devlog

plans for September

I took some vacations recently that I was looking forward to for a long time. This is the reason why there were no updates for the game. For the next few weeks I should be mostly focused on porting the game (submissions). During the waiting time I don’t want to start any bigger tasks for Tea For God but I should be adding some small content (EXMs, weapon nodes, enemies). Most of that will find its place in the main story for time being. But the main reason for adding them is the next big task. And for that I decided to focus on the endless mode. I want it…
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2023-09-01 0

update 1.0.3 and roadmap

Another update mostly about fixes but there are some other changes as well. The most important change is proper preparation of play-area size that is based on boundary points. It works now on SteamVR/OpenVR and OculusAPI. I will be investigating OpenXR as well. Other non-fix changes are related to some gameplay mechanics. Hitting (melee) is now easier as the speeds were lowered. You can get health and ammo from hitting small robots to make it consistent with hitting other objects. If the last hit is a kill and you have appropriate EXM installed, it won’t give extra bonus for a normal hit. Also, melee kills provide loot now (same as…
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2023-08-10 0

preparing play-area from boundary

Since Quest link has been introduced there was one thing that was a bit problematic. It was impossible to read “play area”. It was incorrect, too big, rotated, reaching outside the actual boundary. I reported it only to learn that there were other developers before me who also reported the issue but it has not been fixed. When providing details for the bug and possible solution I found out that Oculus API is reading the boundary points correctly. The only problem was that the play area instead of being the biggest rectangle that fits INTO the boundary was just a rectangle that contained the boundary (with orientation just “as it…
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2023-08-10 0

update 1.0.2 and roadmap

This update is mostly fixes but there are some changes about unlocks. For run-based mode, unlocks can be unlocked only if there’s no run in progress. You have to either fail or finish the game or – you can end the current run from the unlocks menu. I was a bit reluctant about this change as a long time ago I specifically made unlocks available during run as the unlocks do not affect the current run. But there were side effects I found attractive – if you buy an upgrade, consecutive permanent upgrades in the game will cost less. I have no idea why I liked this idea as it…
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2023-08-02 0

first update and roadmap

The time after the release was quite busy and I know that I have lots to do now. With the game and with getting the game to the people. In the first update, I fixed some of the bugs as well as changed a few things in the game. About the bugs – there are still plenty of them to fix and they will be my main focus right now with smaller updates coming more often. The experience mode is no longer available in the full game. It was confusing, there were no explanations. Was ending abruptly and if you tried the actual game, after a few minutes you were…
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2023-07-26 0