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ALICE VR RELEASE

Today, Alice VR becomes available on Steam and Gog.com. We are proud to finally present the fruit of our hard work to players worldwide, and look forward to your feedback. Plans for the future include work on patches as necessary and the release of our game on the Oculus Store as well. Visit the official Alice...

ALICE VR ON E3 2016

During E3, visitors could take a peek at Alice VR in Razer’s booth and test the OSVR headset. It was a great pleasure to be able to display our game on one of the greatest gaming events in the world, and we have Klabater to thank for the opportunity just as much as Razer.  

PIXEL HEAVEN

  On the 4th and 5th of June, we presented Alice VR on Pixel Heaven. Our game was chosen as one of the great finalists of the Pixel Awards 2016, and we came back home carrying the statuette commemorating our victory in the VR category!

LAG FESTIVAL 2016

Aleksander Caban, Alice’s Art Director, gave a seminar on player mobility and making VR user-friendly during LAG. The seminar took place on 3rd July in Cieszyn and was part of a week-long event showcasing Polish game developers and allowing game dev students to meet and work with them.  

ALICE VR HAS NEW PUBLISHER

  We are pleased to announce that we have started cooperation with Klabater, who will be the publisher of Alice VR. Klabater is a new initiative of cdp.pl that offers support, financing, and a global release of indie games from young Polish developers.

NORDIC GAME CONFERENCE

  We’ve traveled to Malmö, where the 13th annual Nordic Game conference took place.  With hundreds of other companies, we proudly displayed Alice VR with Oculus Rift. Like after each large event like that, we learned new things and took them home to apply them to our game.

DIGITAL DRAGONS 2016

  The team has visited Digital Dragons on 16th and 17th May. A more polished and better developed version of Alice VR was demonstrated.  We took criticism to heart and enjoyed the praise, and put our noses to the grindstone to improve on everything we’ve learned from the people playing our demo.

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