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They actually have a kind of strange app ecosystem at the moment. They have their own very restrictive store which is hard to get into and a thriving sideloadin
by blensor 6y ago
They actually have a kind of strange app ecosystem at the moment. They have their own very restrictive store which is hard to get into and a thriving sideloading community [1] which allows you to run anything you want and is actually inoficially accepted by FB. It's very easy to list your game there and you can reach ~1Mio Quest users with it. I developed my own full-body fitness game [2] there which would never make it into the official store
[1] https://sidequestvr.com https://sidequestvr.com
[2] https://vrworkout.at https://vrworkout.at
- chaostheory 6y agoI played your game on Steam. Good work! I hope to see more. On a side note, it's strange that Steam doesn't have a fitness category yet.
- blensor 6y agoOh wow, that's awesome! You can add tags to a steam title but I guess VR fitness is not mainstream enough yet. I'm currently working on a battle mode where the physical exercise is the measure to score points against your opponent and a little tactical element by having to decide between offense and defense in each exercise, but that's not ready yet. And another feature that is coming or almost ready is the targeted HR training (set a HR target and the game will adapt to you during the session)
- WrtCdEvrydy 6y agoHoly shit, this is amazing!
- blensor 6y agoThe HT target mode is already in the beta and ready for testing, but will get even better with a future VRHealth Institute app as they are planning to add cardio profiles with varying intensity and that will be supported by VRWorkout
- justapassenger 6y ago> I developed my own full-body fitness game [2] there which would never make it into the official store Curious - why? Are there restrictive rules or too much hassle and overhead for small shops?
- blensor 6y agoI can only speak for the time when I actually thought about going in that direction which was ~10 months ago. At that time the devs of Crisis Vrigade tried to get their already very succesful (on PC VR) game accepted to the Oculus store (I think it was the second time they tried) and they were not able to because Oculus tried to be very picky with what they accept to ensure that people only had positive experiences when trying out their VR solution. And recently I was in contact with another developer who currently tries to get in and who has a game on Steam with very good ratings. But Oculus actually made it a condition to have an even higher amount of very good reviews before they could start the process of getting accepted into the store. (I won't name them here because they are still in the process) With all that and the fact that my game probably breaks all common sense safety recommendations (jumping, burpess, sprinting in place) that an executive could use to decide if something is fit for their store I did not think I could make that work. There I'd rather poor the little time I have in adding features that users will find useful than to chase some arbitrary design goals hat make it attractive to an audience that will never use it anyway (it's a workout first and a game second)