- Our next title, Bocce Time! and Vengeful Rites on Viveport Infinity! - 28 May 2022
Hello, again everyone! It's been a while since the last time we posted here, but that time has been spent toiling away, learning more game development tricks and skills and developing something everyone can enjoy. Announcing Bocce Time! our next title, releasing June 17th on both Steam and App Lab! Bocce Time! is a crossplay multiplayer bocce game supporting PCVR and all Quest 1 and 2 devices through App Lab. Not familiar with bocce? It's an ancient and simple game where players throw out a small ball and then two teams take turns throwing out their team balls in a contest to see who can get theirs the closest. Precision and power are key to success and with the ability to move the target or bump your opponent's balls with every throw, the dynamic and skill based nature of the game leads to a ton of fun and exciting clutch moments! You can play alone against AI to unlock different ball…
- Vengeful Rites is now out of Early Access! - 29 July 2021
The day has finally arrived! Today, after over two and a half years, we exit early access. What an accomplishment this is for us, and one we couldn't have done without all of you! Sadly, the vast majority of games never make it out of early access these days, and without all the support and feedback we've received, we might have fallen into that category, too. Your kind words, constructive feedback and passion for the game have made it very easy for us to stay committed to delivering the game we set out to, so from the bottom of our hearts we want to thank you all for keeping us going over the years! Creating this adventure has been an adventure in and of itself for us. We quit our jobs over 3 years ago and moved cross-country to make this game and learn the ins and outs of game development, and we can honestly say it was the best decision we've ever made. We've enjoyed every minute of…
- Hotfix for a tutorial glitch and more lore books added. - 16 July 2021
Hello, everyone. Today's patch is a hot fix that corrected an issue where you could prevent Master Abardon from drawing his sword during the tutorial and have to restart the tutorial to continue. We also added/changed some books in the Serafin Castle that talk about some of the bosses and shed a little extra light on Dragore's history. No need for additional patch notes with this one. If you run into any bugs/issues in the game, feel free to reach out and let us know in our discord or you can do so in the forums here, too. Happy adventuring, everyone!
- Minor patch to improve menus and inventory interactions. - 14 July 2021
Hello, everyone. Today's patch is a small one to improve accessibility and responsiveness in regards to the inventory and other menus in the game. Changes and Improvements Changed up the menus/inventory to utilize laser pointers for more precision and ease of use. Added a note on the bag about storing items quickly in your inventory. Cleaned up some wonky textures. Improved the way destructibles break to be more realistic in places. Bug Fixes Fixed a bug where dying during the fight with Dragore's two goblins during the tutorial would cause the mine shaft by the merchant to be unlocked, allowing you to potentially skip over the shop and your first bow. That's it for today's patch! Keep the feedback coming and we'll do all we can to get the game in the best shape possible for our launch on July 29th! The best place to speak up is in our discord, but you can do so in the forums here, too.…
- Boss balancing and minor bug fixes. - 4 July 2021
Hello, everyone. Today's patch rebalances some boss fights, adds some additional polish in places and squashes some minor bugs. Changes and Improvements Reduced Dragore's HP in the first stage of his fight and made him significantly more aggressive on apprentice and master difficulties Added spawning traps and adds to the King Seraf boss fight at the end of chapter 2. Added a dragon appearance around the Serafin Castle for some foreshadowing. Made the return to checkpoint option more noticeable in the menu. Changed the writing on the paintings plaque in Serafin Castle to be more legible. Added some more sound effects to flesh out some areas. Changed where you spawn should you die during the second phase of the Dragore fight. Bug Fixes Fixed a bug that would cause chain lightning to fly off to the center of the world when an electrified enemy died with other enemies nearby. Fixed a bug t…
- More polish on the road to full release. - 30 June 2021
Hello, everyone. Today's patch fixes some minor issues with the controls and tweaks things to give the best initial experience for new users. Changes and Improvements The game now detects if you're using Index or Touch controllers the first time you launch it and will set your primary grab button to the grips if so. This can be changed back to the trigger if you prefer in the options menu. All text/audio in the game related to the primary grab button will now be updated according to the option chosen. Bat swarms in the vampire boss fight can no longer be outrun on any difficulty above novice. Melee enemies will no longer attempt to duck under an arrow until it's been fired. Changed the spawning sound effect for scepter charges, and the visual effects of default charges. Bug Fixes Removed some jank with selecting belt quick slots while holding an item that would cause the left slot to ha…
- We're exiting Early Access on July 29th! - 24 June 2021
The time has come for us to leave this Early Access tag behind us! We've been in development for over 3 years at this point, and in early access for the lion's share of that. With all the feedback we've received and the support of all of our players, we've managed to create a game that we're truly proud of and that we think everyone can enjoy. Now that we have all the content we planned to include in the game and there are no major bugs that we're aware of (please let us know should you find any), there's no reason for us to put off full release any longer. We'll spend the next month continuing to touch up on small things and fix any lingering bugs there may be, but come July 29th the game will be fully released! We couldn't have completed the game without the support of all of our players, and as this game has been a passion project for us from the very beginning, we can't thank you en…
