A Long Way In A Short Time – The History Of Fast Travel Games

We talk to CEO Oskar Burman on the history of this VR-exclusive developer as it prepares to put out its fourth title in three years.

In VR, you’ve probably noticed, there isn’t much you can depend on. This industry is a minefield of risky markets and unwieldy technology that any developer is lucky to simply navigate and come out on the other side unscathed, let alone successfully. But there is one studio that’s earned an uncharacteristic reliability in these past five years, and that’s Fast Travel Games.

The Stockholm-based studio, which has the luxury of neighbouring alongside talent hotbeds like DICE and Rovio, already has three released VR games under its belt and will add a fourth next month with Wraith: The Oblivion – Afterlife. None of its past titles are what you might consider stone cold VR classics. They are, however, consistent performers – rock solid in playability, considered in design and never anything less than enjoyable to experience.

Slipping a headset on to play a Fast Travel title often feels like sitting down in front of your console and booting up a new release. These are games you can count on, a persistent trait only a few studios can claim to have matched this far in. Whether it’s the core thrills of Apex Construct’s archery combat, the warmth of The Curious Tale Of The Stolen Pets’ whimsical worlds or even the brilliantly physical stealth of Budget Cuts 2 (co-developed with Neat Corp), we’ve come to depend on Fast Travel as a sort of VR constant.

Swedish Superstars

Perhaps that’s no surprise when you consider the culminative experience behind the studio’s three core founders. CTO Kristoffer Benjaminsson and Creative Director Erik Odeldahl both hail from DICE, working on the Battlefield and Mirror’s Edge series respectively. For a time CEO Oskar Burman also worked at the EA-owned juggernaut, but he’s also held senior positions at Just Cause developer, Avalanche Studios and, until 2016, was the General Manager of Angry Birds creator Rovio’s Stockholm studio. Quite a résumé between them, then.

Why leave the safety and comfort of those established studios for all this, though? Burman’s own story is familiar – dreams born after watching 90’s cult classic, The Lawnmower Man and then brought into stark reality after getting to demo the HTC Vive in 2015 at a space Valve’s Chet Faliszek had set up at the offices of Payday developer (and StarVR creator), Starbreeze. Talking to me over web-call, Burman even describes the experience with the same ‘mind-blown’ sound effect I think we’ve all made to translate our VR excitement at some point.

“I had been at Rovio for three of four years by that time,” Burman says, “I was leading that studio but I felt like now is the time to go and build my own studio and focus on VR. I’ve been kind of waiting for the right time to start something new, but this is the time.”

There were discussions, Burman notes, about possibly working on VR projects in their current positions, but the three didn’t want to be weighed down by corporate bureaucracy (which, to this day, is very real when it comes to VR). EA, for example, had shown interest in VR with a Star Wars: Battlefront experience on PSVR, but were years away from giving it the serious commitment seen in Squadrons. They wanted to be lean and nimble, to move fast, maybe break a few things, but start learning from those fragments right away. “That’s one of the things I’ve learned throughout the years is, when you launch games, that’s when you learn,” Burman says. The aptly-named Fast Travel Games was born.

The trio’s connections and body of work afforded it the benefit of venture capital, something few other start-up VR studios will have been fortunate enough to enjoy. But the team set it to work almost right away; the remaining months of 2015 were spent on R&D and securing office space (which, at first, included sharing with Budget Cuts’ Neat Corp) and Fast Travel’s first game entered development in the early days of 2016.

Constructing Apex Construct

The team had big ambitions within the context of the VR market. It wanted to make a full, multi-hour campaign, the kind that Burman and co had been crafting for their entire careers and a direct response to the influx of wave shooters and short experiences VR was seeing so much of at the time. Apex Construct, Fast Travel hoped, would be the game early VR adopters had been pining for.

Design was smart and tight, sticking to what we already knew worked in VR. There was archery-based combat against enemies that fired huge, glowing projectiles you could dodge, for example. Though the narrative was linear, Fast Travel built out wide-reaching levels that could be revisited in later missions to open up new doors and passages, a neat way to reuse assets whilst maintaining the illusion of progression. Apex was an exercise in ticking the boxes not normal checked by your standard VR fare.

