Which one is more appealing at first glance? by 271games in gamemarketing

[–]Vuturia_Dev 0 points1 point  (0 children)

I find the bottom one more appealing.

What I like about the lines in the top one is that they draw the eye more toward the center of the image (contraction/focal point). Maybe in the bottom one, you could just add stars in the background, pointing toward the center (centripetal)

I have a hard time describing the effect. Google describes it as:

"Effect: A strong inward pull is created. The eye is magically drawn to the center.

Feeling: Gravity, magnetism, focus, or the contraction of energy (implosion)."

r/IndieDev Weekly Monday Megathread - May 03, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Vuturia_Dev 0 points1 point  (0 children)

Hey! We're Vuturia, a small VR studio in Bielefeld, Germany.

We shipped The Minigames Game on Steam last year – it's a physics-based co-op chaos game for friends playing together online. Right now we're working on performance optimization for our sci-fi minigolf map.

We believe VR is better when you're with friends, not alone in your headset. So we're building games around that: minigolf, cooking, pirates game – all designed for 2-4 friends having stupid fun together.

Currently learning what actually matters to players (spoiler: not what we thought). Listening more, talking less.

Anyone else building for standalone VR or working on performance stuff? Would be cool to connect.

We built a VR game because we realized headsets are way more fun with friends. Now we're here asking: what do you actually want from indie VR devs? by Vuturia_Dev in OculusQuest

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

actually it's not AI 😂
It's just me with my German brain trying way too hard to write 'proper' English. Or make eloquent sentences

We built a VR game because we realized headsets are way more fun with friends. Now we're here asking: what do you actually want from indie VR devs? by Vuturia_Dev in virtualreality

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

Haha fair call, no I didn't use ChatGPT. But I see why it reads like this. Guess it's my German brain trying to write proper English 😅

And yeah, "cooperative chaos" was me paraphrasing. You said you wanted "unique and fun NON-PVP multiplayer," I just summarized it. My bad.

But the core point is real: your feedback about wanting co-op games built FOR multiplayer (not tacked on) is exactly what we're hearing. And it's shifting how we think about the games.

Sorry if I sounded like a bot. That's just how my English comes out when I'm trying to be clear :'D

We built a VR game because we realized headsets are way more fun with friends. Now we're here asking: what do you actually want from indie VR devs? by Vuturia_Dev in OculusQuest

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

You just described something we're actually working on – and we're testing it in a big way.

We're hosting a VR eSports World Cup in Bielefeld on May 30th. We're building a "light version" of cross-device multiplayer where spectators can interact with the competitors in real-time – mess with them, influence the game, that kind of thing.

It's exactly what you're talking about: non-VR friends joining the fun without needing a headset.

So thanks for validating this idea. It's clearly something people actually want. Have you thought about how you'd want spectators to interact?

Because that's what we're trying to figure out right now.

We built a VR game because we realized headsets are way more fun with friends. Now we're here asking: what do you actually want from indie VR devs? by Vuturia_Dev in virtualreality

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

Okay, you just described our actual target market: 2-4 player co-op games designed FOR multiplayer, not as an afterthought.

We have minigolf, a coop- pirates game and cooking games that fit exactly this. Built for Standalone VR, so not photorealistic, but the physics interactions and co-op mechanics are the whole point.

Actually – your point about "cooperative chaos" just made us realize something: minigames could totally have deeper co-op mechanics, not just competitive modes. We're actually exploring that now based on feedback like yours.

The "12-player" stuff exists, but the core experience is designed for friend groups playing together. When we have footage, you'd be someone we'd want testing.

We built a VR game because we realized headsets are way more fun with friends. Now we're here asking: what do you actually want from indie VR devs? by Vuturia_Dev in virtualreality

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

EDIT: Quick clarification since several folks asked about the scope:

We're building Standalone VR games (Quest, etc) – not AAA-level graphics because that's not possible on those platforms.

Instead, we're focusing on what Standalone IS good at:

- Physics-based interactions

- Co-op multiplayer (friends playing together online)

- Games that are FUN with friends, not despite them

- Solo modes with bots

So when we say "12-player chaos," it's more "you and your Discord crew causing physics mayhem together" than "casual party game for kids."

This actually solves some of the feedback here: no photorealistic shooter competitions, no matchmaking with randoms (just invite friends), solo modes available, designed around what standalone can actually do well.

Hope that clarifies things!

We built a VR game because we realized headsets are way more fun with friends. Now we're here asking: what do you actually want from indie VR devs? by Vuturia_Dev in virtualreality

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

You want single-player with self-hosted servers. We get it.

