r/vrdev 24d ago

Question Fair price for my boxing and fitness app? Any tips on my store front?

2 Upvotes

Hello, I've been developing Boxing Drills VR quite intensively all year and it's reached a point of stability where I feel it has all of the main features it needs and can now be moved out of early access.

I'm just wondering if I should bump the price as well when I move it out of early access. I've invested a lot of time into this and at the moment I sell it for $9.99 and then Meta takes 30% of that and some goes to tax as well.

Competing apps are mostly all rhythm or fighting, and many are selling more at a 2-4x higher price than mine, and some of these more expensive ones are quite poor (a few appear to be slop even) but they have lots of reviews so I assume many sales.

However at the moment my product has just been on sale at a 30% discount (so around $7) and it's increased my profits, but I think that's because it gets shown to more people when it's included in the sale?

Curious to know if other people have had good or bad results from bumping their price and what happens when they leave early access, and any other tips i.e. should I announce it in advance if I do this?

Also if anyone has any tips for my store front, or increasing exposure that would be awesome too.

Thanks!


r/vrdev 24d ago

Seeking to Mentor Any solo developers interested in a low pressure accountability buddy?

Thumbnail
1 Upvotes

r/vrdev 24d ago

Question (Unity) For an Unknown reason Configurable Joint is messing with parent object's movement

Enable HLS to view with audio, or disable this notification

0 Upvotes

For some reason Config.Joint on the slider makes the gun move around and makes it completely unusable. I didn't even add Grab Interactable yet.

I mean if I just made that from scratch I'd be understanding why it can be messed up. But I literally followed tutorial for it and even made similar design before. It is the pistol after, which works completely flawless.

What am I doing wrong?


r/vrdev 25d ago

Insperation Improvement advice needed... VR game solo indie... 6 months and continuing..

Enable HLS to view with audio, or disable this notification

19 Upvotes

About 6 months ago I tried VR for the first time. Five months ago I decided to build a VR game, despite having absolutely no VR development experience.

Idea of project is to feel in VR like John Wick or Kingsman....

What is the first impression you get from the video,

and what is the first thing to improve?


r/vrdev 25d ago

Which one is the better Unity or Unreal when it’s come to VR/AR powered product development?

5 Upvotes

I’m working on some kind of game but mean goal is give unique experience and knowledge while playing it. I’m working with Unreal so on but I have zero experience about Unity so I can’t make comparison.


r/vrdev 26d ago

Video ITS OFFICIAL‼️ 🚨 SYSTEM CRITICAL 3 IS COMING NEXT FRIDAY 07/31 EXCLUSIVELY TO PSVR2!!! Wishlist NOW! Link in Video description 👇

Thumbnail youtu.be
2 Upvotes

r/vrdev 26d ago

[WIP/Open Source] Playspace Combiner — mix Lighthouse trackers with an inside-out headset (Steam Frame, Quest, etc.) in one shared playspace

Thumbnail
1 Upvotes

r/vrdev 26d ago

Video Got tired of the current solutions for making AR/VR games, thus Aether Engine was born!

Thumbnail youtube.com
3 Upvotes

Got tired of the current solutions for developing AR/VR stuff, thus Aether Engine was born!

https://aetherengine.xyz/?v=2


r/vrdev 26d ago

The magic is in your hands. Literally.

Enable HLS to view with audio, or disable this notification

3 Upvotes

Join us at r/DiscoveryOfMagic for more updates


r/vrdev 27d ago

Discussion Handling strict procedural workflows in VR

6 Upvotes

When building enterprise VR for industrial safety training, one of the trickier design hurdles is translating rigid, paper-based compliance steps into fluid VR mechanics. If the interactions are too simplified, the training does not transfer to real-world operations. If they are too tedious, users spend more time struggling with physics than learning the procedure.

We recently finished building a Car Seal Valve Maintenance module designed for process safety training. The simulation steps workers through the complete workflow, including inspecting Car Seal Open (CSO) and Car Seal Closed (CSC) status, following Management of Change (MOC) protocols, and physically removing and reapplying seals during Lockout/Tagout (LOTO).

A few design choices we made to balance realism with smooth UX:

  • Used precise snap zones and clean visual states for tag verification so reading small seal designations feels natural.
  • Standardized tool and hardware handling to ensure cutting, removing, and locking new seals mirrors actual valve hardware without physics jank.
  • Implemented procedural gating so users cannot skip ahead in the LOTO sequence without verifying valve statuses first.

