- Small update to fix grip button not working for some users. - 20 May 2018
Just a small update to fix a bug causing some users' grip buttons not to work at all. Please let me know if you experience any more problems. And be careful not to make yourselves dizzy! Thanks again for playing :)
- First Video Review for MOVRM - 23 May 2017
https://www.youtube.com/watch?v=84xV3M7-g6M Big thanks to Bumble for taking the time to do an entertaining and thorough run through of pretty much everything in the game - there are still a few secrets left though ;)
- First Video Review for MOVRM - 23 May 2017
https://www.youtube.com/watch?v=84xV3M7-g6M Big thanks to Bumble for taking the time to do an entertaining and thorough run through of pretty much everything in the game - there are still a few secrets left though ;)
- Mind OVR Matter Version 1.0 Out Now! - 22 May 2017
No longer shackled by the chains of Early Access, MOVRM is now a fully realised game! I'll be continuing to support MOVRM and may even add new features down the line but there are currently no major changes planned. I hope you all enjoy the new content and telekinetic badassery as much as I do, Joe Now go throw some cars at some robots!
- Mind OVR Matter Version 1.0 Out Now! - 22 May 2017
No longer shackled by the chains of Early Access, MOVRM is now a fully realised game! I'll be continuing to support MOVRM and may even add new features down the line but there are currently no major changes planned. I hope you all enjoy the new content and telekinetic badassery as much as I do, Joe Now go throw some cars at some robots!
- Biggest update yet by far!! - 20 May 2017
Hi everyone, This is a big one. I've pushed all the new content over to the main branch and deleted the beta branch. Apologies if I've forgotten anything (and I probably have), but here are the patch notes for this update. As you may have noticed, there are a few more than usual this time - I've tried to separate them into useful categories below: Big shiny new stuff first - New Gameplay Features: A whole new Area, 'The City', based on community feedback and requests including a city to traverse, cars to throw with your mind, robots to fight and homing rockets to pluck out of the air. The City includes 6 new enemy types sporting 3 new types of weapons. You can stand on cars in the city. And then throw them. A progression system. Unlock new abilities and areas by collecting data from the available game modes. This means there is now a 'master-score' of sorts - that is the total of your s…
- Biggest update yet by far!! - 20 May 2017
Hi everyone, This is a big one. I've pushed all the new content over to the main branch and deleted the beta branch. Apologies if I've forgotten anything (and I probably have), but here are the patch notes for this update. As you may have noticed, there are a few more than usual this time - I've tried to separate them into useful categories below: Big shiny new stuff first - New Gameplay Features: A whole new Area, 'The City', based on community feedback and requests including a city to traverse, cars to throw with your mind, robots to fight and homing rockets to pluck out of the air. The City includes 6 new enemy types sporting 3 new types of weapons. You can stand on cars in the city. And then throw them. A progression system. Unlock new abilities and areas by collecting data from the available game modes. This means there is now a 'master-score' of sorts - that is the total of your s…
- New Content Added to the Beta Branch - 11 May 2017
Hi everyone, A massive amount of new content (the biggest update yet) has been added to the beta branch. To access, right-click on the game in Steam, go to 'Properties', select the 'Betas' tab, and then opt in to the beta called..."beta - Unreleased Content". After a short update, you'll have access to the new content: I feel the game is now a fair reflection of what the final product will be (no major changes are planned) and so I'll be looking to launch the game May 22nd if all goes to plan. Almost every aspect of the game has now been revamped. As one of the new things I have added to the game is a progression system, it should be noted that anyone opting into the beta will have their progress reset to zero (as there was no progress before). This basically affects the powers you can use and the areas available to you and can be opted out of by opting out of the beta again. Regardless…
- New Content Added to the Beta Branch - 11 May 2017
Hi everyone, A massive amount of new content (the biggest update yet) has been added to the beta branch. To access, right-click on the game in Steam, go to 'Properties', select the 'Betas' tab, and then opt in to the beta called..."beta - Unreleased Content". After a short update, you'll have access to the new content: I feel the game is now a fair reflection of what the final product will be (no major changes are planned) and so I'll be looking to launch the game May 22nd if all goes to plan. Almost every aspect of the game has now been revamped. As one of the new things I have added to the game is a progression system, it should be noted that anyone opting into the beta will have their progress reset to zero (as there was no progress before). This basically affects the powers you can use and the areas available to you and can be opted out of by opting out of the beta again. Regardless…
