Built for VR


It was our mission from the beginning to build a game from the ground up for virtual reality. Nothing is worse than a game that lazily throws in VR support. VR is not a gimmick; it's an unexplored space for video games to discover new mechanics. When David and I first concepted the idea of sight as a mechanic, we were not sure how it would work. The idea of having a periscope like device in your hands (The DeadScope), grabbing it, and physically bringing it to your face, and then seeing above your head could have been disorienting to the player. But after prototyping and experimenting with the feature, it became obvious that it had potential.

It is amazing how immersive DeadScope is inside a VR headset. A 30 foot demon walking by, shakes the world, stuns your character, and requires the player to physically look up to see the full scale of the monster; this is not something you can experience on a monitor. The Breather, a pudgy, large creature with red glowing eyes also leverages sight as a mechanic. While making eye contact, it begins to hypnotize you. Make prolonged eye contact and it will shoot out a third arm and pull you in.

VR opens the door to new mechanics; Developers just have to discover them. DeadScope attempts to do this, and contribute to the world of authentic VR video games.

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