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

Pistol Whip, Apex Construct, Waltz, More Report Huge Quest 2 Launch Sales Increase

A number of VR developers are reporting huge increases in sales thanks to the launch of the Oculus Quest 2 last week.

Developers behind games like Pistol Whip, Waltz of the Wizard and more came forward on Twitter. Denny Unger, CEO of Pistol Whip developer Cloudhead Games, for example, said that the rhythm shooter has seen its sales increase tenfold since launch of the standalone headset on October 13th.

Developers didn’t provide specific sales numbers but, for context, Pistol Whip was already one of a handful of apps to generate more than $3 million in revenue on the original Quest alone. Waltz, meanwhile, also saw its sales increase ten times, as confirmed by developer Aldin Dynamics CEO, Hrafan Thorisson.

Fast Travel Games’ Andreas Juliusson, meanwhile, confirmed that sales of the developer’s two Quest games, Apex Construct and The Curious Tale Of The Stolen Pets, were up 800% on launch day compared to the day before.

Finally, Sergio Hidalgo, developer of VR horror game, Dreadhalls, provided a fun graph to show the uptick in sales of his game.

The original Quest already offered an encouraging lifeline in the VR market for many developers and these early figures suggest Quest 2 could carry that trend on. This week hasn’t been an entirely successful transition for Facebook, though; online many customers are talking about having bricked systems thanks to the headset’s dependence on the social platform.

Did you pick up a Quest 2 this week? If so, what games did you get? Let us know in the comments below!

The 10 Best Family VR Games To Enjoy With Kids

Family game night? We’ve got you covered with our list of the best family VR games.

We wanted to make this a varied list to give you a lot of choice. As such, when we say a family VR game, we don’t necessarily mean just multiplayer titles and, while we’ve kept violent games off of the list, some of the games do have action elements and mechanics you might deem unsuitable for the youngest audiences. We’ll point those out where applicable.

Best Family VR Games

10. Dreams

Type: Single-player
Platforms: PSVR

Dreams is a glorious VR playroom, a sort of do-it-yourself creation platform where, after a bit of onboarding, you can make your own content and share it with others. You’ll be amazed at the scale of the creations possible in Dreams. It’s easy to lose hours with others hopping from one bright idea to the next.

We’ve put Dreams higher in the list for two reasons. Firstly, it takes a bit of dedication to get to grips with, which will make the creative aspect too mature for some younger audiences. Plus, this is an online hub of user-made content, which comes with the usual caveats. If you want to show younger audiences, it might be an idea to curate a list of levels beforehand.

9. Puppet Fever

Type: Local multiplayer
Platforms: Quest, PC VR

This ingenious family VR game needs just one headset to be enjoyed by anyone in the room. The VR player uses a huge range of 2D props to put on their own puppet show. They find themselves behind a stage, while on a connected screen you can view their show from the front. Different game modes can give you the freedom to make up your own stories, or you can generate word cards for a virtual game of charades. A brilliant little idea, and free to play on Quest (with in-app purchases, mind you).

8. Racoon Lagoon

Type: Single or online multiplayer
Platforms: Quest, Rift

A cutesy little island lifestyle game – perhaps the closest VR has yet gotten to its own Animal Crossing. You explore a tropical destination, meeting a friendly cast of critters that you can carry out tasks for. Earn more hearts, make more friends and unlock new areas. The game has multiplayer and cross-play between Rift and Quest so, if you have another headset handy, you can adventure together.

7. A Fisherman’s Tale

Type: Single-player
Platforms: PSVR, Quest, PC VR

VR gaming doesn’t get much more wholesome than A Fisherman’s Tale, a puzzle game that’s equal parts charming and brain-bending. You take on the role of the titular fisherman, awakening one day to find themselves living in his own model replica of his lighthouse. But, get this, that same model sits in the middle of the room, and you can take the roof off to interact with a tiny version of yourself, or open the window to see a larger version too. It’s incredibly clever but still very approachable, and a VR must-play.

6. Fuji

Type: Single-player
Platforms: PSVR, Quest, PC VR

There’s a lot of great VR meditation apps out there but, for our money, you won’t find many virtual destinations more tranquil or more soothing than Fuji’s vibrant fields of alien vegetation. In this relaxing trip, you reawaken wildlife and can also grow your own virtual garden. It’s the perfect choice for those looking for a less demanding VR experience.

