(Best estimates for this support is 4th quarter of 2016.About This Game Now also playable on Oculus Rift!
I'm sure they will add it.Īfter launch we will add support for other traditional and VR platforms (including Vive), and motion controls. I want Cyan to release Vive support as well, but I also don't want them to delay release of the game just to add it. I don't currently have VR gear, but if/when I do get VR gear, it would be Vive (today anyway). Meanwhile, the earliest Cyan could've had a Vive dev kit (not everyone got them right away) was June 2015, only a year ago, and was only 4 months from their original release date. That's also past the halfway point of the games's original development cycle.
That's a full year after Cyan (likely) had a DK-2 in their hands. Please consider that the Rift (with DK-1s already shipped) was a funded Kickstarter goal while Vive wasn't even an announced product until 15+ months after the Kickstarter was successful (November 2013). I'm sure someday we'll learn the truth behind all this from the devs themselves. In the end, this is a small sacrifice to make (waiting some more for the Vive support) in order to have the game happen in a bigger and better way. So, what I think happened is that in their struggle to secure funds in order to complete this bigger version of Obduction, they had to sign an agreement with Oculus (for TIMED exclusivity), and probably also Nvidia (speculation on my end, but I wouldn't be surprised if we see their logo in the title screens After all, Cyan decided to use some Nvidia-exclusive features like Ansel, Simultaneous Multi-Projection, etc.). You can read about all of this in this blog post But two months later the publisher backed out just before giving them the funds and they were left in a very bad situation where the KS $1.3M was mostly spent and they needed some more to complete the game in any form. They reached an agreement with a publisher and went back into production with this new plan for expanded version of the game. At some point, they realized that the game would be so much better if they expanded it a bit, getting closer the the initial vision, so they turned to publishers for additional funds to make it happen. They just needed the money to finish the game they wanted to bring to the fans.Ĭyan initially expected to get at least $3-5M from the kickstarter for what they had in mind, but after it ended up at "just" 1.3M, they needed to scale back, cut out a lot of stuff and make big compromises.
The official FAQ now states "We will not have Vive support at launch" which hints that it will come at a later date. In the kickstarter FAQ itself, Cyan stated "We are excited about Oculus Rift (we have a dev kit) and VR in general, and we've added support of the Rift as a stretch goal." They had access to the Vive dev kit since it arrived and were experimented with it quite a lot as I mentioned in my post on the previous page. Guys, I'm sure they will release the Vive support in the future.