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CuriousVR

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A member registered Jul 03, 2017 · View creator page →

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(1 edit)

  • VEG Corporation Employee Handbook

    Interplanetary Extractor Field Guide: Operation Veridan

    Welcome aboard, Extractor! The Virgin Extraction Group (VEG) Corporation is absolutely thrilled to have you embarking on your highly lucrative new contract. Your mission is straightforward: travel the galaxy, deploy automated units to extract precious Geo resources, ship them back to HQ, and watch your credits roll in!

    Rest assured, VEG Corporation values your safety above all else. Every extraction zone you visit has been rigorously swept and certified 100% secure by our Expert VEG Clearance Teams. This manual will break down your command console and automated modules so you can focus on what you do best: maximizing profit.

    1. Your Primary Directive: The Extraction Loop

    As an Extractor, you oversee a crew of automated robotic units from the comfort of your command console. You manage these units using Module Cards.

    • The Draw: You begin with a standard deck of 7 module cards. Each operational cycle (turn), your console deals a hand of cards to you.
    • The Action: Select which modules to activate based on your available Power budget.
    • Engage: Hit the "Engage" button to execute your queued tasks. Your extractors will mine, maintenance will run, and any necessary site-clearing will occur.
    • Recycle: Played cards are securely shuffled back into your deck, and a fresh hand is dealt for the next cycle.

    Corporate Tip: Mine Geo, ship it to earn credits, acquire upgraded modules, purchase flight coordinates, and jump to the next pristine planet!

    2. The Command Console Interface

  • A well-informed Extractor is an efficient Extractor. Familiarize yourself with your heads-up display:

    • Bottom Row (Your Hand): The module cards currently available to deploy this turn.
    • Left Panel: * Power Meter: Shows your available operational energy. Every card costs a specific amount of Power to play.
      • Engage Button: Executes your queued cards and ends your current cycle.
    • Right Panel:
      • Objectives: Your current short-term corporate milestones.
      • Shop Button: Access local or orbital VEG-approved vendors to spend your credits.
      • Base Integrity (Health): Your spaceship’s structural status, starting at 10. Note: In the highly unlikely event this reaches 0 due to environmental wear and tear, your ship's emergency auto-recall protocol will trigger, voiding your current contract and requiring a full restart.
    • Top Left (Interference Feed): Displays any unscheduled anomalies or local fauna interrupting your workflow.
    • Top Right (Navigation): * Star Map: Your current location among the 10 navigable planets on your route to Veridan.
      • Planet Indicator: Details on your current planetary zone.

    3. Module Inventory (Your Cards)

    You will build and optimize your deck as you earn credits. Modules are categorized by function:

    Extraction & Logistics

    • Basic Extractor: Costs 1 Power. Mines 5 Geo per turn. Highly cost-effective but structurally delicate.
    • Harvester: Costs 2 Power. Mines 15 Geo per turn. Built with reinforced casing.
    • Ship: The most important card! Converts your held Geo inventory into spendable Credits.
    • Flight/Coordinates: 10 unique travel cards that convert your base into a mobile ship, allowing you to jump to your next destination.

    Site Security (Combat & Defence)

    While our clearance teams have secured the area, you are provided with security modules just in case you need to clear stubborn debris or unsanctioned pests.

    • Defend: Deals 2 units of clearance damage to all field anomalies.
    • Attack: Costs slightly more Power, but deals 4 damage to all anomalies.
    • Assassin: Delivers a precise 10-damage strike to one random target.
    • Bomb: Deals a massive 10 damage to all field targets, but the module is expended (removed from your deck) after one use.

    Maintenance (Repairs)

    Caution: Heavy use of Extraction and Security modules will build up their Overheat Meter. If a card overheats, its safety lock engages and it cannot be played.