5. Spaceteam VR

Type: Local and online multiplayer
Platforms: Quest, PC VR

If you’re looking for a bit of a team-building exercise with the family, then you can consider Spaceteam VR a one-stop-shop. In this adaptation of a mobile classic, you work together with friends to fix a spaceship, shouting out ridiculous orders to each other while making sure to listen out for your own.

4. Cook-Out: A Sandwich Tale

Type: Online multiplayer
Platforms: Quest, Rift

VR tries its hand at Overcooked with Michellin Star results. Cook-Out has you cooking for a fairytale cast in a full campaign for up to four players (with cross-play!). You’ll need to work with each other to slice up ingredients, clean dishes and cook up tasty treats before customers get too inpatient.

3. Curious Tale Of The Stolen Pets

Type: Single-player
Platforms: PSVR, Quest, PC VR

Curious Tale makes for a whistful story of summers spent away and sibling rivalries. It’s an adorable puzzler ideal for casting to a screen and collaborating on, and the stop-motion art style is something to really behold inside a headset. Curious Tale is a perfect first destination for getting to grips with VR, too.

2. Vacation Simulator/Job Simulator

Type: Single-Player
Platforms: PSVR, Quest, PC VR

Job Simulator and Vacation Simulator remain hallmarks for the VR industry because they prioritize unique interactions only possible inside VR alongside user comfort first and foremost. They’re chock full of engaging activities that really take advantage of the platform. For many people, this should be your first stop when picking up a VR headset.

1. Astro Bot/Playroom VR

Type: Single-player (Astrobot) Local multiplayer (Playroom VR)
Platforms: PSVR

Astro Bot was born out of the Playroom VR, which is available for free, so we thought it only fair we bundled the two together. The latter includes some of the best local multiplayer in VR, with other players joining in on a TV screen to play family-friendly games of cat and mouse and more. Astro Bot, meanwhile, is a genuinely Mario-level platform bursting with fresh ideas that will constantly delight. It remains our top ranking for the best PSVR games and now we crown it one of the best family VR games too.

Hand Tracking on Oculus Quest: Grasping the Basics

Oculus Quest hand tracking

Last week was Oculus Quest’s first birthday and as part of the celebrations, Facebook officially brought hand tracking out of the ‘Experimental Features’ section as it looks to foster widespread adoption. Developers have been able to play with the option for several months now and the roll-out saw two titles add the feature – The Curious Tale of the Stolen Pets and Waltz of the Wizard – while a third called Elixir provides a hand tracking demo. With The Line arriving this week to add to the roster, it’s easier to see the benefit of the technology and the challenges still ahead to make this a viable control scheme.

The Curious Tale of the Stolen Pets

Hand tracking is nothing new, with companies like Ultraleap (formerly Leap Motion) having been in this corner of the market for a number of years. But with native integration of hand tracking into Oculus Quest thanks to its four cameras that step towards consumer adoption felt a little closer when the announcement was made during Oculus Connect 6 (OC6) in 2019.

However, from the four titles which support hand tracking, there’s a noticeable difference between those that have added it and those which support it natively.

The Curious Tale of the Stolen Pets

A short but sweet puzzle experience from Fast Travel Games, VRFocus enjoyed playing The Curious Tale of the Stolen Pets, with its stop-motion graphics and storybook nature. Being able to spin the floating 3D worlds, interacting with miniature trains and treasure chests, solving puzzles to find the pets seemed an ideal fit for hand tracking.

Currently, the tech doesn’t do so well with fast movement – wave your hands around and you’ll see why – so the slower nature of this videogame plays right into this. It’s a simple case of raising your hand and then using a pinching gesture to spin the island or using the same motion to grab an object like the hair dryer.

The problem was that these actions weren’t always consistent. Trying to spin the level sometimes took several attempts or even both hands. It did seem like the system would get confused as to which hand was in control, if the other was relaxed and not being used at that particular moment.

