Dead Effect 2 VR Finally Moves Out Of Early Access

by Jamie Feltham • October 5th, 2017

Dead Effect 2’s VR port was something of a surprise hit in Early Access. Developer BadFly Interactive took the time and caution to craft a truly compelling experience worthy of the original game. From this week, though, the game is no longer in Early Access.

Dead Effect 2 VR is now available in full on Steam for the Oculus Rift and HTC Vive. That means the game’s entire campaign has finally been translated to headsets along with the cooperative and competitive online modes. The game costs $24.99.

In Dead Effect 2 you awaken on spaceship to find much of the crew massacred or turned into zombies. You battle through the ship using weapons you find along the way in a fight for survival, with RPG elements allowing you to upgrade your character. The full version of the game adds a bunch of new weapons like shotguns and miniguns, as well as new mechanics such as melee attacks. There’s also a host of bug fixes to polish up the experience a little.

“If you’re a long-time patron of Dead Effect 2 VR since the game was released in Early Access in June 2017, we can’t thank you enough for helping us reach this crucial moment,” the developer said in a thank you message. “It’s been a long four months of community-driven development, and it truly wouldn’t be the game it is today without all your support, suggestions and ideas through Early Access.”

Elsewhere, BadFly is working on another VR first-person shooter named Tauceti, which is looking hugely promising.

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  • senfone

    Congratulations! This is really one of the best VR games at the moment.

    • badflyinteractive

      Cool. Thank you!

      • Nosfar

        This is my favorite VR game been with you since day one.if you need a Beta tester for tauceti i would like to volunteer.

        • Fortran

          Spot on. I haven’t spent more time with any other VR shooter than DE2 VR, including Arizona Sunshine and Robo Recall (revive). DE2 VR is indeed a masterpiece amongst shooters, and I am not able to grasp why it’s not more popular than it is.

          • badflyinteractive

            COOL!!! Thank you, we really appreciate that!

          • DeeHawk

            It seems some people still have performance or movement issues, making the game unplayable. Even with GTX 1080 and 1080Ti

            I have a 980Ti and I’m not sure I’ll be able to run it properly. I am hesitant to try because of this. (I know, refund system, but I don’t have a lot of spare time that I wish to waste trying unoptimized titles)

        • badflyinteractive

          Thanks, we will think of you 🙂

          • Nosfar

            For the record i have an i7 and a 1080ti with 16 gig ram,and psvr. Just in the event your serious lol

  • Mane Vr

    Is this game coming to home?

    • badflyinteractive

      Sadly no, cause they have not shown any interest, yet.

      • Mane Vr

        then I think i’ll pass on this game

        • badflyinteractive

          Well, it is your choice. The game was created for people who love to play, not to being stuck with the brand.

          • Bundy

            I don’t blame him, SteamVR is kind of a pain to use for Oculus users compared to home. I try to avoid it wherever possible

          • NooYawker

            Is there extra steps to run steam vr with oculus? I don’t understand how it’s a pain?

          • Mane Vr

            I don’t know y but it just doesn’t run as smooth.

          • Bundy

            Oh you’re right, I’ve fought with this before myself.

          • Zed Clampet

            There aren’t really. You just have to open SteamVR. I just think a lot of people get used to the convenience of the Oculus app.

          • Mane Vr

            games preform better on the rift when it’s on home so far i’m yet to not have issues with openvr on my rift so I uninstall steamvr and will never re-install it again.. if it is using oculus runtime I might think about it but I like just having one place to go for my vr games

          • DeeHawk

            Maybe “never again” is a little harsh, taken into account we’re really early into VR, and most of us are currently on our first HMD on experimental software. Personal experience with sofware/hardware gained so far, won’t be viable very far into the future.

          • Mane Vr

            True but until i see a good reason to reinstall steamvr it will leave it off and i happy solely buying my vr games on home

          • Zed Clampet

            You realize you can now transfer your Steam game control to Home?

          • Mane Vr

            Hmmm only if the game uses oculus runtime but so what… i don’t like using steam for vr i don’t mind using it for regular games just not my vr just like i buy my ea games thru origin, my ubisoft games thru uplay and my ms games thru the ms store

          • Mane Vr

            I know that u don’t need steamvr install to do that

          • badflyinteractive

            It is relative, cause on the rift we would not have a chance to offer multiplayer.

          • Bundy

            Why not? Star Trek Bridge Crew does this and cross platform.

          • badflyinteractive

            All multiplayer services for Dead Effect 2 VR are handled by Steam – without Steam, there would be either no multiplayer, or we would have to create our own custom multiplayer solution complete with matchmaking and switch to it. It is not that easy as it seems…

          • Mane Vr

            I don’t care about multiplayer i care about performance

  • Dan O’Neill

    Did they fix the awful animations and hit detection? Last time I played it it was like a bunch of bullets soaking into a sponge!

    • Dan O’Neill

      Also to add. The general cadence of how each event stitched together was so disjointed and very immersion breaking. If they fixed those 2 things I might load it up again

  • Bob Leonard

    I bought this game when it first came out through early access, and revisited it just this past weekend, and I am still experiencing major performance issues.

    Any time I try to use the traditional movement controls, a get a lot of “rubber banding” (like I would get in the 90’s when playing counterstrike on a dial-up). I have a 1070 GTX, and an i5 7700. And the in game FPS counter shows a consistent 90 fps. I’ve even tried turning the graphics setting to low.

    I’ve heard this game is very cpu intensive, so that may be the reason.

    Has anyone else experienced similare performance issues?

    • 1droidfan

      Ive got a i7 7700 with a 1080ti and I have performance issues as well. It does not matter if I turn down the detail or not, it drops frames like mad and must have ASW on constantly.

      • Mane Vr

        is it using oculus runtime cause if not it doesn’t have ASW u might be mixing it up with ATW

        • 1droidfan

          All apps use the oculus runtime. SteamVR runs on top of it.

          • Mane Vr

            not true all app does not uses oculus runtime a lot of them just uses openvr which is steamvr api

          • 1droidfan

            Which runs on top of the oculus runtimes just like I said. Show me a VR game that does not have oculus home running in the background. Alternatively use the tray tool to stop the oculus runtimes while playing a game and see if the game still works. None will.

          • Mane Vr

            No it doesn’t run on top of oculus runtime. Smh the rift can be played using openvr but works best with oculus runtime there r a lot of games on stream that the oculus can play that isn’t using oculus runtime. Home comes on when u use the rift no matter what doesn’t mean the game itself is using oculus runtime so u won’t have ASW but openvr has something that works like atw.. openvr has kind of a go between that oculus allow. That is different from the game using OR

          • 1droidfan

            Sorry but you are wrong, those games use the oculus runtimes but not the oculus SDK, there is a difference. The runtimes are the drivers that control and communicate with the sensors, similar to the NVidia drivers for your graphics card. Both SteamVR and OpenVR communicate through the oculus runtimes to the hardware. All games on the rift use ASW unless turned off using the debug tool or tray tool – including SteamVR and OpenVR games.

          • Mane Vr

            Uninstall steamvr try to run the game if it runs it uses oculus runtime which is oculus’ sdk it’s what it’s called. If the game can’t run without steamvr install then it’s not oculus runtime.. the rift is compatible with openvr.. the oculus api which is the drivers for the sensors and the hmd. If a game isn’t using runtime it doesn’t have ASW..

    • ender707

      This describes my experience exactly, using an AMD 1600x and a GTX 1080 with Rift. Rubber banding while walking is the best way I could describe it, no matter the settings. Made the game unplayable for me. I am hoping that some update in the future will correct the issue. @badflyinteractive:disqus