    • Basic/Advanced Repair: Restores structural integrity to your active module units.
    • Repair Deck / Repair Hand: Premium modules that optimize and repair all cards in your current deck or hand.
    • Repair Base: Essential for extending your contract; restores your main spaceship's core integrity (max 10).

    Upgrades & Utility

    • Storage: Increases your maximum Geo holding capacity before a shipment is required.
    • Power: Increases your Power meter so you can run more modules per cycle.
    • Hand Size: Increases the number of cards dealt to you each turn.
    • Auto-Attack (Basic/Advanced): Adds a passive, automated +2 clearance damage to the field every turn.
    • Remove: Deletes a cluttered or unwanted card from your deck.
    • Engineer: Adds +1 to any card's output value (e.g., a +4 attack becomes a +5).
    • Efficiency: Reduces the Power cost of a module by 1 unit.
    • Booster: Acts as a 2x productivity multiplier for an Extractor, Security, or Repair card.

    4. Unscheduled Encounters & Anomalies

    As stated, all extraction zones are thoroughly swept by VEG Clearance Teams prior to your arrival. However, if you happen to encounter lingering localized fauna or environmental hazards, do not panic. Simply manage them efficiently.

    Anomaly Behaviours: Each turn, the planet may spawn interference cards. These pests can cause 1 damage to all your units, 2 damage to a single unit, or cause a temporary communication error that "snaps" a card out of your deck for one turn. Note: If you have no active units on the field to distract these anomalies, they may bump into your Base Integrity directly. Keep units deployed!

    Zone Degradation: The longer you run extraction operations on a single planet, the more local pests you may attract. It is corporate best practice to extract your Geo and relocate before the site becomes too cluttered. On your journey to Veridan, you may even encounter larger "Boss-level" environmental hazards, but your tools are more than equipped to handle them.

    The Synergy System (Perk Icons)

    Both your modules and local anomalies occasionally feature Perk Icons. If three of the same icon are played in a single cycle, it triggers a system-wide effect:

    Extractor Perks:

    • Play First: Your modules activate with priority routing, before the field reacts.
    • Protect: Deploys a temporary safety dome around your ship, pausing all incoming and outgoing effects.
    • Coolant: Flushes your systems, preventing any played modules from overheating this turn.

    Environmental Anomalies (Enemy Perks):

    • Play First: The local pests react unpredictably, acting before your units.
    • Fog: A localized weather event temporarily scrambles your console; you cannot view anomaly stats during the cycle.
    • +1 Card: Debris gets caught in your system, injecting a "Broken Module" junk card into your deck. Use a Remove card to clear it out.

    5. Requisitions (The Shop)

    Mining Geo is only half the job; spending Credits is the VEG Corporation way! Use the Shop button to visit authorized vendors:

    • Planetary Vendors: Offer a reliable, fixed selection of local goods, occasionally featuring deep discounts.
    • Orbital Vendors: Encountered in the safety of space between planetary jumps. They offer a diverse, randomized selection of premium module cards.

    Happy extracting! Keep your modules cool, your base intact, and remember: at VEG Corporation, the only thing we love more than Harvesting a better future is your safety!

  • (1 edit)

    Hey Douglas :) Yes, I'm working on other games. In 2020 I released Custom Home Mapper and it was rather successful, sold a few copies and ended up working a couple years at Meta. I also have RamCastle (a rampart clone) and Pocket Racer as other VR titles.
    Recently I've been tinkering with a new MR deckbuilding game, similar universe to SpacePilotAlliance... you can see some progress that I showed today: https://www.reddit.com/r/OculusQuest/comments/1s4aup2/ive_been_working_on_a_mixe...

    Yep, but it was made for quest1 so passthrough won't be in color, but otherwise works fine. Color will be fixed in an update, just not sure when....

    not really, should be the same version.

    sometimes I update this one a little bit quicker (applab is a PAIN to push updates) but they eventually settle on the same.

    Agreed, would be cool to mix with other programs. 