- Progress update - new stuff on the way. - 2 November 2016
Apologies for the delay, I've been working hard but appreciate that I haven't uploaded anything here in a while now. As you can see, exciting new content is on the way but it isn't quite finished yet and I want to take big strides with the game from here as opposed to the smaller updates we've had in the past. On the way, apart from the (I hope obvious) graphical overhaul, are: some new robot friends to throw around; a new city area filled with the most requested thing to toss around with telekinesis - cars (still very much a work in-progress but I want you to see what I'm working on); and a few other surprises I'm still working on too that aren't so easy to show in pictures. Not only will there be graphical and performance improvements (not to mention bug fixes) but I want to cram as much new content in there as I can while being mindful not to ignore the content that is already there.…
- Progress update - new stuff on the way. - 2 November 2016
Apologies for the delay, I've been working hard but appreciate that I haven't uploaded anything here in a while now. As you can see, exciting new content is on the way but it isn't quite finished yet and I want to take big strides with the game from here as opposed to the smaller updates we've had in the past. On the way, apart from the (I hope obvious) graphical overhaul, are: some new robot friends to throw around; a new city area filled with the most requested thing to toss around with telekinesis - cars (still very much a work in-progress but I want you to see what I'm working on); and a few other surprises I'm still working on too that aren't so easy to show in pictures. Not only will there be graphical and performance improvements (not to mention bug fixes) but I want to cram as much new content in there as I can while being mindful not to ignore the content that is already there.…
- Update 0.32 - 6 August 2016
Balance has been the main focus of this update and I've revamped an important and much-requested part of the game: Enemy bullets have been slowed significantly - this opens up the (now) viable strategies of dodging bullets or even deflecting them with your blade! Changes: - Slowed bullets down greatly so that players have a chance to react after they've been fired - you're no longer dependant upon the charging noises and lights to see when/where bullets are coming from. Dodging and deflecting bullets (with the blade) are now viable strategies. - Bullets are now destroyed if they are not held by the player and they hit the floor. - Bullets are not affected by gravity until grabbed by the player. - Blue drones now fire 2 bullets. - Purple drones now fire 3 bullets. - Reduced spread for all enemy fire patterns. - Moved tutorial text to The Playground so that players have a place to practis…
- Update 0.32 - 6 August 2016
Balance has been the main focus of this update and I've revamped an important and much-requested part of the game: Enemy bullets have been slowed significantly - this opens up the (now) viable strategies of dodging bullets or even deflecting them with your blade! Changes: - Slowed bullets down greatly so that players have a chance to react after they've been fired - you're no longer dependant upon the charging noises and lights to see when/where bullets are coming from. Dodging and deflecting bullets (with the blade) are now viable strategies. - Bullets are now destroyed if they are not held by the player and they hit the floor. - Bullets are not affected by gravity until grabbed by the player. - Blue drones now fire 2 bullets. - Purple drones now fire 3 bullets. - Reduced spread for all enemy fire patterns. - Moved tutorial text to The Playground so that players have a place to practis…
- Update 0.31.1 - 29 July 2016
Just a small update to address some important Bugs. I'll be working on some larger updates over the next few weeks. Bug Fixes: - Fixed a bug where destroying Drones with the blade would yield no points. - Fixed a bug where an object held by both hands would use the wrong hand to calculate the score when destroying a Drone. - Fixed a bug where the right hand's telekinetic abilities would not work properly in 'Waves (Stationary)' mode. - Fixed a particularly annoying bug where the particle for scattering objects would be triggered unintentionally and sometimes stick around for a while. - Changed some of the tooltips to more accurately describe the abilities they refer to. - Corrected 'The Blade (Stationary)' sign in the Welcome room. - Minor graphical improvements (particularly noticeable in text).
