Another update! As you can see, we're trying to get these out much faster than before. Check the changelog for the details!
-Davidevs
Changelog (0.2.21P)
Online Multiplayer & Quest
- Added: Giant can now pick up multiple objects with one hand
- Added: Giant tutorial added to Quest build; all tutorials now use online codebase
- Added: Warrior bomb throw animation
- Improved: Warrior rocket ride now uses the warrior's ragdoll
- Fixed: Quest build now uses correct color space and matches PC colors
- Improved: Sunken City updated to v6: Giant can now pull out chimneys and the bell
- Fixed: Resolved issue where warrior would escape the giant's grab if they had less than full armor
- Fixed: Resolved issue where the giant's fist would not move smoothly
- Improved: UI revised on Edit Rules and Map Select screens
- Improved: UI input icons now hidden on Quest build
- Improved: Vignette damage effect added to XR Spectator camera
2022-06-03 21:30:21 +0000 UTC
View Post
Hey!
Another week, another prototype update! Check the changelog for all the details.
Cheers,
Davidevs
Full Changelog (0.2.20P)
Online Multiplayer
- Map Selection screen added, which includes images and descriptions
- Map background now matches selected map in lobby; blur artifacting fixed
- Lobby characters now display the correct colors
- Warrior and camera now face the correct direction on spawn
- Credits screen now paginated to mitigate loading delays; colors added
- Fixed issue where giant's hand shields and shockwave weren't working
- Fixed issue to prevent players from joining rooms when a match is in session
- Fixed issue with Proving Ground materials
Custom Maps (Govigedit)
- Fixed issue where warnings re: the Unity Android module weren't appearing
2022-05-27 21:05:16 +0000 UTC
View Post
Hey folks,
New week, new prototype update. Check the changelog for all the details!
Cheers,
Davidevs
Full Changelog (0.2.19P)
Online Multiplayer
- Improved hand physics for the VR player. Fingers now collide with physics objects, makes slapping easier because the hand collider is effectively larger.
- Local battle now uses the same codebase as online. When playing a match locally, select Local Battle in the main menu.
- The old local battle, with all the prototypes and maps associated with that codebase, has been move to More > Legacy Battle
- Sunken City now available in Online mode, revised to version 5
- Mouse scroll wheel now works on all scrollable UI
- Warriors now retain same colour after restart
- Map dropdown now correctly syncs between server and client
- Fixed issue that prevent keyboard players from joining after a gamepad player joined in lobby
- Credits screen now automatically updates with new patron names
- Credits screen now can be sorted by membership length and support level
Custom Maps (Govigedit)
- Error handling added for null reference checks and mesh collisions
2022-05-20 20:54:19 +0000 UTC
View Post
Hey folks.
Here's the latest prototype update. Check the changelog for full details!
-Davidevs
Full Changelog [0.2.18P]
Online Multiplayer
- New Feature: Custom maps now available to download in-game! Check out Main Menu > More > Downloadable Custom Maps. Currently, maps are uploaded manually by the Discord mods.
- Hold to recenter VR player added
- Observer camera is now smoother when in warrior and battle camera modes
- Players in the lobby can now select between being a warrior and being an observer
- Giant can now pick up misfired rockets
Govigedit (Custom Maps)
- Govigedit updated to version 5. Please download it from the Discord server and update your maps accordingly.
- Updated Unity to 2020.3.34f1. This means Govigedit users will also need to update their Unity version. More details in the documentation. Make sure to install Android Build Support!
- Switched triplanar shader to a standard shader for Quest performance. The editor will use the triplanar shader in-editor, then when exporting the map, will duplicate the material, switch it to a more performant top/side shader, and bake the UVs to create the same effect as the triplanar. Due to technical limitations, this will require you to re-assign materials on your existing maps, so make sure to note them down before updating.
- Added template rigidbody prefab to hopefully make custom rigidbody creation easier. Located at Assets/Govidad/Govigedit/Package/Prefabs/RigidbodyTemplate.prefab.
- Updated Lighting Defaults prompt to use the Kairos lighting settings.
- Updated probuilder to the latest (5.0.4). Details here: https://docs.unity3d.com/Packages/com.unity.probuilder@5.0/manual/whats-new.html
2022-05-13 22:14:32 +0000 UTC
View Post
Hey!
Big delay on this one as it required a major update to our networking package and was a huge can of worms. Adding multiple warriors to the same PC allows is one of the last major features to implement to get us to parity with the local version of the game.