    The builder has a video player, so you can watch your own stuff on a big screen already 

    replied in the other thread. Try setting oculus floor first (guardian on, set floor, then load chm and , if floor is still wierd, set it in the CHM options.)

    It can sometime be a combination of bad oculus floor level and bad CHM floor level, so if it's really broken try resetting both. 

    Hey, you can try setting the floor height in the options (little gear icon in the blue room) but sometimes it's worth turning the guardian back on, setting floor height properly, then loading the program again. 

    are you in developer mode? 

    Might be easier to email me. 

    Hey, hi! 

    Can you email me at curiousvrlabs@gmail.com? I'm happy to help. 


    You need to use sidequest to install the program to your quest, then it will show up in unknown sources. 

    hey, yikes sorry you ran into trouble right away! 


    First, make sure you toggle guardian on/off so the floor is set correctly. 


    When you launch the app and see the "welcome back" , click down on the left thumbstick button and hold it. You'll feel a haptic bump , just wait about 7 seconds and it'll reset everything. Or you can just switch to a different profile using the buttons on your left wrist.

    There is a "set floor height" button in options, it is useful to guarantee that your floor is correct every time you load back in (if you end up way too high above the floor) 


    Lemme know if you run into more issues. 

    hey gedinson.

    So, to clarify: when you run sidequest on your PC, connect your quest, all shows connected, yes? There's a button on the top menu (used to be a little square with arrow on it" that allows for "install from .apk on my computer " 

    Is that how you installed?

    hey Hollie. 

    Two ways to get into multiplayer menu, either on your left wrist watch menu, or on the console in the full game. 

    But if there aren't any hosts online, you won't see the buttons for "join random" or "join with code" . You might need to coordinate with other users on the discord group to set a time, multiplayer isn't very active these days. 

    Hi! You will be charged in USD , but your bank will handle the exchange rate and take the money out in AUD. Make sense? 


    I'm Canadian, so I often buy things in USD . It's no big deal, will still cost you around 7.76AUD

    Hey, you'll need to use sidequest to actually install the game on your quest. Copying the .apk isn't enough. 


    On the PC version of sidequest, connect your quest and then hit the "install from apk" option in the top menu. Game will install, you'll get a notification then you can unplug. Mapper will be found in the "unknown sources" category of the games menu. 


    Let me know if that makes sense. 

    Hey, yes! I can do it for you but it isn't automated. Basically, we set a time to meet in multiplayer, I load into your space using my dev tools in unity and then just email you an .fbx. takes about 5 minutes, am happy to do it anytime.

    so, are you using the "install from .apk" option in sidequest (I'm assuming you're on PC)? Copying the .apk won't do anything, sidequest (or an ADB command) is required to activate the install process. 

    The program will be available in Unknown sources. 

    In your game menu, select the dropdown on the top right and you'll see the unknown sources category. 

    (1 edit)

    Copypasting the email I sent you below:

    I sent it from curiousvrlabs@gmail.com, in response to the inquiry you sent me... Did it not show as a reply? 

    Quoted text below: 


    Hi sherry. Oh my, you've jumped into the deep end with my app! 


    I'll try to help as best I can, but full disclaimer - I will happily refund if this is too much. Normally, people have already setup sidequest/enabled developer mode/a bunch of technical stuff before they ever find me and my work. And those are the kinda people who are good at making sense of my confusing/ambitious/slightly broken collection of experiences that you just bought. 


    Have you setup sidequest before or installed unknown sources? There are instructions here: 


    www.sidequestvr.com/setup-howto


    Dev mode also allows you to disable the guardian, an important function if you want to map multiple room layouts and use my app properly. Once you've got Dev mode, the sidequest mobile app will help you with the installation of my .apk file. You'll need to connect it with a cable , install my program, and then it'll live on the quest (you don't need to plug it into a phone ever again) if you get to the dev mode enabled step, I can help you with the actual install with more info in another email


    But like I said if this is all too much, or if you get stuck, let me know and I can refund the purchase.