Critically, it performed quite well but, to Burman and co’s surprise its efforts to make a game VR owners wanted weren’t immediately rewarded with sales. “I think, we were disappointed at launch because we thought the market– we just thought there would be more demand at that point in time,” he says.

Over time, thanks to news headsets like Quest, Apex’s sales did begin to pick up — something Burman notes as very unusual for a single-player narrative title — but those early days were definitely a challenge for Fast Travel. “I would say 2017 but even more 2018 was the tough years when the momentum kind of died off and you started to question yourself: is this going to happen? What’s going to drive it going forward?” Burman recalls.

But Apex did accomplish one key goal; it gave Fast Travel a lot to learn from. “We learned a lot about VR interactions and what you need to think about when designing a VR game,” Burman says. “There’s a lot of other people that can speak to this but the detail of interactions, the stuff you’re expecting in VR like, if you see a texture with a button on you go press it immediately.”

There was also the growing demand for smooth movement locomotion, which Fast Travel had to implement into the game at a fairly late stage (before it had been teleport-only). Indeed, the bones of Apex Construct can be seen in every game the developer’s made since, if not always in the most obvious of ways.

A Curious Diversion And A Stealthy Surprise

Fast Travel wouldn’t take these learnings into a direct sequel to Apex Construct. Instead, for its next project, it picked something a little smaller, more manageable and — on the surface at least — quite different from its debut title. The Curious Tale Of The Stolen Pets was a cutesy puzzler that looked a little like a VR version of a Wallace & Gromit animation. You didn’t fire a bow and arrow, but instead rotated diorama-sized worlds in search of cutesy critters hiding in sunken ships and chests filled with carrots.

This, Burman says, was a passion project for the game’s lead, James Hunt, who worked with a smaller team inside the now-growing Fast Travel Games in a short amount of time to produce something of a light treat. “It’s a shorter game but it’s in many ways more polished than Apex,” Burman says. “It’s polished through and through, and also how the art comes together with the music from Wintergatan. It really works out perfectly.”

And, like Apex before it, Curious Tale has slowly but surely built an audience. “I think it’s the best-selling game we have right now on the market,” Burman reveals. “We did the hand-tracking addition to the game last year and it seems like it’s sticking and has this kind of unique niche in the Quest ecosystem.”

But, even if Curious Tale was unexpected, it wasn’t half as surprising as Fast Travel’s collaboration with Neat to release Budget Cuts 2: Mission Insolvency. The first Budget Cuts was an early showcase of how VR literally changed the game, emphasising physical movements to remain out of sight and rewarding player skill in ways flatscreen games can’t quite match. It’s also a pretty consistent seller on Steam – so why did Neat ask for help on the sequel?

“It was pretty natural to us,” Burman explains. “We had been spending a lot for time together, we knew each other, we trusted each other. Neat felt like they really wanted to build a sequel to the game and they didn’t have the capacity to get it out in that short time-frame they wanted it out.”

And so Fast Travel was enlisted. “It was fun, to do something, to work together,” Burman recalls. And a deeper bond has formed because of it. The two studios are now working on separate projects, but share a Slack group to talk about other games and movies. You can’t help but wonder, as the VR industry grows, if these two along with other Stockholm VR developers like Resolution Games and Cortopia might begin to hold reputations just as respected as the gigantic mega-studios that surround them.

The Afterlife Awaits

Around the time Fast Travel was working on Curious Tale and Budget Cuts 2, though, another opportunity arose. Paradox Interactive, another Stockholm-based publisher, was interested in getting into VR. The question was how to do that; existing IP like Empire of Sin and Prison Architect likely didn’t seem like an ideal fit.

But Paradox also owns the rights to an entire universe of horrors, the World of Darkness franchise, home to a tabletop RPG and games like Vampire: The Masquerade – Bloodlines. Its lore is comprised of various mythical monsters creeping out of the shadows and causing all sorts of misery. Fertile ground for a VR horror game, then.

“We felt like this being a ghost must work very well in VR,” Burman says, referring to the Wraith factions in the world. Wraiths are, essentially, dead people. They can enter the world of the living and effect it with supernatural powers, which is exactly what Fast Travel pitched to Paradox for Wraith: The Oblivion – Afterlife.

