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Indie Hit Please, Don't Touch Anything Brings New Endings to Rift and Gear This Month

Indie Hit Please, Don't Touch Anything Brings New Endings to Rift and Gear This Month

Late last year Schell Games proved that there is a place for ports of 2D games into VR with its release of the brilliant Orion Trail on Gear VR. Later this month we’ll see that concept put to the test again.

The VR version of Four Quarters’ Please, Don’t Touch Anything will be launching on the Oculus Rift and Gear VR on May 19th. For those that don’t know, the original game is a 2D text-based piece that released back in March 2015. It’s one of those surreal titles that’s hard to define, though its developer comically likes to call it a “button-pushing simulation”, despite its name instructing you to do anything but. In it, you’re left alone in a room with a single red button which, yes, you’re asked not to press. Defy that rule, however, and you’ll be presented with yet more buttons to interact with.

The draw here is that there are multiple endings, and you’re encouraged to keep experimenting with the various panels and objects in the room to uncover them all. A playthrough can last anywhere from 30 seconds up to a few minutes, but you’ll keep coming back to find everything. You might end up blowing up the entire world or perhaps uncovering ancient Egyptian artefacts. The fun is in experimenting and discovering the wide range of entirely bizarre options available.

The VR version of the game has been developed with the help of Escalation Studios, which also created the recent Herobound: Gladiators for Oculus itself. The team has added in new endings and given the game a complete graphical makeover. This time around you’ll find yourself in a fully fleshed out room that you can glance around, picking up items and discovering clues. A price for the title has yet to be confirmed.

This is also one of the first examples of a simultaneous launch for a game on both Rift and Gear, though many of the latter’s best titles have already made their way over to the PC-based HMD. If this kind of release parity is expected to keep up then we’d certainly welcome some form of cross-buy option on Oculus VR’s part, even if the number of people that own both HMDs is likely to be slim.

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