    If you can manage to jump through these hoops and get the app installed, then we can setup a time to meet "at your house" via multiplayer and I'll show you how everything else in the program works. 


    Let me know how it goes.

    good luck! 

    Ryan (curiousVR)

    (1 edit)

    Oh! You don't mean the loading screen (not much I can do) but the "welcome to custom home Mapper, etc etc" when you do the setup? Assuming you are mapping a new space... Yes I probably can implement a text skip. There is a skip for the "demonstration" mode (hit right thumb stick when it shows an example house around you) But why are you running through this phase often? Is your anchor not re-aligning things properly from last time? 

    Once you've got a saved setup, just put the controllers down in your anchors during the loading screen/progress bar. When game loads, it'll detect stillness right away, and do a quick load into your room (it usually should be loaded in before the "welcome back" message is finished displaying.) You don't need to do the "press right thumb stick, place down and wait for 5 seconds", you can sorta speed through it if it detects controllers in the right position at startup. 

    Make sense?

    Ooooh. I think so? At least, I can add more increments between steps, give you more control.

    Should be easy, I'll try on Monday and hopefully not break everything 

    (2 edits)

    Hey, I understand what you are saying and I'm sorry you didn't get the experience you wanted :( 

    Much of the app is based around simple transformations and minigames, while the really detailed recreation of your home that I show in the promo take a lot more work to build in the builder cartridge. Yes it's complicated , buggy and has a difficult learning curve, far from the magic and automatic'ness that you are hoping for... I see now that the promo doesn't set the right expectation. 

    Generally things work best if you switch the guardian off completely.  Agreed it's a massive pain to draw multiple guardians, that's why I'm not releasing on applab to non dev mode people because the drawing is annoying when you can't just toggle it off. 

    Send me a quick email at curiousvrlabs@gmail.com and I can refund

    hey sherry, sent you an email :) let me know how it goes.. can be tricky if you're new to dev mode/sideloading. 

    (1 edit)

    yep was sorely needed. You can set your name.. Social multiplayer in CHM is kinda awesome right now, once you've got a decent home build and can just hang out/wander around . Working on an update for shared media viewing, so network guests can watch the same shows together. 

    just local video files at the moment. System is technically capable of streaming from a url, but I just haven't made a text input/keyboard system yet. 


    Currently it's a basic file browser that looks in the "movies" folder for files.  

    (1 edit)

    Hey, good questions. 


    I dunno if you've seen, but all these wall/cube placement features are likely to come to the official meta SDK. They've been showing off a few clips, and spatial anchors already exist in the unity dev package. Might be worth just waiting a bit to see what comes in the next few SDK versions.. 

    There's another "map your house" package out there that has the kind of SDK you're looking for. There's a zombies in your home, virtual animal safari thing, floor is lava game. All of them use this other mapping SDK. Sorry I can't provide a better link, am on mobile at the moment. 

    Your best bet is to check out the recent tutorial from skarred ghost on the spatial anchors, try to get it working in unity, then make your own wall/geometry setup based on that, maybe integrate the official features when they get introduced. My mapper code is rather hacky and fragile, and has strange hooks into all the multiplayer/voice chat stuff. It's hard to offer it as a modifiable package to other devs. 


    Regarding other platforms/devices I'm desperate to get my hands on some new tech. Yes please. 

    (2 edits)

    yep sorry am working on fix for golf, the floor adjustment ended up causing a bug with the new ramps. I'll push it out tonight or tommorow.



    Regarding the error, sometimes the randomized spawning system gets into a situation where the game would be broken if it continues (usually an goal has spawned out of bounds, it tried to fix and failed) there's a lot of reasons why this can happen and I'm getting better and solving the problems. But often is just a 1/10 chance or something, just eject cart and load it again (sorry) if it happens 8/10 times, then I really wanna know more because there's something unique in your setup that causes an issue. 


