PROTON VR
Roadmap
About the Game
ProtonVR is a VR Roguelite Retro Shooter.
A solo-developer dream game: Inspired by the 90s vision of futuristic battles, robots, lasers, and space, ProtonVR throws you into relentless action against ever-changing hordes of enemies. Face off against ruthless cyborg armies, bloodthirsty zombies, hyper-corporations, and terrifying aliens as you navigate through dynamic pocket universes. Customize your arsenal, upgrade your cybernetics, and jump into the warp-gate aboard your trusty proton-class spaceship.
Key features include:
- Retro Immersive VR Combat
- Procedurally Generated 3D Pixel-Art Levels
- Advanced Weapon Interaction Mechanics
- Weapon Customization System
- Weapon Repair and Upgrading
- Endless Replayability
- Roguelite Progression System
Prepare yourself for a challenging and retro pixel-art VR experience.
Own your playstyle.
Commando and unleash chaos, blasting everything in your path with unrestrained firepower.
Stealthy, silently taking out enemies before they even know what hit them.
Tactical approach, using precision and quick reactions to eliminate foes with professional efficiency.
Your game, your choice.
Befriend your weapons.
Familiarize yourself with your distinct weapons to truly unlock their potential during gameplay.
Weapons degrade and jam, so always keep your weapons repaired and add attachments and upgrade them to your liking.
Own your guns.
Make weapons your own, but remember: each weapon is distinct and unique, but it’s up to you to make them so.
Attachments:
There is a vast amount of customization you can bring upon your weapon given the provided attachments. Remember that some will be from the realm of science-fiction. Not only that but most attachments have an effect on the weapons behaviour.
These include scopes, holographic sights, under-barrel attachments (grenade-launchers, fusion-guns), lasers, grips (recoil) , suppressors (detection), and much more for you to find out. Go nuts!
Repair Mini-Game
Keep your favourite weapons jam-free by finding a nearby workbench.
Ammo types
Each weapon can use several types of ammo unique to their type such as Armor-Piercing rounds, Dragons-Breath, Boron-Tipped Railgun shells, Lithium-Ion laser-gun batteries…
Armory Store
After playing and collecting Radions, you will be able to purchase Weapons, Grenades, Ammo, Attachments, Healing Kits…
That is, if you have them unlocked when certain requirements are met.
Procedurally Generated Levels
ProtonVR’s levels are all procedurally generated given that it is a Roguelite game, and players will go into new adventures with each time they enter the warp-gate. Expect the unexpected.
Armory
Inside the home base-station, beside the warp-gate there is a huge Armory for players to store, customize and test their weapons.
Includes a Workbench to purchase items and repair your weapons, and a shooting range to test and probably ruin your weapons (hence the nearby workbench).
Steam User 9
I think the gunplay is very nice feeling but has a few issues right now, mostly the bolt action rifle I had a few problems with. Other than that the 2 modes are pretty fun and the game runs very well of course thanks to its simplistic but visually pleasing artstyle. I have high hopes for the future of this game :)
Steam User 8
Very rough around the edges as it is now.
The game doesn't have a lot of content right now - 2 levels with different objectives and a few enemy types.
The guns feel very good, didn't get the occasion to try all of them but the ones I took for a spin felt responsive and fun to shoot.
The overall gripping weapons, holstering, clicking buttons, pulling levers, grabbing reload ammo seem to work very wonky at times and feels like the grab hitboxes should be heavily adjusted
Buy if you feel like supporting the dev, I will wait for more updates in the future and hopefully the game goes in a good direction
Steam User 11
It's alright, reminiscent of COMPOUND it has the groundwork for something really good but needs ALOT more time in the oven.
Steam User 6
COMPOUND is one of my favorite VR games of all time. And while I know it's cliché at this point to compare this game to it, I feel like it's an unavoidable comparison, especially given the fact that the resemblance is more than intentional.
That being said, playing this game really made me feel like I was playing the prototype for a COMPOUND 2. It's everything I like about that game except with MORE STUFF.
There are only 2 levels right now, but the guns are there, the enemy variety is there, the dungeon crawling is there. That alone would make this a solid early access title, but then there's the incredibly deep weapon customization / progression system, and the fact that the levels are more than run and gun "kill everything" fests (not that there's anything wrong with those), that adds an extra level of gameplay that I never even knew I needed.
Additionally, the game ran without any issues on my Bazzite desktop under Proton (appropriately enough).
However, being an early access game, some rougher edges are still unpolished:
- Reloading some weapons feels a bit clunky (although I know this is being worked on because the basic pistol has a "hologram" that teaches you how to reload it)
- Enemies in-fight way too often, especially the basic "foot soldier" enemy, since they tend to spawn in clusters and turn on each other the instant they take a single hit of friendly fire. I have had entire spawn waves get invalidated because of this.
- As mentioned by another reviewer, sometimes it's a bit awkward to interact with the various levers in the game. Additionally, I had some trouble picking up the power cells, as well as loading them in the various receptacles, because they tended to teleport away if I dropped them.
- The bolt action rifle feels strangely inaccurate, but that could be a skill issue. The bolt itself is also a bit stubborn
- If you reload a weapon with your right hand, the ammo counter is mirrored.
