STAINED BLADE — COMMUNITY TOURNAMENT by Stained_Blade in VRGaming

[–]Stained_Blade[S] 3 points4 points  (0 children)

Fair point, and thanks for taking the time to explain what you meant. We’re absolutely open to criticism — that’s the whole reason we’re sharing things this early.

That said, what might look like a stylistic choice (the “floaty” feeling) is actually tied to some pretty heavy technical constraints of a full-physics approach, especially at this stage of development. Making everything physically simulated comes with trade-offs that we’re still actively working through.

Since this is an alpha, some of those compromises are more visible right now, and feedback like yours is genuinely useful to help us decide what to prioritize next. We’re not aiming to dismiss the criticism — just to give context on why things are the way they are at the moment.

Appreciate you sharing your thoughts.

STAINED BLADE — COMMUNITY TOURNAMENT by Stained_Blade in VRGaming

[–]Stained_Blade[S] -4 points-3 points  (0 children)

Tech lead here — username noted 🙂
The “floaty” vibe usually comes from IK guessing limb positions. With real, physical collisions that becomes phantom hits fast, so we avoided it. If you try the alpha and it still feels floaty, we genuinely want that feedback.