    There's still a deeper issue with height... Something haywire with your initial setup I suspect. Some games will not recognize the forced height you set, this can cause issues...

    excellent bug report! Cheers! 

    Lemme know when you get a nice setup, I'll come visit! Or I can host, you can see my space and we can chat about this program a bit.

    Email me at curiousvrlabs@gmail.com, and keep the bug reports coming ;) 

    (1 edit)

    oh damn what happened? 

    (Runs off to test current build) 

    hey, yes of course. 

    Multiplayer by default is over the internet, and uses artificial locomotion (when you join a host and load into their apartment, you use thumbstick to move around. ) 


    Local multiplayer is the more complex part, you join the host, and then anchor (right thumbstick click) into the hosts anchor positions. 

    yep. I can give you a file if we meet in multiplayer (I load in with Unity, save your space and email you an .fbx file). Can do the blue room or a custom build if you've made one with the creator app. 


    Just email me curiousvrlabs@gmail.com to setup a time. Sorry it isn't automatic, I've been struggling with that (but recently figured out how to read from storage to play video files, so I'm close to being able to write.)

    hey i just added a video screen to the home builder.

    Omg yes. 

    I've actually been trying. There's some crazy wierd bugs that have been stopping me, but you're right this would be a killer feature.

    I'll keep trying. 

    (1 edit)

    hey, to clarify, the floor is in the right place (or set in the right place, after adjusting in the options menu) but the cubes are all up in the air? 


    Are the walls high/detached from the ground as well? 

    Rather than try to find the root of what is causing the issue, I'm gonna write a script that just checks to see if the cubes are level with the ground after you load in, and then adjust them. .  I'm very, very sorry that this issue is stopping you from being able to use the program properly... Been aware of this issue a while but for me it was usually only an inch or so of height difference, which seemed acceptable. 


    Expect an update early next week, Tuesday or Wednesday. 

    Hey! This one is an odd bug, and kinda tricky. 

    Do this: turn on guardian, set floor height, turn off guardian. Launch the program , align your anchor and load into your space. If the cubes aren't on the ground, turn off program and just load it again (I don't know why, but it seems to load in at the height of the previous time you played, not the current height setting.) Shrug.  It usually works the second time . 

    Then there is a potential that, the very first time you did the setup, the floor was badly out of alignment and so your initial setup locations are actually all too high.  This can suck, you can adjust floor height in settings but it probably won't help you get things lined up correctly. 


    Try the set floor/load/turnoff/load again. 

    If no, respond back and I'll see if I can think of another solution. Maybe I can put something in the next update . 

    ? No... It should be there. 

    I'll be pushing out an update today . 

    did you send me an email recently? You need to setup sidequest and then use the install from folder on my PC option (if sidequest doesn't do the install automatically) 

    Yes you can do that. 

    One player creates a space and host a multiplayer game. Other player joins, then push right thumbstick down (to load the anchor position). Place controllers in the same anchor space that the host used, and it will lock your playspace to the same alignment and disable the artificial locomotion :) 

    Yup it exists. It's plant based, your home is an aquarium. Rodents spawn and take a path to your main garden , you plant seeds and grow different attack flowers.


    Its just not quite fun yet, so I haven't released. Needs a few more features.

    Ah I see! I can fix that.  Thanks for report! 

    (2 edits)

    Go to the setting menu (gear icon) and click edit walls. 

    First step is removing the walls, pointer will show closest wall, click trigger to remove, you must go left to right. 

    You are prompted to hit a or b when finished, and it will switch to wall creation. Then you need to set your new walls and make sure they eventually connect back to the final position (indicated with red marker) game will then do a save, and return to the normal settings menu. 

    Now you can add cubes from the same menu, go into the space and mark out the rest of the stuff. 


    Your thought about doors is wild. Thanks .  Been thinking a lot about door frames as potential special areas/used for anchors/identified in a different way.