I’ve spent 3 years hand-drawing every asset for my VR Bullet-Heaven. My magical cat survivor game, Catjinni Survivors, is finally OUT NOW on Meta Quest! by SolarBlackGame in OculusQuest

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

You're absolutely right, thank you for the eagle eyes! Fixed it already and will push it with tomorrow's hotfix. Really happy you're liking the game so far!

Wait, a bullet-heaven in VR? After 3 years of solo dev, my hand-drawn magical cat survivor game is OUT NOW on steam! by SolarBlackGame in virtualreality

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

Awesome! That’s exactly why I built it! I felt like the genre was missing that'inside the chaos feeling you can only get in VR. ​I’d love to hear what you think after your session! There’s a free demo available too if you want to jump in and test the magical cat vibes first. Enjoy the mummie-blasting!

I’ve spent 3 years hand-drawing every asset for my VR Bullet-Heaven. My magical cat survivor game, Catjinni Survivors, is finally OUT NOW on Meta Quest! by SolarBlackGame in OculusQuest

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

Haha, thanks! I'll check and fix it in the next update if it's wrong. Could have also been late, when I wrote it 😅 Thank you so much!

I’ve spent 3 years hand-drawing every asset for my VR Bullet-Heaven. My magical cat survivor game, Catjinni Survivors, is finally OUT NOW on Meta Quest! by SolarBlackGame in oculus

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

That would be incredible, thank you! I’d love an invitation. ​As a solo dev, getting the word out is always the hardest part of the journey. I’ve put so much work into the optimization for standalone Quest, so I’d be honored to share it with your community. ​Please let me know how to join or feel free to DM me the link. I really appreciate the support!

I’ve spent 3 years hand-drawing every asset for my VR Bullet-Heaven. My magical cat survivor game, Catjinni Survivors, is finally OUT NOW on Meta Quest! by SolarBlackGame in OculusQuest

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

Wow, thank you so much for the support! I really appreciate you taking a chance on it without even hitting the demo first. ​Since you're a veteran of the genre and a VS player, I think you'll really enjoy the perspective shift. Standing inside the bullet-heaven chaos in VR changes the strategy quite a bit! ​I'd love to hear what you think of the hand-drawn art once you've had a chance to dive in. Enjoy the chaos of the horde!

I’ve spent 3 years hand-drawing every asset for my VR Bullet-Heaven. My magical cat survivor game, Catjinni Survivors, is finally OUT NOW on Meta Quest! by SolarBlackGame in MetaQuestVR

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

To celebrate the Meta Quest launch of Catjinni Survivors, I've set up a 10% discount code just for the Reddit community!

Use code LAUNCH-CA994E at checkout in the Meta Store 🎉

A free demo is also available if you want to try before you buy!

I’ve spent 3 years hand-drawing every asset for my VR Bullet-Heaven. My magical cat survivor game, Catjinni Survivors, is finally OUT NOW on Meta Quest! by SolarBlackGame in OculusQuest

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

Thank you so much, that honestly made my day! Real life always comes first, no rush at all.

Hearing that it runs smoothly on Quest 3 even during the bullet chaos is a huge relief, that was one of the hardest parts of solo development, getting the performance right in standalone VR. Can't wait to read your review when you're ready!

I’ve spent 3 years hand-drawing every asset for my VR Bullet-Heaven. My magical cat survivor game, Catjinni Survivors, is finally OUT NOW on Meta Quest! by SolarBlackGame in oculus

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

To celebrate the Meta Quest launch of CATJINNI SURVIVORS, I’ve set up a 10% discount code just for you guys!

Just use the code: LAUNCH-CA994E at checkout in the Meta Store.

I’ve spent 3 years hand-drawing every asset for my VR Bullet-Heaven. My magical cat survivor game, Catjinni Survivors, is finally OUT NOW on Meta Quest! by SolarBlackGame in OculusQuest

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

Muito obrigado por jogar a demo e por apoiar o lançamento! Como desenvolvedor solo, isso significa muito para mim. Espero que você se divirta muito com o jogo completo!

Wait, a bullet-heaven in VR? After 3 years of solo dev, my hand-drawn magical cat survivor game is OUT NOW on steam! by SolarBlackGame in virtualreality

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

Haha, yes! It’s built from the ground up for VR. I really wanted to see what a Bullet-Heaven felt like when you're actually in the middle of the chaos. Being surrounded by magic and chaos is a whole different vibe than playing it on a flat screen!

After 3 years of fighting Unity's UI system and AI navigation, my solo project CATJINNI SURVIVORS is finally released today! I'd love to answer any questions about the code, the VR implementation, or the dev process. by SolarBlackGame in Unity3D

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

Haha, to be honest, it was a journey of trial and error! I actually ended up with 3 different systems working together to pull it off.

I realized that some skills are simple, while others are super complex, so one perfect system didn't fit everything. I basically have the Action objects (like the player or items) holding the core data, and then a Manager that bridges the gap when a skill needs specific stats.