- I also had a bit of trouble cross-holstering weapons. I'm right handed so I tend to want to use that hand to fire, but when I reach into my left holster to put away my weapon, it drops on the floor a lot.
- There are a lot of screen flashes, and it's not that they cause me discomfort or anything, but they do make it hard to tell when I took damage. I really thought I was gonna die many times over only to look at my health and see it was full.
- One time I spawned in the atomics level without a power cell dispenser. I had to restart the game.
- Speaking of the atomics level, the rooms are wide open but feel very barren. They need some more decorations.
- I don't think I want "kill everything" levels to go away entirely. Every now and then they could serve to turn the brain off and take a breather from the objective-based levels.
I don't like putting other people's work down in the process of praising someone else's, but when these issues are addressed, some more content is added, and some polish is done, I have no doubt that version 1.0 of this game has the potential to make COMPOUND borderline obsolete. That's how good this game is starting out.
Play it.
Steam User 6
This game is just as advertised, a vr boomer shooter that feels pretty nice. Due to this game being in early access, there's just going to be bugs, but the good thing is the bugs that I've encountered aren't awful to deal with.
Steam User 3
amazing game that scratches my compound itch almost perfectly. so excited to see where it goes. needs more guns.
Steam User 2
alright, so, updating my review after some more time of gameplay and some patches.
firstly:id like to apologize to the dev of this game for mistaking them for someone else, i should give proper credit where credit is due, this is all coming from the mind of one person and that makes it all the more impressive.
i will format this in the form
of a compliment sandwich.
i will come out and say:even at this rather early phase
i think im going to like this game more than compound, art direction is more to my taste, gun feel is better, feels more like stylized guns rather than outright toy pea shooters.
i ADORE the more objective based atomics system, actually having things to do, moving around with an objective in mind gives the game a more directed feel, i do enjoy the "clear the room and move on" style of robotics as well, but i appreciate the presence of something that gives you something to accomplish under the pressure of constantly respawning enemies.
i also hope that
all those empty gun cubbies i see on the upper floors of the armory are an indication of how many guns the dev is hoping to add by the end...because that would be...a tantalizing
amount of weapons...
now, for the critiques and suggestions for improvement.
starting with something small thats
really more just personal taste
not the biggest fan of the laser gun and the
stick of batteries style typewriter ammo, its a bit ridiculously long and makes the ammo counter upgrade moot since you can just eyeball the ammo.
and while i LOVE the cyborg and larger robot enemies...
theirs a bit of a
stylization clash
between them
the rest of the slightly more serious art style
and the smaller, toy-like R.O.B robots, the ones with the singular eyes and the ones with the glass domes
they are like wind up toys and more childish than what feels appropriate for the game
like the cyborgs look almost like Quake Trogs, augmented to the point of looking more like corpses walking with metal
the bipedal robots feel appropriately styled, like corporate tin soldiers.
the drones are also fine
its the smaller robots that...firstly, are most numerous, which i dont really like
and feel too childish for their compatriots, i would much prefer a more serious look for some of the enemies to fit in with the aesthetic of the other enemy types which feel more suited for the
cartoony, but still slightly more serious look of the rest of the game.
other than that
i have no idea what the health syringe storage upgrade does
may be something that comes in a later update.
this next bit i think is planned to be handled, since its still early, i think a big expansion on different kinds of cells for the rogue like maps would also be great, because as it is right now, its allot of very similar rooms, but im writing this off as VERY early access syndrome, so im not keeping this seriously.
my most annoying negative is probably the twisty handle switches/levers, they are...JANKY because the hand constantly reads as switching positions, so i need to wiggle it, its a shame because its satisfying when its a nice, smooth, twist and click.
and i simply have no idea what the energy battery things do, havent found a way to use em or what energy does.
and lastly my final negative:insane mode...isnt actually that hard
in fact the game isnt THAT challenging, which isnt...SUPER bad, i also hope its handled in ways other than "enemies do more damage and you do less."
but the enemies are usually rather slow, thinly spread, they dont fire all that much to make it threatening, most of the damage i took was from getting a pod of enemies DROPPED on my head after a completed objective (should probably change the spawning logic a bit for that) so i think
more enemies that fire more frequently would probably do wonders at higher difficulties for making it hard to survive, i do want insane difficulty to feel like a struggle for survival.
and now back to the positives,
the weapon feel? delightfully crunchy, every weapon feels like it has an appropriate PUNCH for its size.
i love the upgrade system
the obstacle course under the armory indicates that perhaps more mobility will be added
looking forward to that.
i mentioned it earlier, but i LOVE the more serious looking enemies, the cyborgs, the robots, the drones.
perfectly cyberpunk, still got that stylized flare
Lacks compound's cartoonish neon pinks and blues and keeps it to colors you could feesibly see on a uniform
which i find to be a massive positive
because i never really liked compound's weapons and enemy uniforms
being neon pink, or generally looking like everyone is wielding toy nerf guns.
with this, a double barrel shotgun
LOOKS like a double barrel shotgun, an assault rifle, looks like an assault rifle, a bit bulky, maybe, but its recognizable
as a gun
i do hope they add mutators or some equivalent though
i look forward to future updates, whether it be a trickle of features or a massive update, i want to see what this game looks like when fleshed out.