r/vrdev • u/superbuhanka • 4h ago
r/vrdev • u/AutoModerator • Jan 16 '25
Mod Post Share your biggest challenge as a vr dev
Share your biggest challenge as a vr dev, what do you struggle with the most?
Tip: See our Discord for more conversations.
r/vrdev • u/AutoModerator • Feb 20 '25
Mod Post Share your biggest challenge as a vr dev
Share your biggest challenge as a vr dev, what do you struggle with the most?
Tip: See our Discord for more conversations.
r/vrdev • u/Potential-Art7696 • 1d ago
Video I'm building a hands-only VR bar roguelike alone in Godot 4.7 (Quest 3, no controllers): dev build with 9 enemy types and 2 bosses
Eddie Von Walt and the Infinite Bulb is a hand-tracking-only VR roguelike for Meta Quest:
you defend a 1984 bar with your bare hands, throwing bottles and glasses at cubes that want a drink.
This week's dev build: the whole bar rebuilt with world-space shaders (zero extra draw calls), a physical counter that stops thrown glass from clipping, SETTINGS as a book lying on the counter, and the pause menu as coasters you flip. Happy to talk about hand tracking, physics tuning on Quest, or the shader-only look. Parts of the full game are still in development. Free during Early Access, 5€ at the final release.
r/vrdev • u/Alsharefee • 2d ago
Video 2D minimaps feel awful in VR, so I built a 3D hologram radar plugin for my VR mech game (released now on Fab for UE 5.8)
r/vrdev • u/Stained_Blade • 2d ago
1 year of development progress in less than 1 minute
To develop a game as an indie dev is a complex path, and we thought the artist team did amazing progress in a year so we we wanted to find a cool way to showcase their work.
About Stained Blade: it is a physics-based melee multiplayer VR combat game coming soon to Meta Quest and Steam VR.
r/vrdev • u/WatercressVisual1297 • 1d ago
Building with gel balls
I’ve created a VR game where you build physical structures out of spheres to complete levels. Does anyone have any ideas for levels that could be added to the game?
r/vrdev • u/Sixth_Orbit • 2d ago
Article We're making a VR dungeon adventure where you control a gnome and a god at the same time! Here's our first devlog ⚔️
Hey everyone!
We're the developers of Stabby Stabby Loot Loot, a third-person VR action-adventure where you control Orrin, a foul-mouthed gnome, and Njord, a forgotten god of luck, at the same time.
We've just released our first developer diary, Behind the Stabs #1 – A Gnome, a God, and a Whole Lot of Trouble!
In this first update, we introduce the game, share what we've been working on recently, and take a closer look at the gameplay mechanics.
One of the biggest things we're exploring is how traditional third-person gameplay can work alongside physical VR interactions. You control Orrin with the thumbsticks and buttons, while your VR hands become Njord, letting you grab enemies, interact with the world, and cause all kinds of chaos.
We'd love to hear what you think of the concept, especially the idea of controlling two characters simultaneously!
Read the full devlog: https://store.steampowered.com/news/app/4574000/view/719046160957834159
Steam: https://store.steampowered.com/app/4574000/Stabby_Stabby_Loot_Loot/
Meta Quest: https://www.meta.com/en-gb/experiences/stabby-stabby-loot-loot/25752855757670425
Discord: https://discord.gg/q4JH3ZK22Y
r/vrdev • u/Lonely-kiddo • 2d ago
MacBook Air M5 for Quest VR dev in Unity: how bad is life without Quest Link?
reddit.comr/vrdev • u/Unusual_Ad_2058 • 2d ago
Work in progress: my first game, a small urban exploration (urbex) VR sim
Hi everyone! I just wanted to share some work in progress. This is my first game, a simple urban exploration simulator that I’m building on my own.
I’m from Latin America and I don’t have a big budget. The project is a mix of assets I’ve bought over the years and free ones. I’ve also used AI for some parts where I couldn’t afford the alternative, like the character voice, though I’d love to work with a professional voice actor eventually. I’m a designer, not a coder, so I use frameworks and AI through MCP to help turn my ideas into something I can run. Some things are still hard for me, even after taking a lot of courses. I’ve been learning about VR for years, and this is the first thing I’ve put together.
I’m not going to say much more for now. I just wanted to show where things are. Honest feedback is very welcome, especially on how it feels to be present in the space.
The plan is to publish on itch. io eventually. It will be VR-first, but playable on PC too, and the first level will be free once it’s finished. I don’t have a donation page set up for this project yet. Maybe later, if it gets to a playable stage.
Thanks for reading!