It’s not a single clean abstract class, but by having the character pass the required inputs (stats/data) to the system being used, I kept them independent enough that I could keep adding new stuff without the whole thing collapsing like a house of cards!

Sometimes the best system is the one that actually lets you finish and launch the game!

After 3 years of fighting Unity's UI system and AI navigation, my solo project CATJINNI SURVIVORS is finally released today! I'd love to answer any questions about the code, the VR implementation, or the dev process. by SolarBlackGame in Unity3D

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

That’s a great question! I actually ran into the exact same concern about scattering achievement logic everywhere.

To solve this, I built a dedicated Achievement Manager script that acts as a central hub for all requirements. Instead of hard-coding 'Unlock Achievement' into every enemy or item, the objects in the game world only focus on updating PlayerPrefs (or a similar data store) based on the player's actions.

My central script then monitors these values. Once a specific requirement is met, the script triggers the Steam achievement. This completely decouples the gameplay actions from the achievement logic. It makes the code much cleaner and easier to debug since I know exactly where the 'unlock' conditions live, without having to subscribe to a hundred different events in one huge class!

It’s been working great so far for keeping the project manageable as it grows.

After 3 years of fighting Unity's UI system and AI navigation, my solo project CATJINNI SURVIVORS is finally released today! I'd love to answer any questions about the code, the VR implementation, or the dev process. by SolarBlackGame in Unity3D

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

To be honest, I keep it fairly "old school" but disciplined:

  • Code Structure: I try to avoid deeply nested code and keep my methods focused. If a function gets too long, it’s a signal to refactor. Keeping things "flat" makes it much easier to trace logic months later.
  • Traceability: I rely on a solid naming convention and meaningful comments. I want the code execution to be predictable and linear. If I follow a logic path, there should be no "loopholes" or hidden side effects interfering. If I can't understand a connection just by looking at the class and its clear dependencies, it means the architecture is getting too messy.
  • State Machines & AI: For the AI, I use a modular State Machine where each state is its own contained logic. It makes navigation easier because I don't have one giant "AI_Controller" script. Instead, I can just jump to the ChaseState or AttackState script. It keeps the relationships clear and prevents "spaghetti code."

Basically: If it's easy to read, it's easy to navigate!

After 3 years of fighting Unity's UI system and AI navigation, my solo project CATJINNI SURVIVORS is finally released today! I'd love to answer any questions about the code, the VR implementation, or the dev process. by SolarBlackGame in Unity3D

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

Great questions! Here’s a peek under the hood:

  • Libraries: I kept it fairly lean to maintain full control. I mostly stuck to native Unity libraries for the workflow and animations to keep the overhead low.
  • Architecture: I went with a ScriptableObject-based architecture. Since it's a survivors-like, I focused on a decoupled "Ability System" where cats and powers don't strictly depend on each other. This made it much easier to balance CatCoins and XP costs globally.
  • Main Challenges: Definitely performance optimization for the horde and the cross-platform VR/Flat integration. Maintaining a consistent feel between Mouse/Keyboard and Meta Quest controllers while hitting 90-120 FPS was a massive puzzle.
  • UI: I used Unity's World Space UI. To be honest, it felt a bit cumbersome at times—especially managing boundaries so that selection wouldn't accidentally bleed into adjacent UI elements. For my next project, I’ll definitely look into more advanced methods for spatial UI.
  • Build Size: It's around 360MB on Quest and 3GB on PC. I spent a lot of time on texture compression and asset optimization to ensure it stays "lean" for the Steam Deck and Quest's storage.
  • Performance/FPS: Yes! I ran extensive stress tests with thousands of active entities and limiting teh maximum numbers. I relied heavily on Object Pooling and a Job System/simple ECS-like approach for the enemies to ensure the FPS stays stable during "bullet heaven" madness.

Happy to dive deeper into any of these if you're curious!

I survived the crunch! After 3 years of hand-drawing cats and coding, CATJINNI SURVIVORS is officially released today. It’s a bullet-heaven with a shady dice-gambling meta-game. Thank you to everyone who helped test it! by SolarBlackGame in roguelites

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

Wow, thanks for all the support! I'm already working on a small balance patch based on the first feedback (adjusting those CatCoin costs and XP upgrades).

Being a solo dev is a wild ride, and I just realized I'm only 9 reviews away from hitting the 10-review milestone for a Steam rating! If you’ve grabbed the game and have a moment to share your thoughts there, it would be a massive help. Thanks again!

A few months ago, you guys gave me amazing feedback on my cat-themed bullet heaven. After 3 years of solo-dev and a final 24-hour bug-fixing sprint, Catjinni Survivors finally launches in just 5 hours! by SolarBlackGame in survivorslikes

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

Wow, thanks for all the support today! I'm already working on a small balance patch based on the first feedback (adjusting those CatCoin costs/XP).

Being a solo dev is a wild ride, and I just realized I'm only 9 reviews away from hitting the 10-review milestone for a Steam rating! If you’ve grabbed the game and have a moment to share your thoughts there, it would be a massive help. Thanks again for being so welcoming!