“It’s… uh, it’s a horrifying game,” Burman adds with a laugh. He doesn’t share the same affinity for horror that Creative Director Erik Odeldahl clearly does, but still says Wraith represents some big steps for the team. “If you play Wraith, you can definitely see the history from Apex and from Budget Cuts 2 in it, but there’s also things from Curious Tale in terms of interactions and such. But we’re taking all our learnings into this project. It’s a lot of stuff we’ve learned throughout the years that’s coming together here. It’s definitely our most ambitious project yet.”

In our interview earlier this month, Odeldahl told me Fast Travel Games was named as such because himself, Burman and Benjaminsson saw VR headsets almost as a portal to instantly bring you to new worlds. But, looking at the developer’s expansive output in the space of the past few years, the label feels all the more appropriate. Wraith arrives on Quest and Rift on April 20th, and there are SteamVR and PSVR versions arriving later down the line but, given the precedent Fast Travel has set, it might not be long until we hear about what’s next.

“We’re not going to be a horror studio from now on, we are going to move between genres, definitely,” Burman says, confirmed the studio is working on its next game (and even games) already. “Because I think we have the capability to do that and we have a great team that spans over different genres and games. So it’s going to be a variety. There’s a lot of stuff in the works. I really can’t say much more than that.”

Quite a rollercoaster of a few years, then, though that could be said of any VR developer at this point. What makes it all worth it for Burman is that, after all those ups and downs, Fast Travel is not only still here, but it’s growing, with nearly 30 employees already. “There’s so many that didn’t make it in a way,” Burman says of other studios, “like steered away and built something else. So I’m super proud of that. We’re still here, almost everyone in the team is still with us. It’s a bunch of true VR believers in this company that stick around and fought for this to happen.”

wraith upload access schedule

Fast Travel Games To Reveal Its Next Project At Upload VR Showcase: Summer Edition

Here’s some news we wish we could fast travel right to; the developer of Apex Construct, The Curious Tale Of The Stolen Pets and more is coming to Upload’s VR Showcase: Summer Edition on June 8th.

Yep, Showcase regulars Fast Travel Games will return to the 2020 iteration of our big event with a brand new game reveal. At last year’s E3 VR Showcase, Fast Travel debuted cutesy VR puzzler, The Curious Tale Of The Stolen Pets (which just revealed hand-tracking support on Quest), and Budget Cuts 2: Mission Insolvency, which it co-developed alongside Neat Corp. What could the team have in store for this year? No teases from us, but you’ll definitely want to tune in.

Fast Travel Games VR Showcase Tease

Fast Travel Games broke onto the VR scene in 2018 with Apex Construct, a VR adventure game that offered a full, story-driven campaign; not something that was very common at the time. Since then the team has become a big player in the industry with two Quest titles (a port of Apex and Curious Tale) and wider support for all headsets, including Sony’s PSVR. We can’t wait to see what it’s cooking up next.

The Upload VR Showcase: Summer Edition lands on June 8th (final time TBC). Fast Travel is bringing just one of over 20 upcoming titles we’ll be spotlighting this year, including fresh looks at some of your most anticipated games and all-new announcements. If you want to be the first to know what the next 12 months and beyond look like for your VR headset, you won’t want to miss it.

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Budget Cuts 2: Mission Insolvency’s Latest Update is all About Performance

Budget Cuts 2

If being stuck in your home all day has any benefits then its the excuse to play new videogames or revisit previously played ones. Neat Corporation and Fast Travel Games only released Budget Cuts 2: Mission Insolvency in December 2020 and whether you have or haven’t played it, today’s performance update and sale may make the title an enticing one. 

Budget Cuts 2

“During the development of BC2 we made significant advancements regarding performance compared to BC1. Despite this, some users were reporting bad performance, so we started digging even further for this update. The primary problem has been CPU performance, so we’ve reworked a couple parts entirely in order to bring CPU usage down further, as well as utilize a rendering feature we had previously overlooked. We did also fix a few bugs and add a couple new mutators along the way,” notes Fast Travel Games’ CMO Andreas Juliusson in a statement.

If you’ve not played either, the Budget Cuts series is a comedy infused stealth experience involving knives, a unique teleportation gun, squeezing into ventilation systems (and other small spaces) and a deadly bow. While being sneaky is encouraged you can still opt for action if you so wish.