There were also issues with collecting some of the more ingrained coins deep in the islands, as if the digital hand was being obstructed. What this created was frustration, where originally there was none. The Curious Tale of the Stolen Pets loses a lot of its smooth gameplay experience with hand tracking (maybe there’s too much going on?) better suited to Oculus Touch controllers.

Elixir

Elixir

On the other hand (pun intended), Magnopus’ Elixir shows how a title natively designed for hand tracking works very well. This is a basic demo where you can change the design of your hands by grabbing or touching various objects located around a small alchemy lab. Pop your hand in the cauldron to turn them green or on the hot plate for some flaming hands.

As this is a hand tracking demo there’s not much in the way of gameplay just interacting with a few environmental features. The most interesting part is how Elixir employs movement using hand tracking. This is achieved via teleportation, bringing both hands up to select a floor tile to move to followed by a dual pinch which initiates the action.

It’s ideas like this which will make hand tracking a far more feasible choice when it comes to more expansive adventure titles, imagine Journey of the Gods with hand tracking?

The Line

The Line

Coming from Brazilian studio ARVORE – the team behind Pixel Ripped 1995 The Line is due to be released on 28th May and comes with hand tracking as standard. Now, this is in between both aforementioned titles as it’s a short interactive experience whose story follows Pedro and Rosa, two miniature dolls who follow the same path day in and out.

Previously winning Best VR Immersive Experience for Interactive Content at the 2019 Venice Film Festival, The Line encourages roomscale interaction although you can play it seated. Set out like a trainset atop a table, again all the hand interactions are kept simple, turning a handle, pulling a lever, so there’s little to worry about or go wrong.

The Line is a great experience for those who love miniature VR like Ghost Giant ­– anther one which would suit hand tracking – but do realise this is like a film short, only lasting around 10 minutes. It’s also a perfect intro into VR and hand tracking for those new to both.

Waltz of the Wizard hand tracking

Waltz of the Wizard: Extended Edition

The other main videogame which now comes with hand tracking as an option is Aldin Dynamics’ Waltz of the Wizard: Extended Edition. This is by far the best example of hand tracking on Oculus Quest when it comes to gameplay and interaction.

As a magical sandbox where you can create spells, uncover puzzles and generally learn to become a powerful sorcerer, Waltz of the Wizard: Extended Edition plays right into the technology’s wheelhouse.  All the hand actions feel as solid as they can be – there are occasional moments where grabbing an item can be a little hit and miss.

Much like Elixir, it’s the movement in Waltz of the Wizard: Extended Edition which shines, just better. The studio recently introduced an update to its Telepath locomotion system to improve its versatility. Now with features like Arc Roll, drawing a path with your finger becomes intuitive, especially in combination with arm swings to increase speed or putting both hands up to stop. Definitely well worth a trial.

Oculus Quest hand tracking

VRFocus wasn’t expecting the launch of hand tracking to set the world of VR on fire – and it hasn’t – but there’s enough to be positive about. There are certainly issues on Oculus’ side to be resolved such as both hands disappearing due to occlusion or loss of tracking at full arms stretch – my arms aren’t that long – so there’s still plenty of progress to be made.

Exclusive Interviews: ‘Waltz’ And ‘Curious Tale’ Devs Discuss Quest Hand Tracking Updates

Aldin Dynamics and Fast Travel Games are set to become the first developers with hand tracking support across their full games in the Oculus Quest Store.

Developers behind The Curious Tale of the Stolen Pets (Fast Travel) and Waltz of the Wizard (Aldin) sat down exclusively with UploadVR in our virtual studio to discuss the updates.

The new feature will arrive in the games after Quest’s system software v17 rolls out fully to Oculus Quest standalone headsets around the world. The update will move hand tracking from its experimental phase into a general release feature. Quest system updates are typically distributed over the course of several days to stagger the release and ensure stability across all devices. Curious Tale was rated “really good” when we reviewed it last year while Waltz has been expanded for years now, with more updates planned and more than 400,000 people across all VR systems playing some version of the magic-infused title.

The new versions of Curious Tale and Waltz will be joined by Elixir, a tech demo first shown at Facebook’s last VR developers conference last year. On May 28, a pair of “cinematic narratives” with support for the feature will launch as Facebook begins to more broadly accept the submission of hand tracking updates from various developers to its store.

