Doomed VR is an in development local co-op fighting game where one player uses the PC to play the role of a hero,
battling against gargantuan bosses played by the VR player.
This game is mechanically inspired by titles such as Nemesis Perspective and Davigo VR,
while taking an art direction reminiscent of older titles such as Quake and Doom
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Release date: To be announced
Mikko Anttila - Programmer
Jesper Sarin - Artist - Portfolio
Marius Larilahti - Composer - Portfolio
Old screenshots taken from the HDRP era of development.
Originally taken for advertising at XAMK Demoday event.
Old screenshots taken from the very early stages of development.
Originally taken to show friends and family.
Unlike some previous logs, these will not go over periods of time but instead reflect different aspects of the game and will be updated to match the current version after approximately 75 hours of work.
As the central figure of the game, the VR player has the most unique abilities which they can utilize to fight the Hero player.
However despite their access to many different tools, the Boss is held down by their size and stationary nature making them an easy target.
Below are the abilities of one of the playable bosses, the Lich King:
All bosses have the following moves:
- Smack | When striking the Hero with their hand, the hero gets flown backward and becomes unable to move or attack for a brief period of time
- Ground Slam | Functions similarly to the Smack, except it sends the player up into the air by hitting the ground near them, allowing them to be easier to hit with a follow up attack
The Lich King's Unique moves:
- Summon Skull | By slamming the ground with an open palm, the Boss can summon flying skulls which charge at the Hero to attack. They are easy to deal with one on one, but they still force the Hero to keep moving and to sometimes change their focus
- Summon Sword | holding the trigger and pressing the primary key, the Boss is able to summon a sword which they can use to strike the Hero for massive damage. The sword however only lasts a few moments, and disappears upon hitting the hero. The sword is also able to destroy obstacles
- Raise Wall | The boss is able to lift up a defensive wall of bones to protect them from attacks from that side of the map. The wall lasts for a few seconds and if hit by the Boss can be sent out as an attack.
- Fireball | The large braziers located around the Boss summon fireballs which the Boss is able to pick up and throw, causing firey explosions wherever they land.
- Finger Laser | By pointing at a direction the Boss is able to shoot a singular, continous but slow moving laser from their finger. This laser deals small amounts of damage fast, but is limited in how fast it can move to track the Hero.
Below are the unique abilities of one of the playable bosses, the False Angel:
- Rain of Stars | By pointing towards a spot, the False Angel is able to summon a cloud which rains down exploding stars after a delay. These explosions completely block down the area with devastating blasts, but it might be difficult to catch the Hero with them due to the delay.
- Shards of Light | By clenching their fist and holding the primary key, the False Angel can charge up a blast which when released will throw multiple glowing needles of light in a cone, dealing low damage individually but high damage if many connect.
- Summon Bow | By slamming the ground with an open palm, the Boss can summon flying skulls which charge at the Hero to attack. They are easy to deal with one on one, but they still force the Hero to keep moving and to sometimes change their focus
- Discus of Light | The large obsidian towers located around the Boss summon disks of light which can be thrown and home in toward the hero. They do low damage but respawn quickly.
- Ground Spikes | By striking the floor with an open palm the False Angel is able to summon a shockwave of spikes from the floor
The Demolitionist is the "default" hero of DoomedVR, locked in at moderate health, damage and movement capability.
Primary: Rockets
When tapping Mouse1, the Demolitionist shoots a rocket from his personal rocket launcher, this rocket flies forward with a downward arc, creating an explosion wherever it lands. This explosion does moderate damage in a 3 meter area, and destroys most obstacles it hits. The explosive force of the rockets can also be used to jump around the stage, providing mobility to the Demolitionist.
Secondary: Shimmer Shield
Upon clciking Mouse2, the demolitionist creates a reflective shield in front of him, which slowly moves forward and expands to cover a larger area. This shield deflects projectiles, both from the Demolitionist and his enemies.
The Rogue is intended to be much faster and more agile then the demolitioner, but at the cost of health and damage.