- Some bug fixes and more polish. - 23 June 2021
Hello, everyone. Today's patch is primarily a bunch of bug fixes with some other minor polish. Expect to see more of these as we get closer to exiting early access. Changes and Improvements The tutorials will now detect if you've changed your primary grab button in the options and update the text accordingly. Bombs now interact with ore and certain objects later in the game so those who manage to hold onto them can find some use for them. Improved some particle effects throughout the game. Improved the sensitivity of smooth turning on the Index controllers. Bug FixesFixed a bug where saving the game while wearing the Ring of Fortitude would potentially reduce your maximum hp the next time you loaded in. Fixed a bug where launching the game with LIV would cause you to load in without any gold, iron or otherworld essences. Fixed a bug where aiming your teleport arc near corners where the…
- Fast travel added and checkpoints reworked. - 6 June 2021
Hello, everyone. Today's patch introduces a much requested feature to the game: fast travel. With this new mechanic, you can easily return to previously visited zones to unlock secrets with new spells and hunt for achievements. Changes and Improvements Added fast travel stations around the world that allow you to revisit previously unlocked waypoints for easier backtracking. They're retroactive, so unlocking the one in the latest zone you've reached will unlock all previous waypoints, as well. Checkpoints have been changed over to work more predictably. When selecting the "Return to checkpoint" option from the menu you will be returned to the last checkpoint you passed through. If you haven't passed through a checkpoint since loading into the area(meaning you've just loaded into your save file or fast traveled to the area), you'll be returned to the nearest checkpoint you've unlocked in…
- Boss balancing and more tutorial tweaks. - 26 May 2021
Hello, everyone. Today's patch makes some tweaks to bosses in chapters 3 and 4 and updates the tutorial section of the game a bit. Changes and Improvements Reduced the damage of the Giant Elemental boss' ring of fire attack by half on novice difficulty. Increased the detection radius of the kinetic grappling points in the Giant Elemental fight to reduce the timing precision necessary to successfully chain them. Changed the logic for the Orc boss at the end of chapter 3 to spawn fewer adds depending on the difficulty selected and to spawn them less frequently in the final stage of the fight. Updated the tutorial cutscene with Dragore to use his new model and effects. Added the pick axe to the shop so players who manage to miss the one given in the early game can easily acquire one. Added a video clip to the pick axe tutorial that demonstrates its use and how to store it in your belt for…
- More polish and bug fixes. - 18 May 2021
Hello, everyone. Today's patch adds some new sound effects, improves the presentation of a few things, optimizes some areas better and fixes some bugs. Changes and ImprovementsFurther Optimized the Hidden Forest zone of chapter 4. More coming. Changed the rock men enemies to be less likely to use 2 weapons on novice difficulty. Replaced some climbing bricks in the Serafin Castle area with a growable beanstalk to make the climbing area more visible. The Firewave spells and its variants now break destructible objects. Changed the sound effect for crafting rings to something more subdued. Shortened the bat sections of the Janos (Vampire) boss fight. Added sound effects while moving certain objects like doors and the floating rock platforms in The Forbidden Mine. Added an appropriate sound effect when defeating the Heart of The Mountain at the end of the Forbidden Mine. Bug FixesFixed a bug…
- Improved mechanic presentation and some small bug fixes. - 12 May 2021
Hello, everyone. Today's patch improves the way certain elements of a couple boss fights and puzzles are presented to make things a bit more clear. Changes and ImprovementsChanged the coloring of the hand holds on the climbing wheels after the Spider Queen fight to make them stand out more. Added a particle effect to the hands of the golem boss at the end of chapter 1 to make them stand out more as important for progression. Added railings to the wrist and back platforms for the elemental boss in the Otherworld to make them more recognizable as platforms and added an effect when he does his beam attacks to draw your attention to them. Changed the coloring of one of the paintings in the Serafin Castle to avoid potential issues for those with certain types of color blindness. Narrowed the frost beams in the Dragore fight to have them better match their effective radius. Bug FixesFixed som…
- Bug Fixes and Tutorial Improvements - 9 May 2021
Hello, everyone. Today's patch is a small one to improve the way some information is conveyed and squash a few bugs. Changes and ImprovementsAdded a couple of additional tutorial screens early in the game to better convey your options in the menu and advanced kinesis controls for larger objects. Moved the Save and Exit button in the options menu and changed its color to make it stand out more. Updated the video at the Kinetic Thrust altar to better demonstrate the spell's potential uses. Removed some enemies throughout the game on Novice difficulty to make some of the encounters more manageable for those looking for a more relaxed experience. Tweaked the way boulders deal damage in the Heart of the Mountain fight to make them behave more predictably. Bug FixesFixed a bug where throwing a mana fog crystal off the tower behind the elemental boss in the Otherworld wouldn't properly respawn…
- LIV support added and other quality of life improvements. - 5 May 2021
