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Full Steam announcements and update articles for this title.
Hello,
Quick hotfix for: Supporter Pack
Power Cell - We accidentality left a special Power cell toggled in Level One, which only sticks to Kill Walls. It is now fixed, we changed it back to the original type of Power Cell.
That concludes this patch. If you've encountered any bugs, please do let us know on the steam discussions or join our discord directly.
Hello everyone!
We have officially passed 800 copies sold! It's almost exactly one month since Virtual Perspective launched (24th June).
Our next milestone is 2,000 copies! Which would be amazing. As we mentioned before, we had fairly low expectations for Virtual Perspective, so it's great to see the game doing better than we thought.
If you have been following Virtual Perspective, we recently released our first major update (0.3.2), and our primary focus right now is bug fixing and stabilisation. In particular, we’re actively investigating Linux compatibility issues to ensure a smooth experience out of the box. This may take a bit of time, so we sincerely apologise to anyone affected!
If there is any bugs or issues, you can write a post on the discussions or join our discord.
We’re launching the Complete Edition bundle (Base Game + Supporter Pack + Soundtrack) during August.
To those of you who have purchased the game but haven't left a review yet, please consider leaving one if you can! Whether it's positive or negative, it really helps push the game in the Steam algorithm.
Thank you all for the support!
Hello,
We are aware of an issue where some players are sent back to the Main Menu and cannot play. We are actively investigating the cause. If you encounter this bug, please let us know below or in the Steam discussions what you did right before it happened. This might be triggered by completing the game or entering Time Trials mode, but it could be due to several factors. Your details will help us fix it faster! A potential fix is if you can go to Settings > Reset Level Progress. In the meantime, we have fixed the Level Select so you can play Level One from the start instead of relying on the "Play" button.
Quick hotfix for: 0.3.2 f3
Level Select - Level One is now always accessible from the Level Select menu. Previously, it was locked, therefore leaving players with the bug mentioned above, stuck in the menus if the "Play" button failed. This should mitigate the issue.
That concludes this patch. If you've encountered any bugs, please do let us know!
Hello everyone,
This is our first update for Virtual Perspective.
We’ve been monitoring streams, content creator feedback, reviews, and Steam discussions to identify areas for improvement. Here are the additions, changes, and fixes for this patch:
Level Select - By popular demand, you can now access Level Select from both the Main Menu and the Pause Menu. The menu displays your completion status and whether you have collected that level's data fragment. If you have missed a fragment, you can simply level select, collect it and leave the level (don't need to complete it if you are hunting for data fragments).
We've added Level Select in the Pause Menu. We've replaced the "Previous Level" button to "Level Select" which has the same functionality from the Main Menu.
Data Fragments - Upon monitoring the way players have skim past fragments, we've now added to the result screen if you have collected the fragment or not.
Hide Build - You can now hide the build version text (that appears in the top middle of the screen).
Mouse Invert - You can now toggle mouse invert in the settings.
Virtual Perspective - Icon Application has been changed from the default Unreal to the VP Ico.
Discord Button (Main Menu) - Fixed the link so you can join the discord from the game.
Pause Menu Black Screen - Fixed an issue where if you exit out of the "Reset Level Progress" or "Wipe Save Data" and then back out to the Pause Menu on a level, it would cause an issue where the screen goes black but the game still continues.
Impossible Perspective (General Setting) - We fixed a bug that allowed players to open the pause menu by pressing Tab while game values were resetting. Additionally, we adjusted the unlock conditions for the Level 20 achievement so it now correctly triggers only upon completing the level.
Focus Mode Prompt - In Level 1, there is a prompt that appears reminding the player to press "ALT" to enter Focus Mode. This text prompt appears every time you do Level one. We have now made it so it only appears if you have never completed Level One before.
Mouse Sensitivity - We've increased the mouse sensitivity from the max of 0.15 to 0.2.
Level 9 - Adjustments were made to prevent a hard-lock situation. If the placed the Power Cell through the teleporter before opening the door to free yourself, you become soft locked in the level. We have removed the teleporter entirely and adjusted the Kill Walls to allow the player to navigate easier.
We also adjusted the spawn location of the Power Cell so it is easier to grab from the inside of the room.
Level 14 - Adjustments were made to prevent the player from removing the mirror Power Cell off the mirror which breaks the level. We've added a window wall just before the Cube Dispenser. We've also added more Kill Walls in the middle segment of this level (image 3).
Level 20 - Adjustments were made to constrict Power Cell movement from behind these pillars which originally allowed the player skipping entire chunks of the level.
