For more in depth information and updates, see the VR Dungeon Survival Project Blog.

Features Overview

  • Co-op multiplayer (at least 2-4 players, maybe more unofficially supported)
  • Streaming, no-load-screens transitions between levels of the dungeon
  • True First Person (you can see the character’s body, including animations)
  • Deep Item System – Fire burns things, water douses them, etc. generalized gameplay that layers up to produce complex interactions
  • Real-time Physics Interactions and Combat – Items are physics based as in games like Skyrim, combat is based on physical collisions – if you hit – you hit!
  • Environment Interaction Over Hash ‘n’ Slash – Use your wits to overcome the dungeon’s deadly foes and traps! Ingenuity is rewarded over blunt force.
  • A Customizable Experience – Want hardcore roguelike style gameplay with permadeath? Or would you rather have a more Skyrim-style experience? You choose!
  • Modding Support – Via both configuration file editing (recombine base gameplay of items/monsters with new looks and combinations of behaviors) and advanced modding through the UE4 engine. Modding means a replayable experience you can keep coming back to for years to come.

About The (VR) Dungeon Survival Project

The (VR) Dungeon Survival Project is a game built out of my desire to make something that captures the magic of deep item and environment interaction gameplay of roguelikes, on top of a foundation of survival gameplay.

In addition, the game is my experiment into VR and supporting novel input devices for more interactive, fine-grained gameplay.

What this means is that ultimately Dungeon Survival will support setups that allow the player to play with natural input, such as walking using an omni-directional-treadmill, and interacting with game objects via  something like ControlVR.The game will support as many inputs as possible of this type, from ODT + ControlVR through Razer Hydra all the way to regular mouse and keyboard or controller. The end goal is to absolutely make you feel as if you are in the dungeon surviving through its deadly levels, especially when using the maximal supported inputs. Some gameplay will be approximated if no motion-inputs are available (i.e., animations will happen instead).

Mod support is also very important to me, as I fully understand that mods are the key to longevity of games of this sort. Most things will be able to be tweaked or added to without any tools other than a text editor, but advanced functionality will require downloading a mod pack with source files for the game, and getting access to Unreal Engine 4. While that does mean players will have to pay $19 for advanced modding features, it also has some benefits over a built in free tool.

* The UE4 license would still be valid for whatever games the modder would like to make on their own.
* The tools are very powerful, and would not be limited in a way that a built-in tool might be. It’s the same thing that was used to build the game.
* Experience using UE4 to mod the game will translate directly into making games in general, unlike with specialized game-or-engine-specific modding toolkits.
* Drastically different functionality from the base game will be possible without hacking things in a weird way.

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Blog RSS Feed Report abuse Latest News: Storyteller: Fireside Tales 0.3 Alpha Released

0 comments by n00854180t on Aug 18th, 2014

Storyteller: Fireside Tales - 0.3 Alpha Release

Get it here:

Download: Storyteller: Fireside Tales – Alpha 0.3 Build (IndieDB) 
Download: Storyteller: Fireside Tales – Alpha 0.3 Build (Mediafire Mirror)

Updates/New Features

  • Got rid of tesselation on character.
  • Hid character until DK2 arrives for proper leaning/head rotation.
  • Revamped level with less meshes and better/faster geometry
  • Added distant birds
  • Added ambient morning sounds
  • Selecting a book  that is currently already playing will simply pause it now (this is an effect of the below fix).
  • Added batch files for selecting different UE4 options that might be useful for getting extra performance for Oculus Rift users.

Bug Fixes

  • Fixed an issue that would cause weird behavior in the menu system when switching to a different book.
Downloads RSS Feed Latest Downloads
Storyteller: Fireside Tales 0.3 Alpha

Storyteller: Fireside Tales 0.3 Alpha

Aug 16, 2014 Full Version 5 comments

[UPDATED] Alpha 0.3 Build - Tested and seems to work correctly! See news release for more info.

Post comment Comments
Guest Jul 19 2014, 8:14pm says:


+2 votes     reply to comment
n00854180t Jul 20 2014, 12:47am replied:

Done... well that's a hard thing to answer.

However, I can say I hope to have an early playable demo out sometime next month! :)

Also check the screenshots - three new screens of the WIP level.

+2 votes     reply to comment
DraigoDragon Jul 19 2014, 3:21pm says:

i will watch with much anticipation and glee

+3 votes     reply to comment
Oneofthe8devilz Jul 19 2014, 3:20pm says:

Very interesting project... tracking

+3 votes     reply to comment
MrNexy Jul 18 2014, 1:29pm says:

We finally get to see some screenshots, awesome sauce man :D

+3 votes     reply to comment
n00854180t Jul 18 2014, 3:26pm replied:

More to come, and hopefully a video as well this weekend!

+3 votes     reply to comment
MrNexy Jul 18 2014, 3:28pm replied:

That would be awesome ^^

+3 votes     reply to comment
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The (VR) Dungeon Survival Project
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Latest tweets from @dungeonsurvival

Got my Oculus Rift last night! So awesome! Also I'm immune to VR sickness, which is nice. #oculusrift

Sep 10 2014, 6:30pm

RT @sfaok: Wrote a guest article for Road to VR on procedural animation. I'm vague because a lot of it is unpublished research!

Sep 5 2014, 5:36pm

RT @HeadTripGames: iOmoon scans in game screenshot #oculus #OculusRift #3dscanning #gamedev #science #tech #scifi ht…

Sep 5 2014, 12:15am

Async zip and async jpg -> textures are now 100% working, no slow downs or hitches in the main thread. Comic book reader coming soon!

Sep 4 2014, 7:07pm

Only been using UE4's C++ for ~1wk, but got a nice little threaded zip + jpg reader going for my comic reader, in #UnrealEngine4 #Oculus

Sep 4 2014, 2:12am

@oculus I'm interested, but a position doesn't immediately stand out (programmer) - any advice?

Sep 3 2014, 5:56pm

@Dethtron5000 @ID_AA_Carmack Heard about that! I think Carmack's offering will be more comic-shopping than mine, focused on immersive readin

Sep 3 2014, 5:43pm

@Dethtron5000 Working on a VR comic book reader, thought you might be interested :)

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Check this out, I just got 5% off by tweeting:

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