RogueVR is a modern 3D VIRTUAL REALITY reinterpretation of the granddaddy of all roguelikes: Rogue. It stays faithful to everything gamers love about the classic rogue experience, while updating it with immersive 3D graphics and virtual reality interface. RogueVR is designed for Oculus Rift, SteamVR, Project Morpheus, and Samsung Gear VR, but will also be playable in non-VR as a first-person 3D roguelike RPG on Mac, Windows, and Linux.
The inventory screen pops up at the push of a button (keyboard, mouse, controller, touchpad, etc.) and then allows you to use, equip, or drop inventory items as necessary.
If you look down at your hands during "inventory/status mode" you will see a map of the dungeon level! This map is dynamically drawn to reveal only those areas of the level you have explored so far (although magical scrolls may reveal the complete map, or special features such as items, gold, or monsters)
If you have an Oculus and want to get a feel for the immersive environment and user interaction of RogueVR, there is an "alpha teaser" demo currently...
If you have an Oculus and want to get a feel for the immersive environment and user interaction of RogueVR, there is an "alpha teaser" demo currently available for free download. It's not a full-fledged game, but it IS an experience!
Head to VirtualRogue.com to find the "Demos & Downloads" to try it out
INSTRUCTIONS: Download and unzip the executable file from the above link, then run it (make sure your Oculus is plugged in and turned on!) Whichever direction the Oculus is facing when you start the program will be the default "forward" facing direction, so make sure the headset is facing forward before starting the game.
Once in the game, you can look around, see the environment, see your body, etc. Currently, the only action available in the game is moving/walking. To do so, look at the point you want to walk to on the floor; you will see a footsteps icon appear to indicate the walk target. If you look at the floor for an extended period of time (currently 2 seconds), you will move to that destination.
NOTE: Keep in mind that this is a very alpha development build to showcase the feel and interaction -- a more complete demo of the full functionality of the game will be coming soon! (Keep in mind that the timed-turn-based walk/interact method is still in progress; time limits may be altered through play-testing, and a status indicator will tell you how much time has elapsed and show when you are about to choose that action.)
Stay tuned for playable demo!