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It's here, finally.

So the big thing about this update is of course the VR compatibility but even for non-VR users, there are a couple of things.

If you're going to play this in VR, keep in mind that the performance might not be perfect, turning down the graphics quality can reduce the visible artifacts. Some of the post process effects can cause some glitching. Also it was designed to be a seated VR experience. You can use roomscale but it might get a little weird. In-game you can always reset/center your view by pressing X on the keyboard or holding the first person button, which would be Q on the keyboard and the top face button on the controller. It does not support motion controllers yet, so you'd either have to use a gamepad or mouse and keyboard. Also aiming the raygun and possess ability is now done via looking at the target.

But what else is in this update?

The game now has a launcher (which I learnt to make yesterday), so use the GiantsSandboxLauncher.exe, if you want to start the game in VR. The launcher doesn't do much more as of right now but I want to be able to set graphical settings and stuff like that with it too at some point.

Well, the main focus was the VR but you do have a new level to try out. It's in a very basic shape but someone suggested to have rooms or in this case platforms in various sizes that you can spawn a.i. on. The point behind it is, that you can limit the distance a.i. walks at certain sizes, increasing the frequency of interaction and more potential unaware stomping.

Other than that, I did some improvements to some mechanics and hopefully fixed some bugs. I now realized that I should have written down on what I was working on.

Oh, just in case you get stuck and can't interact anymore, you can press I on the keyboard to reset your busy state.

I hope that you enjoy this new release and that it won't have any severe or game-breaking bugs. I'm also very curious to hear, how it runs on an HTC Vive, considering I only have access to an Oculus Rift. Looking forward to your feedback.

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Comments

Azteck Rogel

Hello ! I´ ve been testing this update and found some bugs in like... 3 hours of gameplay so : 1.- Can´t change between POV and third person when grabbed ( unless you press I, but No.3 bug happens then) 2.- If you jump just in the moment you get stomped you fall of the map and game crashes 3.- If you press "I" (bussy off) when grabbed you glitch away from the hand and can move(even fly lol), normal position resets if you get eaten I have to add that I feel the game smoother on my pc so thanks for that :D A request I keep : Vore system needs a stomach to hold eaten tinies >3< its very cool and awesome atm but sometimes it feels kinda weird to see someone just falling away from the butt and walk away just like nothing happened haha Awesome job as always! I´ m gonna miss VR experience sadly because I dont own a VRset and my pc is not powerful enough to sustain it

Azra

I had a go last night, and VR support really makes this game ten times better. The thing that makes this stand out among others is the AI, and the fact that you can tweak the probability of certain interactions happening. I was happily spawning micros and calling them over to me, watching as they got trampled or grabbed on the way over cause why not? Then I hear crashing footsteps and physically turn around, just in time to see the largest one pick me up for a meal. Scared the crap out of me in all the best ways xD Sure there are bugs and places to improve, but it's a great start. Really looking forward to seeing where you take this!

Blaise

Finally got a chance to try this update out and I'm really enjoying it, VR really makes the whole experience way more intense! Just standing next to a giant while they're idly tapping their foot and listening to that thumping is awesome in it's own way. It's also certainly given me a newfound appreciation of Cleo, seeing her in 3d is amazing :3 As far as bugs and feedback goes, the only two issues I encountered was the ui getting kinda hard to read if you shrank down too much and in first person mode, the camera moving around on it's own makes it sort of awkward, especially if you're sprinting.

NotNotton

I tried this on the HTC Vive. All in all it works well. The camera can get wonky at times, but is easily fixed by resetting the view. In first person view while sprinting the camera tends to jarringly shake. Thank you for your hard work and I am looking forward to the stuff you come up with in the future.

Teach

Just got an Oculus and really enjoyed this. If I notice something that hasn't been mentioned yet, I'll put it here

TheFleta

I got myself a vive, not sure how much different it is from the ocolus but it seems not as easy to use with home made games. I did manage to get your game working but can't really use any controles.

Broccoli

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