Scrapping Simulator

Scrapping Simulator

This game is in early access so, you unlock all the available features quickly. As you may have guessed, this game is about disassembling eWaste for scrap materials. You can then sell the scrap directly or spend the time to melt them down to ingots for a bigger profit. Eventually, the world will be much more open and new features are coming.

I’ve logged a lot of extra hours figuring out many of the ins and outs of different processes. I enjoy the “grindy” aspects of this game and look forward to how they’ll adapt to user input.

Real player with 35.1 hrs in game


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game is really fun and easy to get into having a good time playing this game easy and chilled to play. loving all the new stuff and animations but game has some little bugs here and there but can see they are trying to fix them. but loving the game cant wait to see what else they do to the game.

Real player with 30.3 hrs in game

Scrapping Simulator on Steam

stikir

stikir

I saw the post on r/pixelart, and decided to try out this game for myself. It’s well worth the money and time spent playing through this wonderful game. The artstyle is beautiful and immersive, despite lacking detail. The story and characters are crazy and zany, and the soundtrack is very good. However, my two biggest praises for this game are 1) the level designs, and 2) the control scheme.

The levels teach you everything you need to know without tutorials or instructions. You learn as you go, the game teaching you concepts and obstacles casually before raising the difficulty. The boss levels are also well-done, with easy to understand yet challenging battles. I thoroughly enjoyed platforming my way through the various kinds of levels and mazes.

Real player with 3.4 hrs in game


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‘stikir’ is the sequel to the game ‘Indecision.’ and has the sort of stuff from Indecision that I enjoyed. Although is shares a lot of aspects of its predecessor, it is far from being the same game.

A big difference between Stikir and Indecision is that Stikir is not a jumble of seemingly random levels, it actually almost has a coherent story! We have a protagonist. We follow them trying to make a video game, while various things get in their way. Productivity is always hard, especially when it’s such a big project, so it’s not surprising that even making a simple cup of coffee, itself, can become a big adventure.

Real player with 2.4 hrs in game

stikir on Steam

Dogot Games

Dogot Games

Welcome to this mini-game collection! All games in it are made in Godot Engine. Here you play many fun casual and puzzle games.

In Sleepy Owl, you are a sleepy owl who are trying to not be hit by bad birds. You need to keep flying when the gravity always keeps dragging you down. Try to react at really good timing and survive! As you defeat more bad birds, the score gets higher!

In Food & Hunger, you play as a gray dot who needs to collect foods as fast as you can. There are 3 types of Special Dots, speed-up dots what make you faster, speed-down dots that make you slower, and shrink dots that make you smaller. Some levels really acquire you to solve fun puzzles so as not to fail the level. It contains more than 50 levels. Who will get the best score? Go and compete with your friend!


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Dogot Games on Steam

10mg: You are such a Soft and Round Kitten.

10mg: You are such a Soft and Round Kitten.

Really fun game to play especially during quarantine as its overall mood is really upbeat in these hard times. Only negative is it can get confusing during your first playthrough but not confusing to the point it feels impossible to complete without a guide (looking at you half life). Overall fun game with mechanics that surprised me, highly suggest playing it but make sure you have the time.

*Even though I had received a copy early, my opinions here are completely unbiased.

Real player with 3.5 hrs in game

Great game for anyone, an excellent introduction to the genres of sylvie-game and 10-minute-game, and a short sweet and cute experience for existing fans. If you must close the game you will start over from the beginning, so try to set aside a little more than 10 minutes for your playthrough in case you want to take your time and admire this gentle world. It’s hard to say too much without giving away any of the delightful moments you will encounter in these 10 minutes of game, so give it a try!

Real player with 2.5 hrs in game

10mg: You are such a Soft and Round Kitten. on Steam

Endless Escape

Endless Escape

WTF It’s fucking crazy hardcore.

I’m frustrated with my memory. Even, I cannot remember what I ate yesterday. How shall I remember where I have to choose to exit? I must take a note to memory while playing. You guys get ready to try the shot.

Real player with 4.1 hrs in game

At first, I felt that the game was harder than I thought.

But it was an interesting challenge. and I was amazed by the puzzle sense of the developer.

