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NeosVR is a free-to-play, massively multiplayer online, virtual reality application created by Frooxius and operated by Solirax. It was released for free on Microsoft Windows via Steam on May 4, 2018, with support for several VR headsets.
Bonelab is a 2022 video game developed and published by American studio Stress Level Zero. It is a sequel to the 2019 game Boneworks. The player controls an outcast that escapes death and explores experimental worlds in a research lab in MythOS. Bonelab released for Microsoft Windows and Meta Quest 2 on September 29, 2022. [2]
A major difference in Bonelab is official mod support. The main marketed feature of Bonelab is a feature called the BodyLog, giving the player the ability to morph into any avatar they want, with physical differences between larger, heavier avatars and smaller, quicker ones. Mods allow the player to download any character they can find, and use ...
Custom, free non-commercial use FPS engine; 2.5D, 2D grid base geometry Buildbox: C++: 2014 Optional Yes 2D, 3D Windows, macOS, iOS, Android: Proprietary: 2D/3D game builder with drag and drop functionalities, coding optional (not required), FREE license available C4 Engine: C++: 2015 C++, Visual Script: Yes 3D
OpenVR SDK was released to the public on 30 April 2015 by Valve, for developers to develop SteamVR games and software. It provides support for the HTC Vive Developer Edition, including the SteamVR controller and Lighthouse.
Where the player has a one-day rental of 'Duck Season' to play on their 'Kingbit Entertainment System'. Duck Season VR includes elements of mystery, horror, multiple unique endings, and various minigames. In 2019, Stress Level Zero published Duck Season PC. Duck Season PC is the full version of 'Duck Season VR', but with no need for a VR headset.
MyHouse.wad (known also as MyHouse.pk3, or simply MyHouse) is a map for Doom II created by Steve Nelson, more commonly known by "Veddge". The map is a subversive horror-thriller that revolves around a house that continues to change in shape, sometimes drastically and in a non-euclidean manner.
He chose to develop for VR out of an interest in the emerging technology and the prospects VR allowed in innovation for more experimental games. This led to the decision of making a game that was a full physics simulation sandbox first and foremost, [8] the first of its kind in VR. The decision to add melee combat came afterwards, and grew ...