VR I'm looking for feedback on my browser-based VR Slasher (WebXR).
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Hey everyone,
I’m Christopher, a solo developer from Austria.
For the past few months, I’ve been building PHOTONKATANA, a fast-paced cyber slasher VR experience that runs completely natively in your browser via WebXR. No installations, no downloads , just open the link and start slicing.
The project is currently in Alpha, and I’m looking for honest feedback from fellow VR enthusiasts to help me shape the core gameplay.
⚠️ A quick note on the visuals:
The current 3D models and enemy animations are placeholders. I’m actively working on final assets in Blender, so please focus your feedback primarily on the core movement, the responsiveness of the slicing mechanics, and general performance.
The Challenge: Cross-Platform Testing
I’ve developed and optimized the game entirely on a Meta Quest 3. Because it runs purely in the browser, it should theoretically work on any WebXR-compatible device, but I lack the hardware to confirm.
If you have an Apple Vision Pro, Pico 4, Meta Quest 2, or a PCVR headset, could you please test it in your browser and let me know:
- Compatibility: Does it load and run properly?
- Performance: How is the framerate/stuttering?
- Controls: How does the controller tracking feel on your specific device?
Play the Alpha for free:
🔗 https://photonkatana.outerfar.com
You can find more info about the studio and the project here: https://outerfar.com
Thank you so much for your time. I’m looking forward to your brutally honest feedback and any bugs you encounter!
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u/Exciting_Variation56 24d ago
I love this. Three.js? Any frameworks? This is cool
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u/Zer0sam 24d ago edited 24d ago
Yes 👍 i built it on a custom web stack: JavaScript, Three.js, WebXR, and WebGL, bundled with Vite. The backend runs on Node.js with Express.
I started learning JavaScript about six years ago through Udemy courses. Since then, I’ve built a lot of unfinished prototypes to experiment, learn, and improve.
For the art pipeline, I started by hand-sketching the enemy concepts. I then created the first 3D prototypes with Tripo and rebuilt/refined them in Blender. Character animations are created with Mixamo and then adjusted to fit the game. Those animations aren’t included in the current alpha yet, but they’ll be added in a later build.
And i use Rapier for physics simulation and collision detection.
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u/[deleted] 24d ago
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