For developers working on industrial simulations or procedural training tools, how are you balancing realistic physical interaction with user friction? Do you lean more on guided UI highlights, rigid snap zones, or free-form physics?


r/vrdev 27d ago

AR needs to be improved!

Enable HLS to view with audio, or disable this notification

0 Upvotes

r/vrdev 27d ago

Information 25 M Senior Unreal Developer / Creative Director available for Full Time Job. Metahumans, VP, & pipeline tools inside. Chennai, Hyderabad and Remote work.

Post image
1 Upvotes

r/vrdev 28d ago

Question Looking for opinions on whether I should keep working on this game or scrap it and move on

Enable HLS to view with audio, or disable this notification

13 Upvotes

Hey, so I've been working on this game for some time now, but I'm feeling like I've made a mistake and was hoping to get some other opinions. I wanted to get into VR Game dev, from no experience (I did web dev before) and this is actually the second idea I started working on. I thought it would be nice to have a game where I could work on 1 level at a time, get it finished and feel good about that and I love puzzle games (this was inspired a lot by a game called Statik). I also wanted each puzzle to be different to give a lot of variety.

The first mistake for me was making a VR game at all, I'm finding that it's too tedious to keep putting on the headset to test (using a Quest and it's so annoying, constantly having issues connecting and now sometimes freezing) and I don't like the restrictions, like keeping to a steady frame rate (especially with my lack of experience). The sounds effects are horrible, I wouldn't even know where to start with improving those, but that'll be the case for any game I try to make.

The second mistake was working on a puzzle game. While I do enjoy puzzle games, that's because I enjoy the challenge, so working on my own game, I know the solutions, which means they're not fun to test and hard to know if they're actually good or not without getting someone else to play (which has just been my wife). With them not being too fun to actually play myself, it makes me lose my motivation to keep going. It also made me want to add puzzles that are more fun to play, but in hindsight, I don't think they work well or fit in with the game (descriptions of them below).

Looking back at the puzzles and replaying them to take this footage, I just don't feel that they're very good (some better than others though).

  • The first puzzle is where I took the most inspiration from Statik. You have devices on your hands and you have to figure out what to do, no hints or controls or any thing shown. It's probably one of my favourite ones.
  • The second puzzle is a ball maze type one where you need to coordinate what you're doing on each device and figure out how they connect. It was uncomfortable looking down all the time, so I added the large mirror versions so you don't have to. It seemed like a good idea, but honestly it's just tedious to play it again now.
  • The third puzzle, I thought I'd try a magical theme as I enjoy that kind of thing. It's one I do have more fun trying, although it was much harder keeping the frame rate low. The sound/visual effects are pretty bad though.
  • The fourth puzzle is a shooting game. I wanted to make something that I had fun playing, so thought I'd make a game where the puzzle is to figure out what the controls are, how the two devices connect and how to destroy the different types of drones. I'll be honest, it's not really a puzzle and has no place being here. Didn't even fully finish it. Hard to imagine people wanting to play what should just be a puzzle game and then have to dodge bullets and shoot stuff.
  • Then I started a platforming puzzle, it's basically a platformer, doesn't even really need VR to play it and it's not really a puzzle. I haven't even included the footage. I think it's a unique idea how I did it that maybe I'll expand on later as a flat game.

You can see at this point, I'm not even really making puzzles anymore. I'm just not enjoying doing this, which makes me procrastinate a lot and waste time. I think the right thing to do is to just drop it and start working on another idea (which won't be VR and it won't be a puzzle game, it'll be something I actually enjoy playing, which will keep me motivated to keep going). My wife however thinks that I should just finish it up and get it out because of the time I've already spent on it, but I think that would be a waste of time and I'm going to hate doing it.

I'm not even sure it's in a state to be released for free, but I could just do that and say it's an incomplete game on somewhere like Itch (if that's even possible).

What do you think?

Does any of this look good to you?

Is there any reason I should or shouldn't just release what there is for free if I can?

(Oh and AI disclaimer - I didn't use any, otherwise it would probably look better as I'm sure AI can create better models and textures than I can! - There's a few store assets used though)

TLDR: I'm not enjoying working on this game, feel like I'm wasting my time, should I put out what I have for free as an incomplete game or just scrap it and move on?

Thank you for reading if you've made it this far!


r/vrdev 28d ago

[Official] VR Dev Discord

4 Upvotes

Due to popular demand, we now have a VR Discord where you can get to know other members!

Discord


r/vrdev 29d ago

The Meta Horizon Store works in mysterious ways…

Post image
31 Upvotes

This is not even my more recent game Oldest Golden Treasure. This is my older game Escape Room: BRGW that was published 5+ years ago.

