A Sci-Fi FPS for Oculus Rift and Vive that sends the player to a war between good and evil. Experience hordes of monsters, a gloomy moon base setting, mighty weapons, intense action and a lot of fun in VR.
We VR action!
(Descriptions/Presskit also available in Italian, French and German. Please write an email for further information. Translations by email@example.com)
The concept of the game was developed exclusively for Virtual Reality. DEAD MOON is available for Oculus Rift and HTC VIVE. The game captures an advanced combination of movement techniques with intuitive controls. Items can be touched, used, or destroyed for an even more intense feeling during the game. There are a lot of weapon types and a lot of different opponents. Each opponent has its own AI behaviour and its own unique fighting skills. Experience the fascinating moonscape and explore a dilapidated moon base with a lot of secret hideouts, impregnable hordes of opponents, and a sinister Sci-Fi setting.
It is the year 2393: You are an archaeologist. On your way back from a mission on Mars, you made a forced landing on Moon Phobos and found the forgotten outpost “Stickney 2”, which was abandoned 70 years ago. While trying to find a way to leave the moon alive, you find yourself fighting against massive waves of monsters there. The bloodthirstiness of the monsters is everywhere, whether you are in the abandoned space station or on the moon’s surface.
You can choose between a combination of stationary, roomscale, walking (motion controller direction movement), and teleportation for movement at anytime. Thus, a separation between line of sight, shooting direction and direction of movement is provided. We call it separated view, shot, direction (SVSD) locomotion. With the help of SVSD, motion sickness gets reduced to a minimum and a fluid movement is provided. The walking speed is from slowest to fastest continuously adjustable!
The enhanced SVSD system supports free locomotion via thumbstick (Rift) and thumbpad (Vive). You can control the walking direction completely via thumbstick and thumbpad.
- New trashy Stickney 2 design elements
- More ammo on difficult hard
- Loading/Screen information
- Small Medikits 25 could partially charge 75 hp on difficult easy and hard
- Collision adjustments
- Revised light design in some places
Description and new features
- Optimized depth effects through color dynamics and texturing
- Adaptation of AI ranged combat for better game dynamics
- New 3D elements
- New textures
- Revised texture design
- Partially revised level design
- Partially revised lighting design
- Higher level of details in many maps
- Opponents have been repositioned in some places
- New sky environment
- Small acid tanks
- Preservation tanks
- Steel structures
- Diffferent wall typs
- Monster pieces
- Some walls were set wrong
- Some items were set wrong
- Texturings were faulty in some places
- Corrections to various light sources
- It could happen that opponents switched to close combat mode too quickly
- Adjustment of collision detection for some 3D elements
- New texturedesign for some 3d elements
- New 3D Elements (Monster parts, destroyed wall elements, moon base scrap metal, steel elements)
- Some sloping ceiling elements have been adapted
- Higher level of detail, especially in two Boss maps
- Adjustment of sequences
- Shadow corrections
- There were components that were not set correctly
- In a boss map the ground level has been adjusted
- Collisions adjusted
- Replacement of textures
• New Monster Jumpscares
• New 3D elements in numerous maps
• New Textures
• Revised labels in the tutorial scenario
• Diversification of enemy behavior in the tutorial map
• Interactive tablets with story elements and background information
• New particle effects for the Green Gold
• New splash effects for the Green Gold
• Fixed problems with the collision of monster parts optimized
• Fixed texture error monster cage episode 1,2
• Fixed faulty light calculation in episode 4
• Fixed. Some players had problems picking up items.
- Fixed high bug
- Fixed health/armor percentage
- Fixed armoured door closing times
- Fixed impact radius for pink alpha monster
- Keycard size changed
- Adjusting the player's deceleration with glide locomotion
- AI variation of the blue boxer monster
- No more stucking opponents in doors
- New enhanced locomotion system
All functions can be used at any time during the gameplay.
- Difficulty level for each of the four episodes
- More balanced health and damage ratio
- CPU performance update (Tested with FX6350/R390)
- New gore effects (Monsters can cut into pieces)
- Holobutton for ingame video screen
- New geometric wall elements
- Music support for endboss fight
- New powerful alpha monster in ep 3 and ep 4
- More damage with Plasma Gun
- Adapted instruction graphic
- Some smaller bug fixes
• Complete revision of the tutorial map
• Remove tutorial voice (Thanks to JadeK)
• Drastic increase of walking speed (Thanks to VoodooDE)
• Hit-Animations and demage feedback
• Complete new monster noises
• Bugfix sounds of dead monsters
• Tons of smaller bugfixes, tweaks and otimizations
Arline Groenewald from VR The Gamers has written an article about the early access version of Dead Moon - Revenge on Phobos. Check it out!
Hello, VRBeginnersGuide makes a comprehensive review of the Eearly Access Dead Moon - Revenge on Phobos in an article. Take a look! You can find the article...
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