That concludes this patch. If you've encountered any bugs, please do let us know on the steam discussions or join our discord directly.
To those of you who have purchased the game but haven't left a review yet, please consider leaving one if you can!
Once again, Thank You!
Hello everyone!
We have officially hit 100 copies sold!, and we want to say a massive thank you to every single one of you!
While this might seem small compared to larger milestones, it means the absolute world to us as we start our game development journey on Steam. We had fairly low expectations for Virtual Perspective, so it's great to see the game doing so well!
In terms of development, we will soon push out a small update for Virtual Perspective, focused on fixing localisation issues and addressing some Steam Deck controller bugs.
Just to clarify, the game is not 100% controller-compatible; the menus currently require a mouse or the Steam Deck touchscreen to navigate. It is something that we will try to address in a future patch. If there is any bugs or issues, you can write a post on the discussions or join our discord.
To those of you who have purchased the game but haven't left a review yet, please consider leaving one if you can! Whether it's positive or negative, it really helps push the game in the Steam algorithm.
Once again, Thank You!
Hello,
Quick hotfix for: 0.3.1
Level 18 - Fixed an issue where a Killwall was placed under the stairwell mesh, unintentionally destroying the Power Cell even when its path was clear.
Level 20 - Fixed the teleporters breaking when you place a Power Cell back through it.
That concludes this patch. If you've encountered any bugs, please do let us know.
Hello! Virtual Perspective is out now, and to celebrate we're launching with a 10% discount!
20 Levels to Complete - With a total of 4 sectors (5 levels each) and variety of puzzles.
2 Secret Levels - Can enter these levels once you've beaten the game and collected all Data Fragments.
Time Trials - A mode that's specifically for Speed Runners, how fast can you complete each level?
Developing this game has been a real journey. Designing levels that feel balanced, so it's not too easy, or not too hard - turned out to be our toughest challenge. Creating new mechanics also added complexity. Even when thoroughly thought through, we still ran into unintended behaviour and bugs that were difficult to squash.
This was also our first time shipping a game on Steam, and it's been a huge learning experience for us.
Thank you to everyone who wishlisted and followed along. We're excited to keep growing the Coreplix community! Our next project is already in development, and we can't wait to share more.
We are monitoring game sales to determine if we will develop major updates, such as adding new sectors, mechanics, or features. While these take time, our immediate priority is focusing on bug fixes and quality-of-life improvements.
The first planned feature is a Level Select Menu. This can be accessible either in the Main Menu or in the Pause Menu. The second planned feature is adding Steam Leader boards.
Hello,
Below will be a list of additions, changes and fixes for: v0.3.0 f1
Secret Levels - Level 15 & Level 18: The large spherical holograms are secret level entrances. Hold ALT and walk into them to enter. Requires full game completion and all fragments collected.
Pause Menu: Previous Level Button - Missed a Data Fragment? Use this button to revisit a previous level. Note that you cannot skip forward, the level must be completed to progress.
Text Notification - In level 1, it will prompt you a notification that you can hold ALT to enter Focus Mode, which is important to see Power Cells and Data Fragments.
Level 4 - Removed an accidentally placed Rotating Killwall.
Level 17 - Fixed an issue with the wall placed too short of the side wall.
Time Trials - Unlocks after beating the entire game first.
Level 6 - Balance changes to how the level is progressed.
Level 10 - Balance changes to how the level is progressed.
Level 14 - Balance changes to how the level is progressed.
Level 18 - Opened up a section of the level that could be missed, hindering progression. Moved the cube further back in the same segment.
That concludes this patch.
Hello. Virtual Perspective launches on June 24th! Check out our official launch trailer below and make sure to stick around until the very end, because we’ve hidden a little surprise for you all.
If you’re a streamer or YouTuber interested in covering the game, we’d love to work with you. Send us an email to grab a review key! Thank you and see you at launch date!
Hello,
Below will be a list of additions, changes and fixes for: v0.2.8
Time Trials - Unlocks after completing Level 1. Players can replay any level with an active timer to compete for their fastest clear time.
Holograms – New spherical holograms added but what do they do?
Coloured Cube Types — There are three cube types: purple, grey, and blue.
Cube Platform Interaction — These cubes work in tandem with a Cube Platform that opens a door when you collect the required Coloured Cubes.
Server Machines - When collecting 5 fragments per sector, it creates a Server Fragment which can be used to place into the Server Rack in the Hub World.
Data Fragments - This fragment system is linked to every level; by entering Focus Mode, you can reveal and collect the spherical data fragments within each level.