- Update 0.31.1 - 29 July 2016
Just a small update to address some important Bugs. I'll be working on some larger updates over the next few weeks. Bug Fixes: - Fixed a bug where destroying Drones with the blade would yield no points. - Fixed a bug where an object held by both hands would use the wrong hand to calculate the score when destroying a Drone. - Fixed a bug where the right hand's telekinetic abilities would not work properly in 'Waves (Stationary)' mode. - Fixed a particularly annoying bug where the particle for scattering objects would be triggered unintentionally and sometimes stick around for a while. - Changed some of the tooltips to more accurately describe the abilities they refer to. - Corrected 'The Blade (Stationary)' sign in the Welcome room. - Minor graphical improvements (particularly noticeable in text).
- Update 0.31 - 24 July 2016
Musical Update! I know it's not going to be everyone's favourite update but it was becoming sorely needed as the one song in the game was beginning to get a little old. I've spent the week making 3 new tracks for the game and am now happy enough with them that they should hopefully add some much needed variety to the soundtrack. New Features: - 2 new tracks (along with the original for a total of 3) added to a random playlist that will play in the background of any mode if music is turned on in the main menu. - 1 new boss track added for the boss fight. Changes: - Music now plays in The Playground. Bug fixes: - Music now defaults to 'ON' in the main menu when first booting the game.
- Update 0.31 - 24 July 2016
Musical Update! I know it's not going to be everyone's favourite update but it was becoming sorely needed as the one song in the game was beginning to get a little old. I've spent the week making 3 new tracks for the game and am now happy enough with them that they should hopefully add some much needed variety to the soundtrack. New Features: - 2 new tracks (along with the original for a total of 3) added to a random playlist that will play in the background of any mode if music is turned on in the main menu. - 1 new boss track added for the boss fight. Changes: - Music now plays in The Playground. Bug fixes: - Music now defaults to 'ON' in the main menu when first booting the game.
- Update 0.3 - 16 July 2016
New Features: - Blade Mode added. Wield an energy-sword in one hand and your telekinetic powers in the other. Uses the same enemy patterns and boss battle as Wave mode for now. - Added the ability for a second player to control a drone in the playground. Just press 'space' when prompted and use WASD (move), ctrl (descend), space (ascend) and mouse1 (fire) to control the drone. Changes: - Changed particle effect on hands to only react when an object comes within range. This hopefully stops the effect from getting in the way while also providing feedback to the player if the trigger is not held. - Added several other particle effects to hands & powers. - Changed orange/blue particles that surrounded 'held' objects to a more visually appealing alternative. Bug Fixes: - Performance improvements/optimization. - Fixed certain audio clips being spatialized incorrectly. Thanks to everyone for p…
- Update 0.3 - 16 July 2016
New Features: - Blade Mode added. Wield an energy-sword in one hand and your telekinetic powers in the other. Uses the same enemy patterns and boss battle as Wave mode for now. - Added the ability for a second player to control a drone in the playground. Just press 'space' when prompted and use WASD (move), ctrl (descend), space (ascend) and mouse1 (fire) to control the drone. Changes: - Changed particle effect on hands to only react when an object comes within range. This hopefully stops the effect from getting in the way while also providing feedback to the player if the trigger is not held. - Added several other particle effects to hands & powers. - Changed orange/blue particles that surrounded 'held' objects to a more visually appealing alternative. Bug Fixes: - Performance improvements/optimization. - Fixed certain audio clips being spatialized incorrectly. Thanks to everyone for p…
- Update 0.21 - 11 July 2016
Hi guys, Sorry for the lack of content in this update. I've been ill over the past week and, while I've caught up on sleep, Preacher and SGDQ recently, I haven't got anywhere near as much done on the game as I would've liked. I have, however, managed to add some much requested changes such as the new ability to grab objects from a distance (press left or right on the touchpad). I'll be trying to get a larger update out soon to make up for the lost ground this week. Full changelog: New Feature: - Press left or right on the touchpad to grab distant objects in the centre of your view. Yes, this works on enemies too ;) You do, however, need a clear line of sight for this to work (no objects in the way). Changes: - Changed lighting in The Playground. - Changed tips on controllers and in the Welcome room. - Changed lighting/reflections in most areas. Bug Fixes: - (Hopefully) fixed the bug tha…