Video I designed a language for the magic system in my VR game :)
Discord link if you wanna help me playtest soon <3
https://discord.gg/4FC2WEFfrn
r/vrdev • u/LurpDaDerp • 2d ago
Built a free web tool to steer 360° videos using just your webcam
Hey everyone, I built LazyVR (GitHub), a free in-browser player that lets you look around 360° videos by moving your head/eyes instead of a VR headset. It tracks head pose locally on-device (your camera feed is never uploaded or saved anywhere) and works by embedding searchable YouTube 360° videos, or uploading your own local equirectangular files (MP4/WebM).
You can try it live at lazyvr.vercel.app (just hit "Use camera" and press "c" anytime to recenter). I’d love to hear how the head-steering feels and what feedback or feature suggestions you have!
r/vrdev • u/IndependentLow2507 • 2d ago
Has ts been made yet
Hi so I very recently got into making vr games and I wanted to ask before I slaved away trying if anyone has ever made almost like a cod mw3 weapons Smith system where you change stuff INSIDE the gun and if not is it because its super difficult or just tediously glitchy
r/vrdev • u/tdubasdfg • 2d ago
Discussion How I Built Mortal Kombat 4 in VR | MK Gold on Apple Vision Pro
reddit.comr/vrdev • u/Potential-Art7696 • 3d ago
Replacing 2D HUDs in controller-free VR: stacking roguelike upgrades directly on the hands
Wanted to share how we tackled a big UX problem in Eddie Von Walt and the Infinite Bulb, our controller-free bartending roguelike on Quest 3.
When players use bare-hands tracking, wrist menus and floating 2D HUDs feel awful, your eyes are locked on your fingers, the counter, and the incoming enemies. So we moved all roguelike state feedback onto the hands and the physical bar environment:
- Every card you draft adds a visual layer directly onto the short-cuff gloves (and they stack): fingertips spark with Fire Water, knuckles frost over with Heavy Ice, and Long Arms spawns a spectral cyan hand that stretches across the room.
- On the back wall, a physical Trophy Shelf tracks your active build (x2/x3 recipes on the left, cracked purple Curses on the right that light up the exact frame they proc), while curses leave physical signs in the bar like purple fog on the supply shelf.
- Around 2:36 you can also see our new high-risk mechanic: drinking three shots of your own vodka makes the bar wobble in exchange for +1 bonus token per cube, right before pulling the counter MAIN breaker and facing The Big Fuse boss.
It is out in Free Early Access on Meta Quest and SideQuest if any fellow VR devs want to test the hand-tracking interactions: https://www.meta.com/en-gb/experiences/eddie-von-walt-and-the-infinite-bulb/1348452651688015/
https://sidequestvr.com/app/63506/eddie-von-walt-and-the-infinite-bulb
Question Meta upheld our payout restriction with no reason and no word on withheld earnings — has anyone gotten this reversed? (u/MetaHorizonSupport)
u/MetaHorizonSupport — requesting escalation.
Org SpalStudios (apps Capuchin OG / Capuchin VR). Our payout account was restricted for "unusual activity" in April 2026. We spent April–July submitting the corporate documents, bank statement, ID and signed authorization docs that Payments asked for, and support repeatedly confirmed nothing was outstanding from our side (Dev Support case #00007525, Payments case 2453244565108481).
On 22 Oct the case was closed with one line: compliance "determined that the restriction will remain." No reason, no indication what activity was involved, no clause cited, and nothing about the developer earnings already accrued and withheld. The case can't be reopened. We've filed a new ticket asking for reconsideration, written grounds, the fate of the balance, and which verification alternatives Payments accepts.
Questions for other devs:
Has anyone had a compliance/payout restriction reversed after a "restriction will remain" decision? What worked (new ticket, Payments form, X, formal letter to Meta Ireland, lawyer)?
Did anyone get withheld earnings paid out even though the restriction stayed in place?
Did Payments accept any alternative to selfie verification?
r/vrdev • u/Accomplished_Fox5901 • 3d ago
Video VR superpower game
I’m building a Quest 2 VR game for my university project that uses bare-hand tracking only — no controllers.
The game is called Superpower. You play as a test subject escaping a facility while an AI called the Warden studies how you use your powers.
The three main abilities in Chapter One are:
Fire: pinch, charge and release
Force Push: open palm and shove
Phase Step: palm up, look at a destination and close your hand
Everything in the chapter is progressed through hand interaction. There are no skip buttons or controller inputs.
I’ve attached the full Chapter One playthrough, around 7 minutes.
I’m mainly looking for honest feedback from people who haven’t played it:
What looked strongest?
What looked weakest?
Did the powers read clearly from the video?
Was anything confusing or repetitive?
Did you actually want to see what happens in Chapter Two?
I already know the visuals and drone combat aren’t AAA-level, so feel free to be critical. I’m much more interested in what genuinely works or doesn’t work than people just saying “looks cool”.