Hello, everyone. Today's patch brings with it support for LIV for those of you who like to create mixed reality videos or use the enhanced FPV camera. It also corrects a pretty nasty bug and reworks checkpoints a little. Balance Changes and ImprovementsAdded LIV support for all you content creators out there. Dying will now return you to the last checkpoint you walked through (even if you have one further along in the zone). Using the return to checkpoint option in the menu will still return you to the furthest checkpoint you've unlocked in the zone. Sanctuary now shatters when exposed to powerful energy attacks such as dragon fire and the elemental beams in The Otherworld. The elemental boss in the Otherworld now only goes through his cut scene introduction the first time you fight him. Subsequent attempts will start the fight pretty much instantly. Bug FixesFixed a bug where attemptin…
- Small Quality of Life Patch. - 1 May 2021
Hello, everyone. Today's patch is a small one to rebalance some stuff and improve the presentation of the spell casting tutorials. You can expect more like it as we move closer to full release. Balance Changes and ImprovementsAdded video demonstrations throughout the tutorial and at each spell shrine to more clearly and speedily show how to cast spells and perform certain other actions. Increased the radius of the destruction, kinesis and restoration ultimates by 100%. Increased the base damage of the destruction ultimates by 25%. Increased the base damage and lifesteal of the restoration ultimate from 25 to 75. Both the destruction and restoration ultimates now deal reduced damage the further the target is from the player. Increased the lifesteal percentage of the Vampiric Aura spell from 5% to 10%. Bug FixesFixed a bug in the Dragore fight where a kinetic grapple point remained access…
- Chapter 4: The Otherworld is now live! - 23 April 2021
Hello, everyone. Today we launch the final chapter of the game! For the first time since we entered early access you can take the fight to Dragore in The Otherworld to complete your quest. You'll learn new spells, fight new enemies, solve new puzzles and everything else you've come to expect from a new chapter. It's time to avenge your slain master, Serafin! The Otherworld awaits! This new chapter brings the average playtime of the game up to around 15 hours making us one of the longest games in VR! Naturally, there's more in this update than just new content. A lot of tweaks and bug fixes have made it in thanks to the feedback we've received from you all and you can read about them in the full patch notes below. Additions and ImprovementsAdded the final chapter to the game! Expanded the story of the game by adding visitations from Master Abardon's spirit throughout your adventure. Dest…
- Chapter 4 is now on the test branch! - 7 April 2021
The final chapter! It sounds crazy to me to even say it. We're finally there, after a couple of years of early access. You all have been incredible in helping shape the game and it wouldn't be anywhere near as refined as it is without you. We just need a little more help testing things out for this final chapter before we put it live on the main branch. After that, it's a final polish pass and then we can finally leave early access behind us! If you'd like to jump into the new content and help us make sure it's ready for the main branch, you can opt into the test build by right clicking the game in your steam library, going to settings and then in the betas tab using the dropdown menu to select the test branch. We recommend backing up your save files just to be safe. You can find them at C:\Users\%USERNAME%\AppData\LocalLow\Deep Dive Interactive\Vengeful Rites. Some of the things we're…
- Small Quality of Life Patch. - 15 February 2021
Hello, everyone. Today's patch comes with some quality of life improvements. This patch is to incorporate some feedback we've received recently to improve the overall experience of the existing content. Balance Changes and Improvements Enemies will no longer respawn when you die on Novice difficulty. They will, however, continue to respawn on Apprentice/Master difficulties and when you exit and return to a level. The purple laser beam in the final puzzle on the Path of the Mage now stays active for a few extra seconds on all difficulties. Reoriented the way potions and elixirs snap into your hand to make drinking them a bit easier. We're currently hard at work on the final chapter of the game which we believe is shaping up to be the best of all the chapters! Our focus is primarily on that, but if you've got feedback to help improve the overall user experience please share it as we're al…
- Balance tweaks and more quality of life changes. - 8 December 2020
Hello, everyone. Today's patch comes with some balance and quality of life improvements. We're focused on our work for chapter 4 currently, but as feedback continues to come in, we'll continue to implement it throughout the game, so keep it coming! Balance Changes Spider Queen FightThe queen now fires fewer spine projectiles at a time at lower velocity on novice difficulty.Reduced the number of spider trash mobs on novice difficulty.Spider trash mobs fire their projectiles less frequently on lower difficulties. Path of the Archer Final BossMelee enemies no longer spawn on novice difficulty. Stone Golem Boss FightReduced the number of enemies present on novice difficulty. Orc Boss FightEnemies now spawn less frequently in the final phase of the fight. Path of the Mage Final PuzzleThe purple laser beam now stays active for a few extra seconds on the lower difficulties. QoL Improvements an…
- Some quality of life improvements. - 9 November 2020
Hello, everyone. Today's patch comes with some quality of life improvements and a small bug fix. Nothing major, but some stuff that should improve the experience throughout the game. Additions and ImprovementsWhen purchasing an item from the shop, you can now refund it for the full purchase cost for 10 minutes before the value diminishes to half as usual.When saving and exiting the game, your position will now be saved exactly where you were when you exited the game. Additionally, the return to checkpoint option will bring you to the last checkpoint you unlocked in the zone, even if you left the zone and returned.Your teleport arc when using teleport locomotion will no longer disallow teleportation if it hits a wall or some other object that can't be stood on. Instead, it will find the nearest place on the ground to where the arc hit and set that as your destination. Corrections and Bug…