Settings - Fixed an issue where quitting the Settings duplicated the Pause Menu, preventing the player from closing it.
Player – Fixed an issue where entering Focus Mode (holding Alt) allowed unintended zooming, which reset the FOV and broke the intended effect. The same issue has been resolved for Zoom (holding Right Mouse Button).
Checkpoints - Rewrote the mechanic to make it functional again.
Data Fragments - Fixed an issue where the death sound was excessively loud because it wasn’t assigned to the same SoundClass as VFX.
Anti-Powercell Cube - Fixed an issue where placing a Powercell wouldn’t destroy it properly, and its material reverted to the Cell Cube (blue) instead of remaining purple.
Level 5 - Fixed an issue of the rotation of the Cell Door.
Level 6 - Fixed an issue where the level music ambient did not play.
Level 7 - Fixed an issue where the door would not automatically close behind the player.
Level 7 - Fixed an issue where the level music ambient did not play.
Level 10 - Fixed an issue where the rotation of the Cell Door Processor was placed the wrong way.
Level 11 - Fixed an issue where the level music ambient did not play.
Level 13 - Fixed an issue where the level music ambient did not play.
Level 12, 13 14, 15 - Fixed an issue where the level complete sound would not play.
Hub World – Removed (will return later)
Spinning Cylinder with a Killwall - We've added custom static variable for the speed (depends level to level of how fast they spin now).
Level 4 - Level Rebalance.
Level 8 - Placed Killwalls on the edge of doors to prevent the player from grabbing the Powercell.
Level 11 - Redesign of level to introduce the coloured cube mechanic.
That concludes this patch, we're gearing up for internal testing and then revealing the launch trailer (with the release date) soon.
Hello, A quick development update for you all!
Work on the final build is well underway. It has taken a little longer than expected because the new speed run mode, Time Trials, ended up being a bigger feature than originally planned, but it is shaping up nicely.
We're going to be sharing some screenshots below to give you a peek at the progress. As always, everything you see is still subject to change.
This mode unlocks after completing the first level and will only let you play Time Trials on levels you have completed, so it is recommended to complete the game first. It is built for speedrunners, featuring a dedicated timer that stops your run when you reach your current best time and restarts until you beat it.
Each level is designed around finding perspectives that create "skips", where you can bypass large sections by spotting the right perspective to progress faster
Please note that these images of the game are all subject to change for the final release build.
We have reintroduced the Hub World but redesigned it with a smaller focus on accessing locked levels. The Hub is much smaller than the playtest version of Virtual Perspective and primarily serves as a way to proceed with your current level progress and access locked levels.
Please note that we are still redesigning and modifying how the hub world will look but here is some development sneak peek images.
A large portion of the game that has not been seen in the Playtest or Demo is found in these sectors and the secret levels, and they introduce some interesting new elements to the gameplay. Below are some screenshots showcasing this.
We are currently aiming to release in May, depending on how smoothly the remaining development goes. There will be a new trailer when we are closer to the game being complete.
We’re on the lookout for content creators interested in Virtual Perspective! If you create content or know someone who might enjoy showcasing the game, please get in touch by email or drop us a message on Discord.
Thanks for your patience.
Hello, Thank you to everyone who tried the Virtual Perspective Steam Next Fest demo! We've had 270 players try the demo and are now close to 500 wishlists. We truly appreciate all the feedback shared through Steam reviews and our Google form.
We’ll continue marketing the game on social media and aim to appear in a few showcases (fingers crossed). If you haven’t left a review on the demo store page, we’d greatly appreciate it, as it helps push Virtual Perspective to more players. If you're curious about the development of the game, all of the levels have been created, but we're still playtesting and fine tuning the later ones.
The core aspect of Virtual Perspective has always been giving players multiple ways to solve each level, we don’t want it to feel like a linear puzzle game. There are certain parts of the game that require a more linear approach, but overall we want to give players flexibility in how they solve each level.
We’ll be announcing the release date this month along with a trailer showcasing everything the game has to offer.
Thanks, Coreplix Team.
Hello,
This is a small patch to fix a few issues. As Steam Next Fest has started, we’ve been monitoring feedback through Steam reviews and our feedback form (linked below). Thank you to everyone who has taken the time to leave feedback via Google Forms. You can send us feedback by joining our Discord and leaving a suggestion in the appropriate channels, or by using the form here.
Below will be a list of additions, changes and fixes for: v0.2.7 f8
Level Complete - Fixed a bug where the player was able to move and interact when the level was completed.
Audio Settings - Fixed an issue where players couldn’t set the value to 0. It was stuck at 0.1.