I was amazed at the ingenious puzzles that I couldn’t see in other games.

I’m fully willing to pay $4 for this game. I love this game.

Real player with 2.1 hrs in game

Endless Escape on Steam

Pattern

Pattern

This isn’t really a game. It is more of a work of art and a story.

There is hardly any game play. There is a small stamina mechanic, but you are mostly just able to explore the environment. At least for me, this was more about slowing down and enjoying the beautiful scenery.

There aren’t that many areas either. There are only four. But they are all very, very lovely to wander about in.

The other part of this is the story. To summarize (minor spoiler warning?), The game developer talks about his experience creating games and art, and talking about what it means to him. It isn’t too long, but it is a very nice read.

Real player with 2.6 hrs in game

Not bad, but full price is too expensive. Get it when discounted.

The game is procedurally generated, but the in the end you will always cycle the same 4 different environments + the room, more variation would be better or at least making the order in which the levels appear more random.

Another simple feature that I would like to see implemented is an auto-walking key, like what you have in Meadow: you press F and the character just walk by itself, freeing you of the need to keep pushing the W button, which is a bit annoying.

Real player with 2.0 hrs in game

Pattern on Steam

Mocap Fusion [ VR ]

Mocap Fusion [ VR ]

Motion Capture Fusion [VR] is an immersive roomscale mocap sandbox for artists and animators who wish to create and export motion capture animations_, or create live content_, using conventional VR hardware. With as little as a single VR HMD and two controllers users may create mocap on their own avatars. Advanced users may create more detailed motion capture including full body tracking and can be combined with other sensors (eg. Apple IPhone Truedepth sensor and Oculus Quest 2 optical finger tracking) to connect avatars to simultaneous inputs. This fusion of multiple sensor can combine many layers of motion capture in a single take; including: full body tracking, face capture, lipsync, gaze tracking, optical finger tracking.

Highlights

The term “getting into character” may apply here as literally connecting one’s self to an avatar as completely as possible and seeing them selves in a (VR) mirror while acting out a script.

Users may include their own completely custom characters (avatars) and use the same avatar throughout the production workflow. This eliminates the need for retargeting and ensures the mocap data always fits 1:1 without causing any offsets in the final results.

One of the unique features of Mocap Fusion is that it has the ability to export motion capture data and reconstruct the scene in Blender, making it available for final rendering in minutes .

Compatible Headsets (VR HMDs)

  • Valve Index

  • HTC Vive (and Vive Pro Eye).

  • Oculus Quest (1 and 2).

Optional Tracking Hardware

  • SteamVR Vive trackers.

  • IPhone Truedepth sensor (facecap and eye tracking).

  • Oculus Quest 2 (full optical finger tracking).

Capabilities

  • Export mocap and create scenes in Blender™ instantly.

  • HTC™ Vive Trackers (Up to 11 optional points) full body tracking.

  • Ability to record, playback, pause, slomo, scrub mocap in VR.

  • Customizable IK profiles and avatar parameters.

  • SteamVR Knuckles support for individual finger articulation.

  • Quest 2 optical finger tracking app for individual finger articulation and finger separation.

  • Vive Pro Eye blink and gaze tracking support.

  • Sidekick IOS Face capture app (Truedepth markerless AR facial tracking).

  • User customizable Worlds, Avatar and Props may be built for mocap using the APS_SDK.

  • Compatible with existing Unity3D™ avatars and environments.

  • Supports custom shaders on mocap avatars.

  • DynamicBone support for adding hair, clothing and body physics simulation to avatars.

  • Breathing simulation for added chest animation.

  • Add/Record/Export VR Cameras for realistic camera mocap (eg. VR Cameraman effect).

  • Optimization for exporting mocap (.bvh) data to Daz 3D.

  • Placement of “streaming” cameras for livestreaming avatars to OBS or as desktop overlays.

  • Microphone audio recording with lip-sync visemes and recordable jaw bone rotation.

  • Storyboard mode, save mocap experiences as pages for replaying or editing later.

  • Animatic video player, display stories and scripts, choreograph movement.

  • Dual-handed weapon IK solvers for natural handling of carbines.

  • Recordable VTOL platform for animating helicopter flight simulation (eg. news choppers).

