Most of the issues addressed in the patches were not specific to playing the game with VR:
Patch notes 3632https://www.reddit.com/r/SteamKiwi/comments/72atlf/xing_the_land_beyond_patch_notes_build_3632/
Fixed a bug where vertically facing fans (updrafts) were drastically reducing movement speed in VR.
Disabled buttons in the menu no longer highlight when traced by a motion controller.
Fixed an issue where gameplay settings were getting reset to default whenever the player changed levels.
The movement tutorial will no longer show if you return to your save file after completing the game. (You’d think you would know how to move by then!)
Updated the circular door graphics to accurately reflect the number of poetry per level (whoops!)
Removed an erroneously placed teleporter mesh in the rune forrest / short stories area.
Added an extra stone head near the bonfire to facilitate easier passage to the treasure.
Made the collision on the stone heads larger for easier jumps.
Hanging drums should no longer get stuck in an upward position if hit really hard (limited the swing angle)
Hanging drums no longer light up if touched by the player.
Fixed a critical bug where player’s could spawn to an inactive respawn node and be stuck underwater. NOTE: To anyone who experienced this issue, this patch will fix your save (you should spawn back up above the water when you reopen your file) but the music will be stuck on the final puzzle music. If this bothers you, you can reset the level using the menu to get the music back to normal, though you will need to replay the level back to where you were.
Rune Levels / Short Stories:
Fixed the text on the 3rd tablet in Rowland’s story to match the voice over.
The door to Akasha should now remember if it has been opened if you quit before entering.
Fixed some rubbish collision on the path to the first power beacon (time of day)
Some users are still reporting the left eye transparency flickering problem on Vive. I’m not positive, but I believe this is an issue with certain graphics drivers and Unreal. I’ve sent out a support ticket to Epic for a solution, but in the meantime people have said restarting their computer has fixed the issue for them. Seems weird, maybe it is something to do with SteamVR settings carrying over from other applications… not sure yet. Let me know if you find any clues on the forums.
I’m going to add mouse and gamepad sensitivity options to the menu. The variables are actually already there in “Game.ini”, they just don’t have an option in the menu yet.
We are thinking about adding an indicator for VR users noting where the center of their playspace is should you move too far away from it.. For comfort reasons, XING does not move the player’s collision capsule with the HMD movement. That could possibly create situations like the player walking forward in real life into a wall, but the camera would stay stationary due to the collision. While that sounds like it makes sense, it causes a serious disconnect when the game camera doesn’t move when you do. By decoupling HMD movement from the actual collision in game, however, the can be situations where the player doesn’t know where their actual collision is compared to their position in real life. Hopefully this would reduce the number of “I fell through the floor” reports, as these are caused by people thinking they are in the center of their avatar in game but in reality they may be a ways away.
I want to address some of the platforming issues brought up as well. As many of you pointed out, the ability to jump differentiates XING from some of it’s contemporaries, but some of the jumps are a little rough. I’ll be sweeping through the game and cleaning up any oddball platforming sections.
Patch notes 3633https://www.reddit.com/r/SteamKiwi/comments/72wbzg/xing_the_land_beyond_patch_notes_build_3633/
OK, this time I swear I actually fixed the fans in VR. I completely rewrote the fan code and have personally vetted every fan in the game in VR, so there should be no more issues with this (knock on wood). Essentially what was causing the super slow motion was that the player could potentially never technically “reach the top” in VR due to literal height differences between players. This has been entirely reworked and should be a comfortable and consistent experience in VR.
I added a save backup for both the main game saves and the in level quicksaves. Essentially this should help prevent edge case issues if for some reason the save file was halfway written during a power failure, for example. The system should automatically move over to using the backup files, but should it not, you can manually swap the files very easily in explorer. Quicksaves backups are a little different in that they only save when a talisman quad is placed, giving the user a sort of hard “checkpoint” to be able to backup to incase something goes wrong during play and they want to reset
Fixed some collision in the Rune Forest area to prevent players from getting stuck.
Fixed an issue where you could get stuck between some pillars and ice on the second talisman quad puzzle (elephant forest area). (Thanks Colin :D)
Fixed an out of bounds problem in the second area.
Rune Levels / Short Stories:
Fixed some collision around Cassia’s level where you could go out of bounds.
To address some of the issues brought up last patch…
My best guess on the flickering in the left eye on Vive issue is that it is caused by out of date graphics drivers. Make sure you guys update your drivers before trying again, and if the issue persists, make a post on the discussion forums listing your hardware and driver combo.
There seems to be a few graphical errors when playing on Intel graphics. We don’t officially support Intel Graphics (mainly because most of them are too underpowered for the game) but I’ll take a look on my Intel system and see if I can find out what is happening anyways. It may also be a driver issue.
On the platforming front, I’m thinking about prototyping an optional jump assist like the one found in Croteam’s Talos Principle (shoutout to Croteam, I met a few of them at PAX a few years back and they are awesome people with an awesome game). For those not familiar with it, when the player can make a jump a “footstep” symbol shows where the player will end up. If the player presses the jump button while the icon is visible they interpolate to the location, no precision required. This, of course, would be an opt-in feature; normal jumping would not be affected. Let me know if this sounds like something that you would use in the comments.
Of these fixes, very few of the issues are described as VR-specific. Even if only 10% of players run into the non-VR bugs while 100% of players using VR run into the VR bugs, fat lot of good that does you if you're among that 10% that needs the fix to continue.
The developer needs to offer downloads of the patches to donors who don't want to use Steam. Otherwise he should refund the donors' money if they're not able to play due to a glitch fixed in a Steam-only patch.