Cursor Cell - We've changed the colour and emissive value to make it stand out more when the cursor is sitting on top of the Power Cell.
Thanks, Coreplix Team.
Hello,
This is a small patch to fix a few issues. As Steam Next Fest has started, we’ve been monitoring feedback through Steam reviews and our feedback form (linked below). Thank you to everyone who has taken the time to leave feedback via Google Forms. You can send us feedback by joining our Discord and leaving a suggestion in the appropriate channels, or by using the form here.
Below will be a list of additions, changes and fixes for: v0.2.7 f7
Level 5 - Added an additionall killwall under at the last door that opens to prevent the Powercell from being moved onto the door.
Pause Menu - Fixed Escape/Tab keys not triggering the menu. Added a check to prevent spawning multiple menu instances via Escape/Tab spamming.
Thanks, Coreplix Team.
Hello,
Previous patch notes can be found on our Discord, and moving forward we'll post all new patch notes here on a regular basis. This is a small patch that has been added to the Steam Demo of Virtual Perspective that can be found here.
This patch is focused on making the controls work for a controller and making it as compatible as possible with the Steamdeck.
Below will be a list of additions, changes and fixes for: v0.2.7 f6
Controller Support - We have implemented full control support as well as a cursor to help navigate the menus. If you're on the Steamdeck, you can also navigate the menu via touchscreen.
Options > General Settings - We've added "Power Cell Controller Sensitivity" that allows you to adjust the sensitivity if you are on a controller.
Options > General Settings - You can now switch your input device from Keyboard & Mouse to Controller. The Controller setting is also designed to work with Steam Deck, so if you're playing on Steam Deck, we recommend leaving it set to Controller.
Onboard Input Configuration – On first launch or after resetting your save, you can set up your input and view a control scheme showing each button’s function for Keyboard & Mouse, Controller, or Steam Deck.
Onboard Control Layout - You can see the default binds for Keyboard & Mouse, Controller and Steamdeck. To preview this again, it will be in the control settings.
Level 4 - Fixed collisions with the rotating cylinder killwall that allowed the player to walk through it.
Level 4 - Changes were made to the level's progression. Additional Killwalls were added on the starting area.
Options > Audio Settings - We have changed the audio slider to a button style so it works with controllers.
Options > Video Settings - We have temporarily hidden the gamma settings. This will be fixed and re-added in the next patch, along with the localisation.
Next patch will be adding localisation to the game. Thanks, Coreplix Team.
Hello, The Virtual Perspective Demo is live!
Thank you all that took part in the playtests. With the feedback we’ve received, the demo establishes and maintains the core gameplay of Virtual Perspective. Now featuring a seamless level-to-level experience, with two new levels to try out and a couple of UI changes.
The story content is still at a stage where further development is needed. We think it’s best to give it more time, where it will be best experienced in the full release of the game.
A linear but seamless experience from Level 1 to Level 6. Showcasing the core mechanic of navigating the level by moving a Power Cell using your own perspective, while avoiding Killwalls and reaching the Cell Processor/Collector.
This demo only features the first 6 levels of the game. The release of Virtual Perspective will include 25 levels, new mechanics, and a Time Trials mode that focuses on completing levels as fast as possible.
Expected playtime for the demo is 15-30 minutes. Providing an initial experience to get a feel of Virtual Perspective. (and some of the challenges/puzzles it has to offer)
We’ll announce the release date and price shortly after Steam Next Fest goes live.
Yes! You can send us feedback by joining our Discord and leaving a suggestion in the appropriate channels, or by using the form here.
We hope you enjoy the demo! Please leave a review of what you think! Thanks.
Hello,
Previous patch notes can be found on our Discord, and moving forward we'll post all new patch notes here on a regular basis. This patch is progress towards the Steam Demo Build.
Below will be a list of additions, changes and fixes for: v0.2.6
Holograms – New spherical holograms have been added from the original Virtual Perspective. Interacting with them triggers specific actions.
Data Fragments - Hidden collectibles that can only be collected by being in Focus Mode. Each level has a fragment and can be collected once per level.
Hidden Tech Level 2 - Level only unblockable by having 10 Data Fragments
Hidden Tech Level 3 - Level only unblockable by having 15 Data Fragments
Hidden Tech Level 4 - Level only unblockable by having 20 Data Fragments
Cell Processor – Fixed an issue where Power Cells could pass through a Cell’s Killwall without a Power Cell inserted.
Cursor Cell - When interacting with Phase Walls by entering or leaving them, a red cursor cell would spawn incorrectly. The cursor cell behaviour has now been completely rewritten to resolve this issue.