Budget Cuts 2Budget Cuts 2 changelog:

  • New Mutators!
    • Mutator: Smooth turning (replaces snap-turning when enabled)
    • Mutator: Unarmed Supervisors
    • Mutator: Fragile knives and arrows
    • Mutator: Translocator launch force
    • Mutator: Stealth Translocator (brings back stealth translocations from BC1)
  • Windows Mixed Reality controller mesh
  • Distance grabbing improvements
  • Some distance interactions (swipe cards at a distance and more)
  • Multithreaded AI vision system rewrite
  • Single Pass Instanced Rendering
  • Multithreaded custom physics force calculations
  • Conductor scene significant performance improvements
  • Skyscraper scene savegame bugfix
  • Flattened hierarchies in scenes for performance boost
  • Controller optimizations
  • Physics optimizations
  • Spectator screen no longer has a border and takes up the full screen
  • Items no longer pile up at world origin on load (in certain scenes)
  • Checkpoints now immediately save the status of the game, fixing various save game bugs
  • Inventory stability fixes, no more invisible items
  • Unarmed state improvements for Supervisors
  • More accurate shot leading for Supervisors when using higher Aim skill mutators
  • Unity updated to 2018.4.21 (brings draw call optimizations and more)

Supporting Oculus Rift/Rift S, HTC Vive and Valve Index, Budget Cuts 2: Mission Insolvency is available on Oculus Store and Steam, with both platforms offering a 45 percent discount for a limited time. For all the latest Budget Cuts 2: Mission Insolvency updates, keep reading VRFocus.

Budget Cuts 2: Mission Insolvency’s Mutators Update Adds Smooth Locomotion

Last month Neat Corporation and Fast Travel Games launched stealth sequel Budget Cuts 2: Mission Insolvency for PC VR headsets. Having received a positive response from players the developers have now dropped the Mutator Update, adding a bunch of options to customise the experience plus one major feature – smooth locomotion.

Budget Cuts 2

Budget Cuts 2: Mission Insolvency’s movement is based around its teleportation gun dubbed the ‘Translocator’, great for moving between surfaces, small gaps and sneakily looking around corners. But it wasn’t great for those action situations where accomplished VR players want to move fluidly, strafing or quickly evading danger. So the introduction of smooth locomotion will be welcomed by many fans.

“Yes, we finally added Smooth Locomotion to Budget Cuts 2! Let’s just say there’s been one or two requests for this…”, Neat Corporation’s Designer Olle Axelsson says in a statement. “This custom setting enables you to move around in a traditional FPS style. You will still find the Translocator useful when moving between surfaces that are unreachable using smooth locomotion movement though. The ‘Mutators Update’ allows players to tweak a variety of mechanics in the game, such as adding Aim Assist when throwing knives or to enable a slow-motion effect that kicks in when you get shot at, and much more.”

Budget Cuts 2

While the new Mutators system will add greater gameplay variety players should be aware some will disable achievements. The full list is as follows:

  • Mutator: Homing knives (aka aim assist)
  • Mutator: Smooth locomotion
  • Mutator: Infinite Stabby Crystals
  • Mutator: Bullet Time
  • Mutator: Paltkoma (triggers slow-mo when eating)
  • Mutator: Gravity modifier
  • Mutator: Enemy aim skill
  • Mutator: Enemy detection speed
  • Mutator: Bullet speed
  • Mutator: NPC animation speed
  • Mutator: NPC health
  • Mutator: Starting equipment
  • Mutator: Guns (guns)
  • Level select (select which level you start a new game from)

The title continues the story from the original Budget Cuts with more TransCorp office mayhem to enjoy. This time however you’re supplied with bow for an added tactical advantage.

Budget Cuts 2: Mission Insolvency supports Oculus Rift/Rift S, HTC Vive and Valve Index, available on Oculus Store and Steam. Currently, there’s a 15% discount available until 27th January, dropping the Steam cost to £20.22 GBP. For all the latest Budget Cuts 2: Mission Insolvency updates, keep reading VRFocus.

Budget Cuts 2: Mission Insolvency Review – Bigger And Better Than Before

Budget Cuts 2: Mission Insolvency delivers a robust and highly-polished sequel to one of VR’s original standout experiences. Read on to find out why we enjoyed it so much!

At its core, Budget Cuts 2 is a game about patience in more ways than one. It’s about waiting for the right moment to stealthily take down enemies, having the consideration to comb through levels to solve puzzles, and not getting too annoyed when a bug forces you to reset from a save point and lose some progress. See what I mean? Patience.