I spoke with Aldin Dynamics CEO Hrafn Thorisson about their path over more than half a decade building VR software for development kits, then Vive room-scale support in early 2016 and onto support for hand tracking in Waltz of the Wizard in 2020. Jamie Feltham sat down with Kristoffer Benjaminsson, CTO of Fast Travel Games, to discuss the new feature which lets you solve mysteries and recover missing pets with just your bare hands.

The post Exclusive Interviews: ‘Waltz’ And ‘Curious Tale’ Devs Discuss Quest Hand Tracking Updates appeared first on UploadVR.

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.

The post Fast Travel Games To Reveal Its Next Project At Upload VR Showcase: Summer Edition appeared first on UploadVR.

Oculus Quest Hand Tracking Leaves Beta, Three Titles add Native Support

Hand Tracking on Quest still

Oculus Quest’s hand tracking has been available as a beta feature since December, providing limited functionality across system menus and first-party apps. Today, Oculus has announced that the technology is moving into general release with third-party apps adding hand tracking later this month.

Waltz of the Wizard hand tracking

Hand Tracking has been an optional extra which Oculus Quest owners could switch on via the Experimental Features section. It never meant you could put away your Oculus Touch controllers, simply helping you see where the tech was heading.

With the anniversary of Oculus Quest’s launch this week, that experimentation begins to change. On 28th May, Oculus will begin accepting third-party titles that include hand tracking to the Oculus Store, starting with Elixir from Magnopus; The Curious Tale of the Stolen Pets by Fast Travel Games and Aldin Dynamics’ Waltz of the Wizard: Extended Edition.

Elixir puts you in an unstable alchemy lab where you can cast spells, mix potions, and poke a nauseated dragon. Actions allow you to obtain new and powerful hands, altering their anatomy in the process. Puzzle title The Curious Tale of the Stolen Pets has been available for a while, with the developer previously teasing hand tracking capabilities. The same can also be said for Waltz of the Wizard: Extended Edition which recently rolled out new locomotion updates.

The Line

“Hand tracking really does enhance immersion and is the perfect fit for
The Curious Tale of the Stolen Pets“, says James Hunt, Creative Lead on
the game in a statement. “It adds a whole new level of connection between the player and the miniature worlds with all their interactive elements. Things like picking up snowballs, waving a magic wand or just petting the pets once you’ve found them feels more real – and fun! – than ever  before.”

In addition to those three videogames, Oculus will also be launching the Cinematic Narratives Set featuring Gloomy Eyes and The Line. Two award-winning immersive experiences, their official Oculus Quest launch with native hand tracking will be on the 28th.

SideQuest has allowed developers to release hand tracking features (Tea for GodInterdimensional Matter) for Oculus Quest users since the SDK went live but this will be the first time via Oculus Store. Where appropriate – not all games will suit the tech – the store should see an influx of hand tracking over the summer, allowing gamers to put their controllers down for the first time.

VRFocus will continue its coverage of Oculus Quest and its hand tracking, reporting back with further updates.

Oculus Quest Hand Tracking Teased for The Curious Tale of the Stolen Pets

The Curious Tale of the Stolen Pets

Ever since Oculus released hand tracking for Oculus Quest in December 2019, developers have been experimenting with the feature but its yet to appear for titles on the Oculus Store. That could be about to change thanks to Fast Travel Games.

In a teasing tweet today, the studio revealed plans to bring hand tracking to its puzzle title The Curious Tale of the Stolen Pets, with no further details other than it was coming soon.

Due to the nature of its simple puzzle-based gameplay, The Curious Tale of the Stolen Pets should be a good testbed for hand tracking as the videogame doesn’t require swift, complicated actions. Players can be methodical when exploring the spinnable 3D worlds, picking them apart to locate the pets, finding secrets and playing with the other interactive elements.

A delightful VR experience set around a heart-warming tale narrated by the players’ grandfather, The Curious Tale of the Stolen Pets is one of those titles that isn’t overly long but easily suits players of any age. They can grip, push, drop and spin the numerous elements in each world to unlock clues, with some puzzles requiring multiple elements to complete. Others just need a keen eye.

