I have been a huge fan of the Oculus Rift since its Kickstarter in 2012. I don't think I'll ever forget the first time I strapped one to my face and started walking around in a virtual world. It sounds silly but it really is something that truly can't be explained and has to be experienced to understand. Last year I participated in the Oculus/IndieCade VR Game Jam with 4 others to create Eruption. It was a side-scroller, rather than a typical first person game and got a decent reception. Working on that game cemented my love for developing Rift games.
So when I began work on Verde Station, I knew from Day 1 that not only would I be supporting Oculus Rift, it would be the priority. What this means for a game is that the entire UI has to be rethought. You can't just slap an indicator in the corner of the screen or throw text up on the screen like you can with a monitor.
This is definitely a design challenge but I've kept it in mind while building Verde Station so the gameplay isn't hurt, it actually benefits from it. In the game you're exploring the world and interacting with it so the more I can keep you focused on the world rather than taking you out of the experience the better.
And an added bonus is that it's a bit surreal to create a game and then be able to feel like you're actually inside it. O_o