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JetX VR Download For Windows

Updated: Dec 8, 2020





















































About This Game JetX features an arcade racing, epic battles in the arena and a rich variety of modes. Players can race with friends or compete against the bots to reach for the first place in the online leaderboard. Our game is an inviting challenge originally built for Virtual Reality, now also available for PC.Crystal caves, otherworldly landscapes, space wastes in a sharp low-polygon aesthetics. Arm yourself, collect power-ups and go ahead to the victory!Motion Is Life - Designed from scratch for VR to minimize motion-sickness, JetX features a powerful, unique flight system that gives you extensive control and impressive freedom.Immersive VR - JetX is the fastest VR game ever made.PC\VR Multiplayer - Race and battle against HTC Vive, Oculus Rift and PC players together, regardless of your platform of choice. VR support is optional.Dynamic PvP battles - Carefully crafted combat mechanics and a variety of impactful power-ups always ensure no two fights feel the same. Clever Bots - Never feel alone and even play offline: Designed to challenge and push you to your limits, our bots are not to be underestimated.Multiple Weapons - Swap weapons on the fly or master your favorites; with multiple guns to choose from, you are sure to find a fit for your playstyle.Game Modes - Pick from our expanding list of game types, including Race, Arena, Boss Battle, Energy Core and more to come!Live Leaderboard - Veni, vidi, vici!More levels, game modes, weapons, and new, awesome features are coming. Stay tuned!Motion Sickness:While many players will be able to jump right in without worry, we recommend sitting down for your first few games. Motion-sickness, should you experience it, dramatically decreases after one or two sessions. If you still have trouble, the game’s Safe Mode feature (accessible via the pause menu) will help alleviate your dizziness.A Word From Singularity Lab:This is one of our first complete game projects and we are extremely excited to hear any feedback you may have! The whole team at Singularity Lab has carefully crafted and polished each aspect of the game, in order to bring you the best possible experience. We really hope you will like JetX! Thank you and see you in the game!Team Singularity.Available for arcade on SpringboardVR! 7aa9394dea Title: JetX VRGenre: Action, Casual, RacingDeveloper:Singularity LabPublisher:Fibrum LimitedRelease Date: 11 Apr, 2019 JetX VR Download For Windows jetx vr game This is like a very fast, mobile (and agile) version of Skyfront! Maps are beautiful in a cartoony sort of style, and the movement mechanic is much quicker than in Skyfront - it feels kind of like the mobility in Sprint Vector (no arm-swinging, however - you use airguns in both hands similar to Skyfront). Great feeling game!I wish there were people online to play against - the bots are a lot of fun but a community is really what this game needs. My suggestion - give a free trial license to some arcades, maybe set up some tournament events or something.. Great Game its SOOO much better then Space Junkies it has great and varied game modes I played deathmatch and what id call >killer tag\/keep away and there are more that iv not tried yet... Cool large maps and both zero gravity and gravity maps... 10 bucks Give it a shot!! Now explaining it by listing other games ha> its got some Wipe Out, Mario Cart, unreal tournament "great action fast" a bit of Decent\/Overload "thou down is down & up is up" ... Very fun At the price i highly recommend taking the time to try it out with some friends. Gameplay feels pretty similar to Skyfront VR, which is also a flying shooter. What Jet X does to differentiate itself is the game modes in addition to deathmatch. There is a racing mode (really fun) and my favorite, energy core. In this mode, everyone is after the energy core. When someone picks it up, everyone gangs up to kill them and drop the core. Next person picks it up and flies away from everyone to hold the core as long as possible. First player to hold the core for a total of 100 seconds wins. Right now, the player base is pretty small, but if you can convince a friend or two to also buy in, it is loads of fun.. One of the most underrated VR games I have played. It is 100x better then space junkies and way cheaper. The only issue is a lack of player base because not many people know about these hidden gems.. Game is very fun with friends. Feels polished with some small things I would change but overall extremely enjoyable. All the modes feel fleshed out and fun, and for 15$ what you get with the game is worth it.. My experience wasn't good than I expected, since the graphics are shallow. I like polished polygon games and respect minimalism, but this is not the thing.. After playing the tutorial and one game of death match I found the controls to be too awkward. Not an enjoyable VR experience and still have a headache after playing.. Online, people were saying 'this is like a poor man's Space Junkies'.As a poor man myself, this is something to give a positive review for.Well, that was a bit terse wasn't - played it a bit more here is my full review. It looks and feels far more like a 'poor man's Starblood Arena - a really polished and fantastic game on the PSVR. A game that Sony are closing the servers down for because of the lack of a player base. And here is the Elephant in the room. So far I have only managed to find two online games - the first one on day one against two youtubers who were there to film content