NOTE: Playing Experiment Gone Rogue will require either Oculus Rift or HTC Vive and VR motion controllers.
In a dystopian future, mind controlling aliens rule the earth. The game offers a motion controlled VR experience that includes. Punching people in VR, Riding Flying Vehicles, Boss Fights, and an interactive VR strip club. Playing Experiment Gone Rogue will require both a VR headset and VR motion controllers.
About this Release
This is Version 0.967 is a pre-early access release available for sale. The game works, but it is still missing art, missing some sound files, and is not very polished. We wanted to have this available now so people can experience punching people in the face, riding flying vehicles, blasting girls armor off, and hanging out in a VR strip club. We put together a small demo you can check out before you buy it. Please try the free demo first to see if you like it.
What you get with the full version
If you buy the full early access version now, it will entitle you to updates. The premium version includes over an our of game-play, more levels, a boss fight, and you won’t get kicked out of the strip club after 30 seconds.
|Release Date||Pre-Early Access Version Available|
|File Size||3.23 GB|
|Minimum System Requirements|
|SPECIAL REQUIREMENTS||Oculus or Vive HMD and Motion Controllers|
|Operating System||Windows 7 SP1 64bit, Windows 8.1 64bit, Windows 10 64bit|
|Graphics||Nvidia GTX 970 or better|
|Disk Space Requirement||9 GB|
Version 0.964 – Released July 27th 2018
Catching bugs in a net.
– Enemies clipping trough the ground? Say no more. We went back and got them reprogrammed and properly trained.
– What is more fun than punching enemies? Nothing of course, that was a retorical question. That’s why we fixed the issue where you couldn’t punch enemies. You’re welcome.
– Slow motion is out of date, we don’t know why the enemies decided it was cool, at least now they aren’t slow. We hope it stays that way.
– We fixed the bug where the dancers would rather be literally anywhere else but in your presence.
– Just a few new cosmetic touch ups, nothing important ( don’t tell them we had missing textures ).
– We want our players to experience virtual reality at it’s fullest so we decided to fix the incorrect sound virtualization. “Being a DJ is exciting” – tone def programmer.
– The sweet taste of victory, finally you conquered the final boss. YES! But then…the laser doesn’t dissapear, good thing the developers fixed it.
– We payed the Lab boss extra working hours so he can stop dissapearing and restart.
– When enemies hit you there is an added screen effect. Adds a nice combat feel.
——————————————————————————————————————–Version 0.84 – Released March 9th 2018
Optimized until frame rate 90 FPS in 99% + of the game
New secret trap door in VIP room at strip club
——————————————————————————————————————–Version 0.82 – Released February 24th 2018
Optimized until frame rate 90 FPS in about 97% of the game
Improvements to VIP room at strip club
——————————————————————————————————————–Version 0.8 – Released February 10th 2018
Optimized until frame rate 90 FPS in about 80% of the game
——————————————————————————————————————–Version 0.75 – Released January 27th 2018
Optimized until frame rate 90 FPS in about 50% of the game
Implemented working scoreboard for trashcan basketball game
——————————————————————————————————————–Version 0.7 – Released January 13th 2018
Integrated art components
Started Performance profiling for optimization
Merged art that was not yet included
——————————————————————————————————————–Version 0.65 – Released December 22nd 2017
Finished Polished Boss Fight
Removed Levels 4 and 5 entirely
Final Art changes for Level 2
——————————————————————————————————————–Version 0.6 – Released December 7th 2017
Crude version of Bossfight in Level 1
Improvements to art in Level 2
New Flying Scooter
——————————————————————————————————————–Version 0.55 – Released November 24th 2017
Modifications in Gameplay on Levels 4 and 5
Integration of Level 2 with outside environment
Better transitions from outdoor to indoor
——————————————————————————————————————–Version 0.50 – Released November 10th 2017
Crude Version of Levels 4 and 5
Improvements to art on Level 2
Some new props
——————————————————————————————————————–Version 0.45 – Released October 27th 2017
Enemy that gets up after falling down
70% Art Completion in Level 2
Maintenance bot is now a new flying enemy
——————————————————————————————————————–Version 0.425 – Released October 20th 2017
Improvements to AI
Re-spawning of Vehicles on Death
Destructible Floors and Bridges
Slow Motion Effects
Cover System Game Play
GamePlay Improvements to New Level
Version 0.4 – Released October 12th 2017
New Destructible Railings and Lights
Improvements to Save System
Enemies that push you off ledges
Female enemies with armor that can be blasted off
Flying Enemies that shoot at you
New Vehicles with Speed Control To avoid Hazard
Added some sound and particle effects
Improved AI for the Enemies that fire guns at you
——————————————————————————————————————–Version 0.375 – Released October 5th 2017
Complete redo of first level with less complexity
Three new vehicle types to ride
New game mechanics for throwing grenades at moving targets
New gun type that does not overheat
New enemy AI type that hides
New hazard type to avoid while climbing
——————————————————————————————————————–Version 0.35 – Released September 29th 2017
Added updated textures and art to enemies
Added new donuts pickup type
Added new destructible Pillars, Barrels, and crates
Simplified some parts of level 2 (Removed Ladders)
——————————————————————————————————————–Version 0.325 – Released September 22nd 2017
Added a Woman Customizing Device with Levers
Added Checkpoints to Second Map
Fixed Sound On Grenades
Simplified confusing components of initial scene
Version 0.3 – Released September 15th 2017
First Available Public Alpha Version Demo
Demonstration of controls, locomotion, weapons, destruction, and combat
About 30 minutes of gameplay split in 2 levels:
Level 1 – Locomotion and Light Combat
Level 2 – Combat System Level
Demo still includes placeholder art, and second level is entirely in Greybox state