When we reviewed the first Budget Cuts in mid-2018 we were met with a game that struggled to meet its lofty and long-winded expectations. The original title from Neat Corporation was a key marketing inclusion of the HTC Vive itself in early 2016 with its free demo but didn’t fully release util over two years later and was still plagued by poor design choices in some key areas and a slew of troublesome bugs. Despite all of that though, it still had a lot of promise under the layers of setbacks.

Now with Budgets Cuts 2: Mission Insolvency they’ve built upon the fully-patched post-release version of Budget Cuts, iterated on the core ideas that worked best, and expanded things into a much larger world that feels more alive and realized. Partnering with a talented studio like Fast Travel Games (the team behind both Apex Construct and The Curious Tale of The Stolen Pets) certainly helps too.

Budget Cuts 2: Mission Insolvency is a textbook example of how to do a safe sequel extremely well. It doesn’t dramatically rewrite the formula laid out in the previous game by any means, as it instead refines and expands what made the concepts so intriguing to begin with. And as expected, that all starts with the innovative movement system. Rather than just pointing and clicking to teleport, you have a teleporting gun. It works by firing a small orb that expands into a ring on the floor showing where you’ll appear. At the tip of your gun is a portal that you can look into to preview the location and even check out the surroundings to scope out your next move or make sure the coast is clear. You’ve gotta be careful though because enemies can see through the portal as well.

Combined with the physicality of sneaking behind objects, ducking around corners, and striking robots with projectile weapons and arrows, Budget Cuts 2 is one of the most gleefully active VR games I’ve played in quite some time. Even recent titles like Boneworks, which are founded on an intricate system of physics simulation, are fully playable standing still or seated. Budget Cuts 2 begs me to move around, dodge bullets, and hide behind boxes more than most VR games, save for maybe Espire 1: VR Operative and Unknightly. It’s a true stealth game that embraces its VR heritage.

Much of that could be said of the previous game too though, so the key question still remains: What exactly is different this time around, other than the setting and addition of a bow and arrow? The honest answer is not a whole lot, but it’s all a bit better. Environments feel larger and more open with lots of outdoor areas to explore, the world feels more realized instead of being confined to a repetitive office maze, and enemies seem smarter and less prone to suicidal tripping. The AI still isn’t perfect — I can close a door for a few seconds to apparently erase myself from their memory, for example — but it’s certainly a step up from before.

budget cuts 2 stealth blurred background budget cuts 2 top of train

Since not a whole lot of the foundation has really changed here (it’s a full sequel crafted by two studios joining forces over the course of one year, what do you expect?) a lot feels the same — including some of the core issues. For example, one of the most common actions you take in Budget Cuts 2, just like its predecessor, is throwing an object such as a knife, dart, or other adoptive lethal device to take out robots. The problem though is that despite the small size and presumably light weight of these objects, they require significant throwing force on your part to actually toss them more than a couple of feet. Like, an unusual amount of force to the point that it’s not only immersion breaking, but it’s outright frustrating. The game seems to think I’m trying to toss a bowling bowl rather than a fork or coffee mug.

Flicking my wrist with a bit of forward momentum is all it should take, instead I’m risking shattering something in my room every time I try to take out an enemy with a thrown object. This was an issue we noted in the previous game as well and it seems odd that it’s persisted so directly here. Luckily after the first level you mostly switch to the bow as your main weapon for much of the game.

Another thing that’s persisted here is just how obtuse some of the “puzzles” seem to be. Rather than creatively applying unique puzzle scenarios that require out of the box solutions, you’ll instead be faced with obscure objectives like “Find the key code for the locked door, it’s on the train somewhere” from time to time and then forced to backtrack through the entire level trying to find what you must have missed the first time through. Carefully paying attention to the environment (and sounds!) is crucial.