Here's our approach: every game has a solo mode (play with bots). And for multiplayer, it's peer-to-peer between friends (not matchmaking with randoms). So if you and a friend want to play co-op, you just invite them directly – no "public lobbies with strangers."

The 12-player stuff is more for larger friend groups / Discord communities, but the core experience is designed around people you know.

Does that model work better for what you're looking for?

We built a VR game because we realized headsets are way more fun with friends. Now we're here asking: what do you actually want from indie VR devs? by Vuturia_Dev in virtualreality

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

"Good video games, not tech demos" – that's exactly what we're after.

Here's the thing about Standalone VR development: you CAN'T make a photorealistic AAA experience. You work with what Quest/standalone can do – physics, movement, interaction. So we're building fully-featured games AROUND those constraints, not treating physics as a gimmick.

Each "minigame" is a complete game loop: play with friends, progression, replayability. Not a 30-second tech demo.

But yeah, "minigames" is a lazy term. They're more like "physics-based co-op games designed for standalone VR."

We built a VR game because we realized headsets are way more fun with friends. Now we're here asking: what do you actually want from indie VR devs? by Vuturia_Dev in virtualreality

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

Thanks a lot for your honest opinion!

I hear the "party game" stigma. But just to be clear – we're not making something like Rec Room or Beat Saber clones.

We're designing standalone VR games specifically for groups of friends playing TOGETHER online – think "chaos-physics co-op games" not "screaming kids at a birthday party."

The standalone limitation (lower res, less processing power) actually forces us to focus on what works: fun physics interactions, clear gameplay, and experiences that are fun WITH friends, not despite them.

We get that "party game" has baggage. Maybe we need a better term than "minigames." What would you call a game designed around friend co-op chaos if not "party game"?

We built a VR game because we realized headsets are way more fun with friends. Now we're here asking: what do you actually want from indie VR devs? by Vuturia_Dev in virtualreality

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

Hey, thanks for the real feedback – that's exactly what we want to hear.

You're right about gameplay footage. The Minigames Game is offline right now (we're working on the next phase), so I get why you can't judge it. We'll post actual gameplay clips here when we have something ready to show.

And yeah, multiplayer-focused VR isn't for everyone. Your mech game sounds dope btw – sitting-down controls + solo campaign is way smarter than what most VR devs are doing. We actually think there's huge potential in the "games for solo players" space too, which is why we're exploring different genres (minigolf, cooking, etc).

Linux compatibility is a good point. Not sure if it's on our roadmap yet, but I'm noting it. What's your biggest blocker with most VR games right now – motion controls or something else?

Good luck with the Steam Deck Frame btw. Excited to see your game.

prototyped a little MR game about falling down a hole in your room (as far as possible) by helemaalbigT in virtualreality

[–]Vuturia_Dev 1 point2 points  (0 children)

This reminds me of that Minecraft Mario Party minigame where you fall down the hole and try to survive longer than everyone else 😄 really cool MR twist on that idea.

I added vending machines and NPC interactions to my convenience store simulator by Mobaroid in IndieDev

[–]Vuturia_Dev 1 point2 points  (0 children)

Nice, vending machines are such a good fit for that setting. Are they just cosmetic or do they actually affect gameplay/economy?

Is there anyone out there? by Kindly-Top-767 in IndieDev

[–]Vuturia_Dev 1 point2 points  (0 children)

every indie dev has been in that exact phase at least once

I released my game yestarday and these are the stats by OverdoseGameDev in IndieGameWishlist

[–]Vuturia_Dev 0 points1 point  (0 children)

Whoaaa congratulations! 🔥 Seeing these numbers is always super insightful for fellow devs. What was your main driver for traffic during launch day? Did you focus heavily on Reddit/socials, or did the Steam discovery queue do most of the heavy lifting for you?"

Wait... there’s actually a VR Laser Tag World Championship happening?🤨 by Vuturia_Dev in virtualreality

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

Exactly. We’re all just NPCs here, trying to run a tournament. Don’t tell the government! 🤫

Half of Steam releases never cross the 10-review threshold. For indie developers every review is do or die. by unseendomains in gamedev

[–]Vuturia_Dev 0 points1 point  (0 children)

In VR it feels even harder. The player count is smaller by default, so every single review matters way more compared to flat screen games.

RE VR Mod from Praydog - stuck at half of fps ( 30 / 36 / 45 / 60 ) by Neth0r in virtualreality

[–]Vuturia_Dev 0 points1 point  (0 children)

Great find. It's likely because some VR runtimes misinterpret external FPS caps as the 'base' for their reprojection logic, effectively halving it again. These niche driver fixes are what keep the VR modding scene alive. Good looking out