  • VR Camcorders and VR selfie cams may be rigidly linked to trackers.

  • VR props and firearms may be rigidly linked to trackers.

  • Ghost curves for visualizing the future locations of multiple avatars in a scene.

Gameplay

The experience depends on the user’s PC and the tracking hardware used. The recommended SteamVR headsets are the Valve Index or the HTC Vive. A Quest HMD may also produce reasonable results. It is also possible to use the software without an HMD (eg. when livestreaming). Full body tracking is only available when using feet and hip trackers (and optional elbows, knees, chest). Users may achieve more realistic tracking results when using body trackers. Body trackers are optional and standing mocap is supported. Further realism my be achieved on compatible avatars by also enabling face capture or using a Vive Pro Eye for gaze and blink tracking.

History

Originally this was designed as an intuitive way for users to create virtual training videos and presentation in an immersive VR environment for added realism and then export their animation for rendering. The project was made available to a community for beta testing and since has received feedback and many feature requests which has helped add to the utility of the software for a verity of different creators.

Mocap Fusion [ VR ] on Steam

ISLAND_NAME_HERE

ISLAND_NAME_HERE

Become the developer of a tropical island game in this unique puzzle adventure! 🏝 Edit various object properties to achieve your goals and unlock more of the story. Experiment, undo, and repeat; no action is irreversible. Flex your creative skills to make an experience that is entirely your own!

Key Features

  • A relaxed environment with no time limits or irreversible consequences

  • Puzzles that allude to some of the problems that game developers solve on a daily basis

  • A meta storyline

  • Laws of nature… and some defiance of those laws

  • Art, music, programming, and design made by a solo developer

  • Additional art, music, programming, and design made by… YOU!

ISLAND_NAME_HERE on Steam

Oceanarium

Oceanarium

~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.

A rare planetary alignment has transpired in the universe. The deep sea needs your help pulling Mother Ocean from her depression spiral for the water ritual to be complete. You must collect and deliver life energy pearls to the Nucleoid Portal to awaken her. You’ll receive mysterious messages, learn how to astral project and meditate with consciousness warriors as you navigate a fantastic deep sea world full of weird, alien underwater creatures. Will you be around long enough to experience universal oneness?

Oceanarium on Steam

ToyPark - physics-based social VR platform

ToyPark - physics-based social VR platform

ToyPark is a social VR platform where you can easily create games and experiences using our SDK and in-game tools or play what others have created.

How is ToyPark different from other social platforms like VRchat or Rec Room?

1. Cutting-edge VR physics in multiplayer

Awesome Boneworks-like physics is built-in ToyPark’s DNA from the start. And it all works flawlessly whether it’s PvP or PvE.

2. Focus on games and experiences

We are going way beyond avatars and worlds. In ToyPark creators can upload whole games of any genre and style. Who knows maybe the next Half-Life: Alyx will come out of one of the ToyPark’s creators?

3. Intuitive in-game VR tools

You don’t have to learn new made-up programming languages to create new levels or maps inside ToyPark. All the world creation tools are on the tips of your fingers.

4. SDK contains everything needed to build awesome games

Advanced creators won’t have to code basic stuff like guns, enemies, or props from scratch. All of that is covered in the SDK and works beautifully with Unreal Engine’s native Blueprint scripting.

For players: endless worlds of fun and mayhem

Jump into the action right away: drive cars, shoot enemies, solve puzzles, and discover new worlds with your friends. Or make friends with other ToyPark players!

And if you are feeling creative grab our in-game tools and create your own dream games or experiences. All the content that has ever been uploaded to ToyPark is at your disposal. Create a game you always wanted to play, no coding skills needed.

For creators: a x10 faster way to build and test your game ideas

We provide creators with an SDK based on Unreal Engine where you can find all the classes/components/functions needed to build immersive multiplayer experiences. No need to dive into complex networking or IK code - it all works behind the scenes via the SDK.

Little to none Unreal Blueprint visual scripting experience is needed to build a multiplayer version of Blade and Sorcery, for example. But that’s not all. You can upload any scripts or levels and it will work. The possibilities are endless.

Let’s kickstart new era of incredible VR games together!

ToyPark - physics-based social VR platform on Steam