Even though this is a marked improvement over the original Budget Cuts, it still has its share of bugs too. At one point I was supposed to toss a bomb off a train before it explodes, but I wasn’t able to so I died and reloaded in the room again. The timer was broke after that. Another time all of the enemy projectiles froze in the air issuing a steady stream of particle effects that completely tanked the game’s performance, slowing to a chug, forcing me to restart even though I was midway through the level. Nothing game-breaking, but still annoying. It made me a bit woozy too.

budget cuts 2 screenshot featured image

All that being said, it doesn’t take away from just how much fun Budget Cuts 2 is to play. Once you come to grips with the unique teleportation system and learn to use your real world body movements to pyhsically navigate levels, it’s a joyous experience. Robot AI is just good enough that if you’re in their line of sight (even above or below) at a surprising distance, they’ll probably start to recognize you requiring you to literally duck down behind a waist-high object or behind an air vent.

During one purely unique VR moment I was reminded of why I love playing VR games in the first place. I was faced with a robot packing a rocket launcher and riot shield so i didn’t stand a chance facing him head on with just a bow, a few arrows, and some knives. So I went above the ceiling tiles, dropped down, went down into an air vent, had to get down on my knees in real life, physically barrel roll across my floor on the ground when he almost spotted me through the air vent, slot my arrow while laying on my back, and then roll back into view just in time to shoot the robot in the calf. Then I just patiently waited for it to slowly bleed out (note: oil, not actual blood) until it died.

It doesn’t get much more satisfying than that in a VR game. Too bad my Rift S cord got tangled and I had to take off the headset to fix it before pressing on.

Comfort

Comfort options in Budget Cuts 2 are pretty limited, but that’s mostly because it’s designed to be comfortable from the get-go. There is no smooth locomotion at all and no stick turning that I noticed. You physically turn your body around and when you launch the game it asks if you’re playing 360 or 180. And when you teleport you can see a dot within your tracked space outline on the ground to denote where you’ll be standing. That’s it. Everything else is actual body movement.

Visually, it looks nearly indistinguishable from its predecessor save for the large outdoor areas. You can’t see the street usually, it’s just a foggy haze down below, but it still lends a grandiose atmosphere that was missing from the first game. The whole game is built as layers on top of layers so you’ll explore a skyscraper, then head out on the balcony to bounce across patios and roof tops, then go back inside to begin a new ascent. It provides just enough change of pace to keep things from getting stale.

Narratively it’s more implied than explicit, but the subtle environmental bits often earned a chuckle and smile in key areas. Taking the time to listen to the robot banter is enjoyable as well, as-is reading all of the signs and billboards. Just like everything else here, it feels more fully realized this time around.

Budget Cuts 2: Mission Insolvency Review Final Verdict:

For all intents and purposes Budget Cuts 2: Mission Insolvency is a bigger and better version of its predecessor in virtually every way. The scope is larger, the bow and arrow adds significantly more depth and strategy to combat, levels are designed more thoughtfully, there are fewer bugs and AI issues, and it all around feels like a more complete game. Budget Cuts 2 feels like the game that the original Budget Cuts wanted to be, but never quite lived up to. It’s not without its bugs and minor gameplay annoyances, but what we’ve got here is a clear example that there’s life in this IP as a franchise and we hope to see Neat Corporation and Fast Travel Games work together again soon.


Final Score: :star: :star: :star: :star: 4/5 Stars | Really Good

good bad pro con budget cuts 2 review

You can read more about our five-star scoring policy here.


Budget Cuts 2: Mission Insolvency releases December 12th, 2019 for $29.99 on both Oculus Home for the Rift platform and Steam for Rift, Vive, and Index headsets. There is also a bundle on Steam for Budget Cuts 1 and 2 together for $54, which is a 10% discount versus buying them each separately.

This review of Budget Cuts 2: Mission Insolvency from Fast Travel Games and Neat Corporation was conducted on an Oculus Rift S using two Touch controllers via the Steam version. 

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The VR Game Launch Roundup: Five Fantastic Fantasy Titles

VRFocus brings you another list of virtual reality (V)R titles being released over the course of next week. Following on from last week’s mainly Oculus Quest-focused list, this week users can look forward to every leading headset having at least one new title. Make sure to check out our accompanying video to get a mini-preview of each title’s gameplay.

Fujii - PSVR

Fujii – Funktronic Labs

From the developers of Cosmic Trip and Starbear Taxi, comes a new VR adventure. Funktronic Labs present Fujii, a new musical gardening universe where players collect seeds to grow musically activated rare plants. Explore magical organic outdoor landscapes, all accompanied by an interactive soundtrack by French artist Norman Bambi.