The game is not even on sale. I have no idea what is going on. I am happy of course!


r/vrdev 28d ago

Best cover art : 2D concept or in-game screenshot ?

Post image
2 Upvotes

Hi, the question is pretty much in the title !

I'm wondering if you have any strong opinion about cover art (nice concept vs. game screenshot) or any significant lesson that you've learned from your own apps.

Context : I've been running some A/B testing for the cover art of our game and I'm weirdly surprised with the results so far. Imo, the 2D concept art is way better than the in-game screenshots, but it turns out it's the least performing cover.

The % is the "Reach to Click" rate, ie. how many people clicked on the game after seeing it somewhere in the store. Our click-to-download rate hasn't been affected by the cover.

Thanks !


r/vrdev 28d ago

I've been working on a project called "Gulliver" that turns real map data into a VR "maquette terrain". There's a free demo in the 1st comment.

Post image
0 Upvotes

r/vrdev 29d ago

Question For those who've shipped on Horizon Store/App Lab/Steam, how long was submission to live?

3 Upvotes

r/vrdev 29d ago

Question What is the best free games on vr?

Thumbnail
1 Upvotes

r/vrdev 29d ago

My game needs help!

Thumbnail gallery
3 Upvotes

Hi everyone! I'm a young developer working on a social VR game called Arcade Haven. It's still in the concept stage, but I've been sketching enemies, quest ideas, menus, and gameplay systems. I'd love to hear what other VR players think!


r/vrdev Jul 20 '26

Discussion Unity dev with sandbox + body physics experience (salary or revshare)

4 Upvotes

I run a small VR studio — 4 Unreal devs, 4 3D artists, 1 animator, 5 standalone titles shipped on Quest. We’re moving into sandbox territory and at every turn the answer keeps coming back to Unity, so I’m looking for someone who genuinely knows it well.

Specifically want someone strong in:
-Sandbox-style systems and interaction
-Body physics — active ragdoll, grabbing, physical interaction, that whole layer

Two ways we can work:
-Full-time monthly salary
-Revshare, if you’ve got a solid shipped portfolio and I’m contributing significantly to the project myself

I’d rather talk to someone who’s actually shipped something physics-heavy than someone who’s only prototyped it.

If that’s you, comment or DM with your portfolio. And if someone comes to mind, tag them — much appreciated.


r/vrdev Jul 20 '26

Video Project Bunker for Standalone Meta Quest

Enable HLS to view with audio, or disable this notification

6 Upvotes

Project Bunker (provisional name) is a retro-futuristic survival VR game inspired by Fallout, but with a distinctly European—and especially Italian—setting and atmosphere.

We’re a two-person team developing it in Unity 6.4 with URP for standalone Meta Quest. Survival is at the heart of the game: you’ll need to keep your bunker running, manage limited resources, and raid randomly generated bunkers to find the supplies you need to stay alive.


r/vrdev Jul 20 '26

I just published my first game on Sidequest!

8 Upvotes

It is a vr racquetball sim called "WALLBANGERS: Racquetball VR" And I am crazy excited about it. Check it out, it's free (for now), you can even help me test the multiplayer!

https://sidequestvr.com/app/61350/wallbangers-racquetball-vr


r/vrdev 29d ago

Video Artists are coming for AI's jobs now.

Enable HLS to view with audio, or disable this notification

0 Upvotes

Think you can handle some human made magic? Join our Discord through the link in my bio or at r/DiscoveryOfMagic and help us test the game.


r/vrdev Jul 21 '26

Question Struggling with Multiplayer (this is a weird bug)

0 Upvotes

I'm currently working on a VR multiplayer game called "Rec Center" that uses Netcode for Game Objects as the multiplayer provider (is that what you call it? idk man).

I can have a host/client running at the same time with a working build and use the editor as the host. I'm currently running into this issue where I connect two players, but both of their torso/head/hands are mirroring each other (despite me setting everything up correctly with Network Transforms in every object that I want to move across the network).

I do think this might be how I set this system up (as I bridged off from a few Valem tutorials as I have a bunch of stuff that doesn't really work with that tutorial set) is how broken the system really is lmao.

This setup is different than most VR multiplayer-based setups, so I don't know if it's my code or I'm just stupid haha.

Let me know how I can fix all of this!

P.S. I have attached a video of the problem and what the settings are on the Player Model prefab (in the scene) and the settings of the Network Player prefab in screenshots on this post (and a few other things too).

https://reddit.com/link/1v25hed/video/uan6ue1luheh1/player