for their channel, next time against a guy who quit 30 seconds into the game. I don't know about you, but there are far too many dead VR multiplayer games in my library, and some of them certainly deserve more love (Oval, Walk on Arrow etc). It confuses me why developers are still making multiplayer games for such a niche platform - unless they live in a cave, they must know that 95% of VR MP games are DOA. Hopefully, things pick up with the release of the Quest - and games such as this (with VERY simplistic graphics and 'pick up and play' gameplay) look like they were made with this in mind. This game has potential, but without a player base - the single player is too thin to sustain interest. There are similar games with far better gameplay and graphics (Starblood Arena - RIP - runs rings around this, in all aspects). So - why the thumbs up? - at the discount price, it has enough content to *just about* validate a purchase. Also, this is not a 'bad' game. If the price goes up (and I see things going the opposite way) - its a thumbs down. I guess I will be playing this now and again to get my Starblood Arena fix, when those servers are closed down. Also, I really hate being negative about the effort dev teams bring to this fledgling market. I am just squeezing enough juice out of this to justify a purchase. I hope it takes off, finds a player base and allows the devs to work further to give more depth to the gameplay. If I were playing this on the Quest (unlikely, as I am not getting one!) and had paid a reasonable price for it, I am sure it would be a blast. Added Minecraft (Vivecraft), The Forest, In Death, Arizona Sunshine (WMR), improved FO4VR on Rift, Dead Effect 2, and other changes: List of changes:Profiles for The Forest VR beta hotfix 2.Profiles for Vivecraft[www.vivecraft.org] 1.12.x (not tested with previous versions). It doesn't run automatically yet.Profile for In Death (for Vive and WMR).Profile for Arizona Sunshine for WMR (already available for others).Improvements to Fallout 4 VR on Rift after the beta went stable.Improved Dead Effect 2 profiles by adding smoothing compensation.Fixed Dead Effect 2 issues with VIve.Added joystick walk, jump with a specific trackpad click direction, smoothing compensation, among other details for The Forest.Enlarged sliders of "describe original locomotion".If SteamVR was expecting an app, it will wait 60 seconds since startup before opening a game (workaround, this will be properly fixed).Many internal changes in preparation to add walk in place.We're working hard to bring Walk In Place and more movement alternatives to Natural Locomotion, and many more features and profiles. If you want to help speed up development, please tell your friends about Natural Locomotion!Shout-out to /r/Vive for their support!As always, report any issues, suggestions or requests in the community forum.. Stuck walking FIXED! Jump lag fixed! FO4VR fixed, and added a couple more profiles: Looks like we introduced a bug just before releasing the demo, and could only notice it when we finally had time to play Skyrim ourselves. Sometimes after stopping walking and even releasing the grips one would keep walking, sometimes for half a second, and occasionally forever. We said in comments that it's a hardware issue, but that's actually much more rare than what was happening. This fix makes the experience more predictable and stable. You should be able to take a single step. Tell us your experience below :)(The demo has not been updated yet)Changes:Fixed walking getting stuck.Fixed jump lag.Fixed FO4VR by reloading/grenade/mine with menu button, and VATS with left home button.Fixed "enable touchpad when not moving" (fixes FO4VR map).Fixed detection of updated profiles.Added Arizona Sunshine.Added GORN.Improved some messages and profile descriptions.Known issues:Some people must enable left handed mode even in right handed games (or viceversa)Restart Steam and, as usual, head to the forum to report issues.. Lag FIXED! Simulation sickness bug in demo FIXED!: In the last update to the demo (10 days ago), we accidentally introduced a bug where Vive users with slower GPUs may get dizzy after a while. It has been fixed. This didn't affect the app itself.Many Skyrim players have reported a lot of lag (2-5 seconds to start or stop walking), when minimizing the window or when using certain mods. That has been fixed as well! This change has been in the beta branch since last week.List of changes:Improve timing consistency.Fix very unresponsive behavior when minimized or with an overloaded system.Fix latency bug in the demo, that caused motion sickness for Vive users with slower GPUs.Fix for joystick jump also clicking the joystick in Rift.Improvements to instructions for Skyrim VR and Rec Room.Same known issues as last time.Next update will be BIG. Subscribe to the beta thread to receive notifications of changes as they're published.. New profiles for COMPOUND, Dreadhalls, A-Tech Cybernetic; Updated The Forest, FO4VR, Rec Room and others, misc additions and fixes: We wanted to release so many exciting features this month! Unfortunately we only had time to fix minor things, as well as trying to fix compatibility with SteamVR beta, which has become our first priority.List of changes:Sprinting will no longer get stuck when you just slow down (except in Skyrim, it's limited by the game).Added profile for COMPOUND (was added before in beta).Added profile for Dreadhalls.Added profile for A-Tech Cybernetic (Vive and WMR only for now).Updated The Forest for the latest version.Updated Rec Room profile with new speed and curve values.Modified FO4VR profile