Primary: Magic Missile
When holding down Mouse1, the Rogue fires out a rapid flurry of throwing daggers. These daggers do low damage and have quite a limited range, quickly arching down toward the ground. These limitations are made up for by the incredibly speed at which these daggers are thrown, allowing the Rogue to outdamage most heroes, but also forces them to get much closer to their foe than any other.
Secondary: Teleportation
When Mouse2 is pressed down, the Rogue fires out a grappling hook which attaches to any stable surface, allowing the Rogue greatly increased aerial mobility as well as reduced gravity while the hook stays connected. The hook's line can be broken if it passes through too many objects, or if the Rogue moves too far from it. The Rogue is still able to attack while swinging from the grappling hook.
The Rogue has yet to receive proper testing or sprite work.
The Magi is designed to be a powerful but slow fighter with limited movement but powerful albeit slow to charge attacks.
Primary: Magic Missile
When holding down Mouse1, the Magi launches magical projectiles which fly fourth in a straight line and deal minor damage on hit. At first these projectiles are fired slowly, but the longer the fire button is held, the faster they are shot out. However the Magi must be careful, as firing magic missles halves their movement speed and greatly reduces their jump height, making it difficult to dodge the Boss' attacks.
Secondary: Teleportation
When holding down Mouse2, the Magi begins to channel a teleportation effect which slowly travels further from the Magi's current position. Once Mouse2 is released, the Magi is instantly transported to the indicated spot. The teleportation is powerful and swift, but takes a while to charge when long distance movement is required. The teleportation also does not bypass walls, nor can it be charged while firing.
The Magi has yet to receive proper testing or sprite work.
As of 11/10/2024, this game has been built a total of three times due to significant visual issues which lead to irreperable damage.
The initial problems began with how Unity handles lighting 2D sprites in 3D environment. In essence, the backside of objects copied
over the lighting of the front side, leading to issues where for example when the Boss covered a fireball with their hand, the backside
of their hand would blare up with light despite the fact it shouldn't.
With research, we eventually found out that in Unity's High Definition Render Pipeline this issue was resolved and since we were already
working on a VR game, which are known to have fairly high requirements to run, we decided to switch over to HDRP.
We initially tried to convert the project directly, but the process proved bothersomely difficult and eventually we decided it
would be easier to simply take the code and rebuild from the ground up, and so we did.
The development in HDRP continued for many months with few issues... Or at least few issues we were aware of.
However when it came time to get the project ready for showcase at XAMK's Demoday event, we found a significant problem...
Though the game ran perfectly fine inside of Unity, when the game was built all the users would see were a black screen and an
ominous green line which didn't seem to come from any of the game objects.
Days were spent trying to resolve this, but neither teacher or anyone we contacted on the internet seemed to have any clue how to resolve the issue and so...
We were forced to go back to Universal Render Pipeline. However in our previous efforts to convert it to HDRP, the project had been left a mess and after some deliberation
we once again decided it would be simpler to rebuild the project, fixing up previous mistakes in the code which had slowed development, and building a better framework.
This process took a long time, especially due to the issue with how URP handles lighting Sprites but eventually I managed to create a functional shader
which took care of the initial issue, and then over the course of approximately a month the game was finally fully functional with all
the additions made to HDRP but with functional builds under URP and improved code for further development.
However since then the project has finally returned to a proper pace with few major difficulties and the team has even grown as Marius Larilahti was invited to join the project as it's lead composer.
As of 26.7.2025 we've just finished a major graphical overhaul, implementing the use of Volumetric Lighting and Fog effects.
We're currently focusing development on finishing our last Boss character "The Hive" as well as possibly adding a third "ultimate" ability to each hero in hopes to make them more exciting to play.
On top of that, we are in discussion about renaming the game to something more original, but updates regarding that will have to wait for the future.
Finally we are working on finishing up our Steam page to allow wishlisting of the game!
This project has received 250€ from XAMK startup fund. With the help of this funding, we're able to bring the game over to Steam, and work on the game's project page has begun. Furthermore this funding can be used to purchase various tools to assist our development, with the rest likely going into marketing once the game is closer to release.