  • Supported platforms: PlayStation VR
  • Launch date: 10th December

Boneworks – Stress Level Zero

Boneworks is a VR adventure developed and published by Duck Season team Stress Level Zero. Using a variety of weapons and tools, take down enemies and try to solve various puzzles which are all based on hyper-realistic physics. Designed to fully make using of VR’s immersive technology, Boneworks encourages you to play and interact with the world and its many possibilities.

Boneworks

Vacation Simulator – Owlchemy Labs

Welcome to the vibrant, colourful world of vacation island. A sequel to the hit 2016 title, Job Simulator, Owlchemy Labs released this sequel, Vacation Simulator, back in April 2019. Previously only available on HTC Vive, Oculus Rift and PlayStation VR users, next week Oculus Quest owners can also join this world run by robots to enjoy the ultimate vacation experience. In a total opposite environment experienced in Job Simulator, users can interact with almost anything around you in a videogame featuring endless mini-games.

  • Supported platforms: Oculus Quest
  • Launch date: 12th December

Budget Cuts 2 – Neat Corporation & Fast Travel Games

Neat Corps and Fast Travel Games have teamed up to create a sequel and self-contained follow up to the much-loved VR title Budget Cuts. In Budget Cuts 2: Mission Insolvency, it is your mission to stop robots taking over the human workforce and forcing humanity out of existence. Featuring brand new environments, enemies, gadgets and challenge types.

Budget Cuts 2Food Factory VR – TOMATOVR

A VR videogame revolving around all things to do with food, compete with users around the world in over 8 different stages of food-themed minigames. Currently, in Early Access, TOMATOVR is looking to feature more stages and additional features for the final version, involving the VR gaming community with the use of a public Trello board and Steam Community forums to get feedback from as many users as possible.

Watch Budget Cuts 2 Launch Trailer Ahead Of December 12 Release

Earlier today, we debuted the launch trailer for Budget Cuts 2: Mission Insolvency as part of our first ever Holiday VR Showcase. The new trailer shows off some new gameplay and footage from Neat Corporation and Fast Travel Games’ highly-anticipated sequel.

Scheduled for release on December 12, just two weeks away, Budget Cuts 2 will continue on from the first game’s cliffhanger, but with new weapons and mechanics to boot. The most prominent new mechanic is the addition of the bow and arrow weapon, which you can see in the launch trailer above.

The first Budget Cuts game spent two years in development, but was a bit of a mixed bag upon launch. However, with the sequel, the developers are looking to build upon the foundation of the first game, therefore cutting down on development time and also hopefully improving some of those minor gripes we had with the first game, as per our review. If the pre-alpha build that Jamie went hands-on with back in June is anything to go by, it looks like this will be the case.  “In the hour I’ve played, I’ve found a game free of the frustrations of the first, one that finally let me embrace the joys of the mechanics Neat has been working on for so very long.”

The Budget Cuts 2 launch trailer was just one of many reveals and new footage we debuted in our Holiday VR Showcase earlier today. Be sure to catch the full video if you haven’t already, or check out some of the highlights. We went behind-the-scenes on the upcoming shooter Solaris from the developers of Firewall, debuted footage of Oculus Quest version of Ghost Giant, and got a first look at the upcoming Pistol Whip update, including a new level called ‘High Priestess’, among much more.

The post Watch Budget Cuts 2 Launch Trailer Ahead Of December 12 Release appeared first on UploadVR.

Watch Budget Cuts 2 Launch Trailer Ahead Of December 12 Release

Earlier today, we debuted the launch trailer for Budget Cuts 2: Mission Insolvency as part of our first ever Holiday VR Showcase. The new trailer shows off some new gameplay and footage from Neat Corporation and Fast Travel Games’ highly-anticipated sequel.

Scheduled for release on December 12, just two weeks away, Budget Cuts 2 will continue on from the first game’s cliffhanger, but with new weapons and mechanics to boot. The most prominent new mechanic is the addition of the bow and arrow weapon, which you can see in the launch trailer above.

The first Budget Cuts game spent two years in development, but was a bit of a mixed bag upon launch. However, with the sequel, the developers are looking to build upon the foundation of the first game, therefore cutting down on development time and also hopefully improving some of those minor gripes we had with the first game, as per our review. If the pre-alpha build that Jamie went hands-on with back in June is anything to go by, it looks like this will be the case.  “In the hour I’ve played, I’ve found a game free of the frustrations of the first, one that finally let me embrace the joys of the mechanics Neat has been working on for so very long.”

