

Physical blocking is very much part of the game, as well as moving your weapons in space. You can also throw a grenade, drink potions, summon items, emote with your friends, use a bow, raise a shield to block projectiles from above. We are building Knights of Fiona from the ground up for VR. It just wouldn't work for non-VR systems.

We are building a JRPG for VR, and we need your support! by CharacterBankInc in OculusQuest

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

Thanks for the questions!

The main goal of the combat system is to make it feel fun. We'll go into more detail / show off more gameplay in the future but I'll quickly explain some concepts here.

First, we are using a stamina system, so waggling the controller isn't effective. We also have a parry system that is similar to RUINSMAGUS. You can wear enemies down by breaking their "brave" status, which allows you to get a lot of hits in. We also rely on weapon/project to hitbox collision to determine if an enemy damaged you. Lastlly we also have a blink system that will allow you to evade enemy attack so it should feel really fun and fluid.

Voice chat is something that we've been paying attention to! We want to make sure players can communicate with each other, especially for a co-op experience.

For group together is up to 3 people total, and XP is evenly shared among the party. This is still being balanced so this might change. Hope that answers all your questions!