for Vive and WMR to put flashlight on left menu button.Modified Skyrim VR for Vive to allow back with left grip.Fixed Oculus Rift profiles for The Talos Principle and Serious Sam 3.Added feature to compensate for "tilt changes speed" behaviour in some games.Added help button with links to the forum and Youtube.Added note for SKSE users.Added sprint mode "exceed active zone", currently not used in any game.Disabled "Run game" button when the game doesn't have a valid command.Have the profile selected after clicking "Stop locomotion".Slightly changed game launch mode to improve compatibility.Made updated profile warning more visible.Fixed text selection.There's still many things to do and several features to add. Once compatibility with SteamVR beta is fixed, we'll be doing walk in place, overlay, horse mode and more. Stay tuned!. Added support for Oculus Rift and Windows Mixed Reality! Fixed Skyrim sprinting and zig zagging! Added profiles and more...: This update was really tough. Skyrim direction detection is weird. It's not HMD based or controller based. It's so weird we added its own option:"When thumb moves up, player walks towards Skyrim"It was working good enough in Vive by pure chance, because of how the controller is held. But it had a weird spot and was very difficult to sprint. These issues were amplified a lot with Oculus Touch controllers, and we had to fix it before we announced Rift support...Vive users will also see an improvement with these changes, as the active "forwards" area is bigger. Zig-zagging is fixed and running straight is now possible, which was a prerequisite for sprinting.Did it improve Skyrim VR for you? Tell us below!The activation button for most Rift profiles is thumb rest (the little touchpad-like thing).Full list of changes:Added Oculus Rift support.Added Windows Mixed Reality (WMR) support.Added headset detection and have separate built-in profiles for each.Added "Skyrim" direction mode. Removed "Slerp" parameter.Set not to run game by default.Added most options to running profile screen.Added "run game now" button to running profile screen.Use original left trigger in FO4VR, flashlight is disabled for now.Removed "palm side down/up" remaps until they're fixed.Added Vive profiles for Kartong, H3VR, Payday 2 VR, Dead Effect 2 VR.Added Rift profiles for Onward, Pavlov VR, Payday 2 VR, Dead Effect 2 VR, Stand Out, in addition to the old Vive ones.Added WMR profiles for H3VR, Payday 2 VR, Dead Effect 2 VR, in addition to most of the Vive ones.Known issues:Some people must enable the "switch controllers" option. And some must have it off.In Rift and WMR, sometimes it takes a bit longer to stop than it should. To be fixed soon.Some profiles are not available on all headsets due to current limitations that will be fixed soon.In Rift in some rare cases, if the demo is enabled, when starting Skyrim a black screen may appear. If that happens, disable the demo in settings.WMR jump may be too sensitive. It will be adjusted and we'll add an option.As usual, head to the forum to report issues.. A mountain of fixes and 10 new profiles! Including: Island 359, Karnage Chronicles, Contagion VR: Outbreak and more!: List of changes:Fixed games taking a long time to open.Fixed being able to open Natural Locomotion while a game is already open (if the demo is disabled in settings).Fixed having to launch The Forest manually.Fixed global settings not being saved while a profile is running.Added a button to access all global settings while a profile is running.Added ability to run EXEs from NaLo, with variables for Steam libraries and Program Files.Added "DLL path" parameter for Oculus Rift users. It's used on some games to force SteamVR mode, and will be used in the future to hook the native Oculus SDK instead.Fixed Fallout 4 VR workshop and flashlight working at the same time.Fixed muting WMR trackpad touch (fixes GORN among others).Fixed remap function being enabled when activator is disabled.Fixed non working buttons/axes after closing app without stopping profile.Fixed driver not being installed in rare cases where cmd.exe doesn't work.Fixed app not showing UI in rare cases.Fixed controllers not being detected when they're turned on in some cases.Fixed demo in Oculus Rift not working in some configurations.Updated PAYDAY 2 to have a movement more similar to other profiles. (Change published a month ago)Updated COMPOUND instructions for WMR.Updated H3VR Vive profile to enable right trackpad touch.Updated OrbusVR Rift profile to use new DLL feature and remove obsolete instructions.Updated Pavlov VR Rift profile to use the new DLL feature.Added profiles for Apex Construct.Added profiles for Contagion VR: Outbreak (and demo).Added profiles for Crooked Waters.Added profiles for Island 359.Added profiles for Karnage Chronicles.Added profiles for VR Dungeon Knight.Added profiles for The Wizards.Added Oculus Rift profile for A-Tech Cybernetic.Added Oculus Rift profile for In Death.Added Oculus Rift profile for Kartong.There are a few games that mostly worked but couldn't make the list for various reasons. We'll try to add them in a few days! Also, remember all profiles published so far are not supported by the original game developers, only by us, so they may break or not work as expected after an update (in that case send us a message so we can fix it).Walk in place is still in development despite of a couple of setbacks last month. We'll try hard to have WIP in beta soon.As always, report any issues, suggestions or requests in the community forum.Thank you for your patience and your support!

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