Level 8 - Window gaps have been given a glowing material to draw the players attention.
Lightmaps - Multiple lighting issue on specific parts of assets have been fixed.
Hub World – Removed the hub world for the Steam Demo. Selecting “Play” now starts a linear level-to-level progression. This will be fully re-integrated in the full version of the game using a different workaround.
Pressure Plates - Specific levels now only allow the cube to be placed to disable Phase Walls, not the player anymore.
Level 3 - Adjustments were made to allow more perspectives when the 1st door is unlocked.
Level 12, 13, 14, 15 have been changed to feature a selection of additional Mirror Levels.
That concludes this patch, we're working on the Steam Demo Version of the game, expect another patch following this.
Thanks.
Hello,
These patch notes cover the most recent Playtest Build. Previous patch notes can be found on our Discord, and moving forward we'll post all new patch notes here on a regular basis.
Below will be a list of additions, changes and fixes for: v0.2.5 F0.4
Introduction Sequence – A sequence that plays during the first launch to introduce the player to the game and controls.
Sprint Key – Holding "Shift" lets you move faster, helping navigate slightly larger levels.
Data Fragments – Data Fragments are scattered across every level and are accessible by collecting them.
Level Doors - Origin point was incorrect.
Player – Disabled input when you complete a level by placing the Power Cell in a Cell Collector.
Mirror Power Cells - Death Particle visual effect was not implemented in correctly.
Level 8 - Light Bleeding near the door has been fixed.
Sounds – Implemented sound effects from the original Virtual Perspective.
Computer Terminal – Bootup and shutdown sound effects have been added.
Power Cell – Hum has been changed to the original Virtual Perspective.
Power Cell – Cell destroy sound has been changed to the original Virtual Perspective.
Cube – Pickup and drop sound changed to the original Virtual Perspective.
Phase Walls – Hum has been changed to the original Virtual Perspective.
Cell Processors – The sound played when placing a Power Cell has been changed.
Level Gates – Level Gates now display the required amount of Data Fragments to enter.
Next update will be in January, stay tuned!
Thanks.
Hello! Thank you for joining the Playtest for Virtual Perspective!
The Playtest will end on Saturday, 13th December.
We truly appreciate everyone who played and shared feedback across Discord and Google Forms. The feedback we've received is helping us shape the upcoming Steam Demo. Building on what you've already experienced with an added story element, fine tuning levels, and more polish.
All of which will be featured in the Steam Next fest!
Thank you.
Hello! We’re pleased to announce that the playtest build is now available. Your participation and feedback are incredibly valuable to us, and will play a key role in helping refine and improve Virtual Perspective as we move approach full release. We sincerely appreciate your time and support. Please note that all content is subject to change and does not reflect the final product.
The playtest will be available to the public until December 13th, 2025.
Mouse & Keyboard is recommended (the user Interface is not fully functional with a controller)
We estimate it will take anywhere between 15 minutes to 45 minutes to complete the playtest.
We’ve selected six levels, not in any order, that we believe offer the best sample experience of Virtual Perspective.
This playtest is only a small sample of the game, the full game will feature 3 sectors and plenty of secrets.
There are no story elements in this playtest build, as we want to gauge how players react to and interact with the core perspective mechanic.
Your progress does not carry over to any future playtest, demo or released version of the game.
We strongly encourage you to share friend invites to the playtest!
You can give feedback and report bugs directly clicking on this.
Alternatively, there is an option in-game, which will take you directly to the form too. You can also join our Discord community, where dedicated channels are available for feedback and updates so you can stay fully up to date with Virtual Perspective.
Yes, you can record footage of you playing Virtual Perspective. There is no embargo or NDA, we strongly encourage you to create content of our game! Feel free to spread the message to other content creators, streamers to consider trying out Virtual Perspective! We plan to do a second playtest so please consider wishlisting & following the game. Your support means a great deal to us. Thank you.
Hello!
You can now request to playtest Virtual Perspective. Players that request will be notified when the playtest begins.
We are currently testing the game internally to address bugs and refine level design. Please bear with us as we work to prepare a stable and polished build for you.
Please note that this playtest build, once available, is a small sample focused solely on gameplay functionality. Narrative elements are not included and will be featured in the Steam Demo and full game release.
We do appreciate any constructive feedback on improving Virtual Perspective. You can follow development updates on our official x.com handle or follow our developer, Chry, who regularly shares behind-the-scenes updates on Virtual Perspective.
See you when the playtest is announced live!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Virtual Perspective, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Virtual Perspective statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.