Just over a week ago, First Contact Entertainment released new details regarding its next first-person shooter (FPS), Solaris Offworld Combat. Since then the studio has also begun detailing further snippets such as the videogame featuring Aim controller support for PlayStation VR. The most recent sees the team confirm intentions to release a Steam version.
When Solaris Offworld Combat initially arrives in August it’ll only support Oculus Quest and Rift through the Oculus Store, followed by the PlayStation VR version at some point in 2020. There was never any mention of other headsets or platforms.
With Steam now confirmed to be part of First Contact Entertainment’s future plans this adds in the likelihood that Valve Index, HTC Vive/Vive Cosmos and Windows Mixed Reality headsets will gain support at some point in the future.
As a multiplayer, team-based shooter, Solaris Offworld Combat will live and breathe of its player community, so the more headsets it can support the better. Oculus Quest and PlayStation VR likely do have the biggest player bases, hence why they’re already confirmed. Even so, if you are an Oculus Rift owner who loves Steam, then at least you know it’s coming; when is another matter.
Set to offer a 4v4 arena-style sci-fi shooter, Solaris Offworld Combat will feature a core gameplay mode called ‘Control Point’. This entails teams having to work together to hold an area and win the match. Everyone starts with the same loadout, a Sentinel Disruptor pistol, then as they explore the arena they’ll be able to find an even more devastating array of weaponry which can include Grenade Launchers, Rocket Launchers, and Arc Rifles. There will be other pickups like health and shields, all of which appear as holograms from the floor.
Because of the mixture of locomotion controls, you’ll be able to slide along the floor in the heat of battle to grab new armaments on the fly. Solaris Offworld Combat will also include teleport locations known as Jump Points which can be used tactically to quickly traverse the arenas and flank opponents.
Solaris Offworld Combat will hit Oculus Quest and Rift on 27th August 2020. When a released date for the PlayStation VR version is released VRFocus will let you know.
Budget Cuts PSVR Delayed Again, Now Coming September With A Brand New Level
Originally due for release this past May, the PSVR version of Budget Cuts just suffered another delay.
Neat Corp’s original VR stealth game has been a long time coming for Sony’s console. In March, we reported the game would arrive the following May but, a few days into that month Neat delayed it to July 10th. At the time the developer cited complications caused by the COVID-19 pandemic as the reason for the push back. Now, with a week to go before that new date, the game’s been delayed again, this time to September 25.
But it’s not all bad news; the PSVR version of the game will also sport a new level named the Panopticon. In this newly-designed map (seen above), the player has a clear goal to reach, but a variety of ways to get there. “We wanted to encourage the player to pave their own path forward, either through brute force and action or through stealth and sneaking their way around in order to reach the center of the level,” designer Olle Axelsson wrote on the PlayStation Blog.
It’s a shame to see the game delayed again, but at least there’s a little extra content to sweet the deal. No word yet on if Neat will also bring last year’s sequel, Budget Cuts 2: Mission Insolvency, to PSVR, nor if a Quest port could be on the cards after a PSVR release, but fingers crossed. Meanwhile, Neat also continues to deliver updates for its Early Access VR title, Garden of the Sea.
Iron Man VR Launch Day Livestream: Watch Us Suit Up On PSVR!
For today’s livestream we’re diving into Iron Man VR, the newly released PSVR-exclusive superhero action game from Camouflaj and Sony. If you’re curious about how we livestream the way we do then look no further than this handy guide for general tips and this guide specific to our Oculus Quest setup.
Our review went live for Iron Man VR yesterday and I called it “an absolute triumph” of a VR game. It takes a while to get used to the controls and everything, but once you do, it’s absolutely liberating to lift off as Tony Stark in the iconic armor and take to the skies. There are lots of weapons to pick from and it packs a satisfying 8-hour campaign.
The stream is planned to start at about 11:00 AM PT and will last for around two hours. We’ll be hitting just our YouTube and I’ll be donning the suit in a fresh game, starting from scratch. By this time next week I hope to have completed my second complete playthrough from start to finish, live, on our channel! Jamie and/or Zeena will likely join to hang out and help out with chat.
You can see the full Iron Man VR stream embedded via YouTube right here down below once it’s up:
You can see lots of our past archived streams over in our YouTube playlist or even all livestreams here on UploadVR and various other gameplay highlights. There’s lots of good stuff there so make sure and subscribe to us on YouTube to stay up-to-date on gameplay videos, video reviews, live talk shows, interviews, and more original content!
And please let us know which games or discussions you want us to livestream next! We have lots of VR games in the queue that we would love to show off more completely.
In-VR Interview: Matt Hall On Developing Shooty Skies Overdrive
This week, we sat down to chat with Matt Hall, the co-creator of Crossy Roads and part of the development team, alongside Mighty Games, of the new VR title Shooty Skies Overdrive.
Shooty Skies Overdrive launched for Oculus Quest and Oculus Rift this week, and if you read our review, you’ll know that we quite enjoyed our time with the game. Earlier this week, I sat down with Matt Hall to talk about the development of his new VR wave shooter.
Hall was an original DK1 backer and created a small VR game many years ago called Discovery. Since then, he’s been waiting for the right time and concept for him and Mighty Games to pull the trigger on something bigger for VR, and Shooty Skies Overdrive was the end result.
The game is a roomscale experience where you’ll be simultaneously dodging and shooting bullets as enemies fly around you, with multiple difficulty settings available. “It plays with scale quite a lot,” said Hall. “So as opposed to Space Pirate Trainer, where you’re shooting things a very long way away, or Robo Recall, everything’s around you. You can reach out and touch and, you know, chop with chainsaws and blow up with yo-yos, all the little crazy aliens that are flying around your head.”
We also talked about how COVID-19 impacted the game, with the team going into lockdown around halfway through the development cycle. The biggest challenge was not necessarily working remotely, but actually distributing and finding headsets for everyone to use while at home.”We certainly weren’t expecting having to share the limited hardware that we had around,” said Hall, and pointed out that there was added challenge as an Australian-based studio, as headsets like the Valve Index still aren’t available directly to Australian consumers.
In terms of post-launch content, the studio has already begun work on some new modes and features. “We’ve got a 1.1 [patch] coming out. One thing we dropped from the final game was the arcade/high score mode. Quest has an API [with] leaderboards and stuff, so we’re going to integrate with all of that [as well].” Additionally, the team is looking into implementing hand tracking support on the Oculus Quest in a future update as well.
If you haven’t already, you can check out some gameplay footage and read our review of Shooty Skies Overdrive here.
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