The Budget Cuts 2 launch trailer was just one of many reveals and new footage we debuted in our Holiday VR Showcase earlier today. Be sure to catch the full video if you haven’t already, or check out some of the highlights. We went behind-the-scenes on the upcoming shooter Solaris from the developers of Firewall, debuted footage of Oculus Quest version of Ghost Giant, and got a first look at the upcoming Pistol Whip update, including a new level called ‘High Priestess’, among much more.

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Launch Trailer Arrives for Budget Cuts 2: Mission Insolvency

There are myriad of virtual reality (VR) videogames coming in December, one of the biggest being Budget Cuts 2: Mission Insolvency by Neat Corporation and Fast Travel Games. As there are only a couple of weeks until the big day arrives the pair have just unveiled the videogame’s launch trailer.

Budget Cuts 2

Get ready for some more sneaky times as Budget Cuts 2: Mission Insolvency is going to be bigger and more audacious. Neat Corp has kept a lot of the locations under wraps until now, the trailer showcasing missions on trains, inside giant warehouses and across rooftops.

Of course, one new addition that does feature prominently throughout is the bow. You can still pick up knives and other sharp implements to takeout guards nearby, but for when you need that extra distance the bow is now on hand for some deadly kill shots – or even simply distracting guards. Most of the bow’s mechanics will largely be down to Fast Travel Games, which know a thing or two about the weapon thanks to Apex Construct.

Budget Cuts 2: Mission Insolvency has been designed as a standalone experience so you don’t need to have played the original to dive straight into the action. For those that have played the Budget Cuts and made it out of the TransCorp office alive the story will continue, finding even more robots being used for menial jobs.

Budget Cuts 2

VRFocus previewed Budget Cuts 2: Mission Insolvency at Gamescom 2019 saying: “The collaboration between Neat Corporation and Fast Travel Games certainly seems to be paying off, with Budget Cuts 2: Mission Insolvency offering a greatly improved experience. With a launch expected later this year the sequel turnaround has been quite rapid, however, the quality of the videogame shown didn’t feel rushed.”

Budget Cuts 2: Mission Insolvency is slated for release on 12th December 2019, supporting Oculus Rift, HTC Vive and Valve Index headsets. Check out the new trailer below and for further updates of the videogame, keep reading VRFocus.

‘Budget Cuts 2’ to Launch on PC VR Headsets in December

Budget Cuts 2: Mission Insolvency, the sequel to Neat Corporation’s 2018 stealth adventure game, is officially arriving on PC VR headsets in December.

Update (October 24th, 2019): Budget Cuts 2: Mission Insolvency is slated to arrive on December 12th, coming to Steam (Vive, Rift, Index), and the Oculus Store (Rift) at $30.

Since the game’s June reveal, we’ve had a chance to go hands-on with Budget Cuts 2. If you’re looking for a written version, head over to our write-up. If you’re looking for gameplay, check out our nine-minute gameplay video from Gamescom this year.

The original article announcing the game follows below:

Original Article (June 10th, 2019): Called Budget Cuts 2: Mission Insolvency, the game is said to arrive on SteamVR headsets sometime in 2019.

Here’s how Fast Travel Games describes Budget Cuts 2 on the game’s website:

TransCorp is about to optimize humanity out of existence, and you must find a way into the belly of the beast to stop their vicious budget cuts. Fight your way through a multitude of new environments and robotic enemies; find new tools and allies along the way. Put an end to the notion of ultimate efficiency before it puts an end to us.

Image courtesy Neat Corporation, Fast Travel Games

Fast Travel calls Budget Cuts 2 both “the conclusion” to the adventure started in Budget Cuts, but is also a self-contained game positioned to appeal to new player’s of the franchise.

In the trailer, linked above and below, it appears the franchise is making strides to leave the indoor office space which made up the totality of the first game, instead visiting larger and more open environments.

A new weapon can also be seen, a bow that lets you get in longer, more precise shots in comparison to the sharp-thing-throwing mechanic of the previous title.

The studios have also created a Steam page (link not yet live) so you can wishlist the game.

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