Yep this is a super early build, about 1 month of development in. I would've updated it much sooner but I've changed a lot of things and reworked stuff multiple times, not to mention I keep scrapping a lot of it, I'm still trying to figure out the exact long-term direction.
Azarath
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I'd like to eventually, right now my focus is on getting it to a good enough state for a Steam & Oculus early access launch. Since I'm going for a bit higher graphical fidelity (and I don't want to sacrifice the PCVR graphics for the Quest, nor do I really want to maintain 2 separate versions right now) it's no easy task. Optimization is already a pain just for PCVR. Plus I rely heavily on bloom for the projectiles and such so I'll need to find an alternative for that that doesn't look horrible. Whenever I get a Quest 2 I'll probably try to package the game for it just to see, but I don't have an ETA.
I'm still working on developing the actual mechanics and gameplay, so it likely wouldn't be for a bit.
You should just be able to install it through the itch app (itch.io/app), and then launch it from there. It's compatible with the Rift S, and Quest 1 & 2 (PCVR only). Is there any particular issue you're having?
Ah yeah it's right to left and left to right :P And then above your head for the shield.
I don't think I'm able to bind down-right separately, it seems it's just activating both right and down. I might just have to remove the 180 turn for the Vive.
@ #2 That's a pitfall of the Vive wands, the buttons are on the same area used for movement... hmm... I'll have to add a sensitivity adjustment in the future.
I've encountered the slow motion bug once myself, haven't been able to pinpoint what causes it, and it seems impossible to reproduce. Although probably not a huge concern since I'm going to be removing it altogether anyway, since it won't be compatible with multiplayer for obvious reasons. And multiplayer is going to be a huge focus. So I'm thinking of replacing it with temporary invisibility.
I saw you joined the discord server so we can talk more there.
Yeah figuring out the input mappings for the Vive was a little tricky since the Vive wands are different than pretty much every other controller, plus I couldn't test it myself. Also makes it difficult to explain the controls since it's different for every controller. I'll have to put some charts together at some point. Down should be the button to activate the guns, and right should be the 180 flip. If you have any ideas for better Vive controls I'm all ears, I was mostly just guessing.
I don't have an issue with the sound stopping when opening the Steam VR menu so that might be on your end.
Also the shield and lightning is already in the game :P Unless you're just referring to the additional lightning abilities I have planned. But if you couldn't figure it out I try to explain it as best I can in the controls video.
AVALON is a fast-paced VR action game featuring ranged weapons, melee weapons, and magick. This is a full-time project with a lot of plans but currently you can fight robotic enemies within the training simulation using energy blades, sidearms, and electrokinesis.
https://avalonvr.itch.io/avalon
Here we are with version 1.0 of the AVALON pre-alpha. It's just a small level right now but we have big plans for the future of the project as we work towards version 2.0 which will add a larger more detailed map with an actual objective and win condition, along with friendly AI to help you out. After that it's onto 3.0 where we'll work out the Multiplayer.
For now though join the discord server if you wanna stay up to date with the project:
And leave a comment or post a new topic if you have any issues or feedback. See ya!