This will be a mega-thread containing questions and answers regarding the game, as well as snippets of information that the developers and official members of staff have posted. If you have questions about Yore VR or elements of Yore VR please ask them below and we'll add them to the OP General Questions When will I be able to buy/play Yore VY? Our plan is to launch Early Access before the end of Sept 2016 How long will you be in early access for? Like 1-2 years, enough time to take into account all of your feedback and make sure we are launching the best game possible to market Technical Questions Is my computer good enough to run Yore VR? What kind of hardware should I have and what kind of performance should I expect? Yore VR is an high fidelity game that takes place in an outdoor setting. This is requires very powerful hardware to pull off smoothly so in the beginning the hardware requirements will be fairly high. Ideally you should have a GTX970 or higher. Our test machines here are running 1070's and we are seeing 70-90 fps in most places, it would be safe to assume that with a 970 framerates of 50-65 could be expected if you turn down the quality settings. What are you guys doing to optimize the game and make it run better? We have already incorporated the Nvidia VRWorks SDK into the engine which provides a significant performance boost, especially for pascal based GPU's. We plan to have the AMD Liquid VR SDK implemented as soon as possible. Will Yore VR be room scale only? For launch Yore VR will be primarily a room scale experience. That's not to say it can't be played with a standing room setup but it might get a little tight if you are swinging a sword around. In-Game Questions What are the different kinds of weapons in Yore VR? Bludgeoning and Bladed Melee weapons, throwing weapons, crossbows, bows and spears. We are considering polearms but can't promise anything just yet I see that you talk about survival aspects, crafting aspects, etc. How realistic is this game supposed to be? We are going for realism first however there are some concessions that we just have to make to spare players from the tedium of what actually goes into some of these activities.. Take smelting for example: Back in the day they would create what was called a Bloomery to refine their chunks of raw ore into a bloom, or a larger ball of red hot ore that's made up of all the smaller bits they found. The process of making a bloom is such that the bloomery was typically damaged or destroyed in the process, meaning you had to do repair work or make a new one every time(https://www.youtube.com/watch?v=FUhv2OnVVDU ). So this would be a case where we are veering off being 100% accurate and modeling our smelting process partly off of the blooming technique and the blast furnace technique where the end result is molton ore poured into molds that has a middle step that resembles blooming and uses a furnace that looks more like a bloomery than a blast furnace but doesn't need to be rebuilt everytime You're hiring actual crossbow experts to consult on just the crossbow aspect of this game? Yep, they aren't historians mind you, the guy we are working with just has a long history and passion with many different kinds of crossbows, owns a ton of them, has been collecting and using them for years and will sit down in Yore, use ours, sit down in real life, use his, video tape the 2 experiences and then advise us on what we need to change about the feel and use of ours to more closely resemble the real life version. He is bring brought on just for the crossbows yes, but our eventual plan is to bring on real world experts in many fields like blacksmithing, hunting, melee combat, etc etc to help us get them all feeling as accurate as possible. To a certain point of course, if it is 100% accurate but boring or annoying as hell to use in the game we will always lean more towards ensuring the systems are fun and natural feeling for VR first. What will the weapon system be? All archery related? To start we are focusing mainly on projectile weapons just because of how fun they are and how much variation you can get between them. So 4 crossbows and 1 bow and arrow, however we have just imported our bludgeoning weapons into the game so with any luck those will make it in to the final version How does that fit into the actual survival gameplay? Hunting will be the first survival system that relates to the weapons, another reason to focus on ranged weapons first as I've been told it's damned hard to catch a deer with a flail What is the exploration like? Fairly open world-ish in that regard. We have a decent sized map, nothing too huge, maybe 500m x 500m to start with a waterfall, river, lake that you can wonder around. For the released product we will have the mineral resources scattered through the map and require the player to find the best spots for ore. We also want to place more interesting locations like ruins, caves and dungeons to explore as well with interesting things to find there like weapons and objects. What is the goal of this game? Well in the spirit of open world sandbox games there isn't a goal outside of what you want to accomplish. It's more about what you can do. Hell if you wanted to grab a fishing pole, lean up against a tree and relax next to the river with your line in the water for 3 hours, all the power to you. Our long term goal is going to be to allow for trading, simple at first and more complex later, between players and eventual combat, base building, etc etc.. But for now it's pretty open ended.