The Curious Tale of the Stolen Pets

When reviewing Fast Travel Games’ latest, VRFocus noted: “The Curious Tale of the Stolen Pets is a perfectly pleasant VR experience which features all the polish you’d expect from Fast Travel Games.” The Curious Tale of the Stolen Pets arrived last year for Oculus Quest, PlayStation VR, Oculus Rift, HTC Vive and Windows Mixed Reality headsets.

Not all the videogames for Oculus Quest will suit hand tracking as it does have plenty of limitations, plus the feature is still in beta. So it may be some time until more content on Oculus Store goes more hands-on. Another developer which detailed its experiments earlier this year was Aldin Dynamics and Waltz of the Wizard.

Or for hand tracking examples you can actually play with, head on over to SideQuest where you’ll find the likes of Tea for God and Interdimensional Matter. For further Oculus Quest hand tracking updates, keep reading VRFocus.

Watch: Curious Tale Quest Hand-Tracking Tease Suggests Official Integration Nears

A tease from Fast Travel Games may suggest Facebook will soon let developers officially integrate hand-tracking into their Oculus Quest titles.

Fast Travel just teased support for hand-tracking in its charming puzzler, The Curious Tale Of The Stolen Pets. The GIF in the below tweet shows a player interacting with the game’s diorama-sized world, using their finger to push a dog on a swing. It works just like it did with the controller, except now you don’t need to hold anything in your hands.

The tweet simply says ‘Coming Soon’, with no other details. As far as we’re aware, this is the first time a developer has shown official integration of hand-tracking in a game available on the Oculus Store.

Quest hand-tracking was launched as an experimental feature late last year. Officially, you can only use it in Quest’s menu and on the Oculus web browser, but developers have integrated the feature into their sideloaded projects, too. Over the past few months, Facebook has improved the stability of the tracking with multiple updates. Fast Travel’s tease suggests Oculus may be preparing to let developers officially integrate the feature into their titles on the Oculus Store.

We’ve asked Facebook if official integration for Quest hand-tracking is nearing.

That said, don’t expect every Quest game to get hand-tracking support. Curious Tale — which we’re very fond of — seems like an especially good fit considering it’s a stationary puzzle game, but titles with lots of locomotion and fast-paced mechanics might not suit it.

What other Oculus Quest games would you like to get hand-tracking support? Let us know in the comments below!

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Doctor Who, Curious Tale Getting Physical PSVR Releases In EU

Two of PSVR’s most recent games are coming to retail stores via boxed release soon. Well, at least they are in the EU.

Maze Theory’s Doctor Who: The Edge of Time and Fast Travel Games’ The Curious Tale Of The Stolen Pets are both set to land disc releases in the coming weeks, courtesy of Perp Games. Curious Tale goes first on February 28 and Doctor Who comes a little later on March 13.

Both games originally launched in late 2019 as digital exclusives. Doctor Who is a likable adaptation of the British sci-fi show starring Jodie Whittaker. You play as a new companion to the Doctor that takes a whrilwind tour through space and time to stop the dreaded reality virus. We thought the game had its charms, though ultimately wasn’t quite as ambitious as the show itself can be.

“Who is at its best when there’s a hook; a gimmick so playful and innovative that anyone can get carried away in the madness that ensues,” we said in our review. “Instead of testing those waters, The Edge of Time settles for bringing the series’ most tried and true elements directly into headsets in hopes of winning over dedicated fans. It plays more like a rejected episode of the TV series rather than something that fully embraces its platform. The Who faithful be satisfied in that safety, I suspect, but I personally can’t help but wish this was a little more dangerous.”

Curious Tale, meanwhile, is a cutesy puzzle game from the makers of Apex Construct. Though it’s a little on the short side, we really fell for its charming animation and wholesome story.

“It’s genuinely difficult to play the game without a smile on my face and I only hoped for more creativity, more whimsical delights, and more exploration of the character’s forgotten past,” games editor David Jagneaux said of it. “It borders on feeling too shallow at times, but all-in-all does a masterful job of exploring its themes before it’s all over and that’s all you can really ask for from a puzzle game of this temperament.”

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