More updates described in the changelog!
-Davidevs
Full Changelog (0.2.17P)
Online Networking
- Multiple warriors & observers can now play on the same PC!
- Lobby now displays usernames
- Giant and warrior POV added to observer camera. The controls are:
Free Camera - 1 or Dpad Up
Battle Camera - 2 or Dpad Down
Giant POV - 3 or Dpad Right
Warrior POV - 4 or Dpad Left
Cycle Warrior - X/Z or Button South / Button East - PS5 controller support
- Fixed issue where local custom rules were not being set
- Fixed issue where warrior input doesn't stop when match ends
- Fixed issues when no giant is in the scene (bomb and rocket launching incorrectly)
- Dead warrior ragdoll can no longer pick up rockets
2022-05-06 21:31:34 +0000 UTC
View Post
Today's prototype update continues to bring us closer to local parity. We've also tweaked the warrior's lock-on camera, which can now be used as an observer camera as well!
Check out the details in the full changelog below!
Adios!
-Davidevs
Full Changelog (0.2.16P)
Online Networking
- Warrior lock-on camera added. Toggleable.
Keyboard: Left-control.
Gamepad: Left trigger - Warrior lock-on camera viewing angle adjusted (now looks up towards giant's head).
- Observer can now swap to warrior lock-on camera.
Keyboard: Press 1 for free-cam and 2 for warrior lock-on camera. Use Z and X to cycle between multiple warriors.
Gamepad: Press Up for freecam, Down is warrior lock-on camera. Cycle warriors using the East (B) and South (A) buttons. - Rules for max rockets and initial rockets can be set in match settings.
- Ability to assign a username to your account added.
- XR Spectator Camera now shows background correctly.
- Giant's vignette no longer casts a shadow.
2022-04-09 19:10:05 +0000 UTC
View Post
Hello hello,
Another day, another prototype update. Check the changelog for all the details!
-Davidevs
P.S. BIRDVIGO, what's that?
Full Changelog (0.2.15P)
Online Networking
- Giant's finger posing is improved. The fingers close around objects more accurately and sway when moving, as in local.
- Killzone damage can be adjusted in the match rules
- Quest 2 runs at 90Hz by default
- Background mountains added to Kairos
2022-04-02 20:34:39 +0000 UTC
View Post
Hey!
After our latest poll results showed our players love the birds in DAVIGO—and, in fact, expressed a strong desire to see more bird content—we've decided to change tack and improve the birds in the game. DAVIGO is now BIRDVIGO, and new BIRDVIGO features can be played in the latest prototype.
The latest bird improvements include:
- Birds now attack the giant
- Birds now detonate on impact
- The warrior's bombs now unleash more birds
- Birds
If you want to disable the extra bird features (for whatever reason), there is a setting in the match settings menu that you can toggle.
Have fun!
-Davidevs
Full changelog (0.2.14P-Birds)
Online Networking
- Birds now play a more prominent role within the game.
2022-04-01 16:11:02 +0000 UTC
View Post
Hey!
The DAVIGO Prototypes are now up-and-running again after a week-long hiatus. We've fixed up the latest and it can now be downloaded and installed via the launcher.
It's been a while, so this update contains a bunch of stuff we've been working on the last few weeks. It includes custom maps support for Quest and an overhauled menu UI. Some old favorite prototype levels have been added into online mode, and a bunch of other improvements.
Check the changelog for all the details. Update is available on PC and Quest.
For instructions on how to get custom maps on the Quest, read this.
Cheers!
-Davidevs
Full Changelog (0.2.14P)
Online Networking
- Custom maps support for Quest
- Updated menu screens using new UI
- Online mode menu now uses local battle menu styling
- Login screen refresh
- Collision audio added. Audio is based on the types of objects colliding, and will produce different sounds at different velocities
- Restart added to end-of-match screen (you can restart the match by pressing 'P' on the keyboard as well
- Overture Overpass level added to online
- Acrophobia level added to online
- Riverguard level added to online
- Warrior health rule added
- Bomb "super explosion" added to online as it is in local. When the giant throws a bomb, the explosion the bomb creates is more powerful than the regular bomb explosion.
- Fixed issue where lobby wasn't displaying warriors on host
- Fixed a bug where warrior health was incorrect on respawn
- Warrior escapes grab when taking damage
Custom Map Making
- Govigedit has been updated to version 3 to support the Quest. All previous maps will need to be re-exported in order to be supported. See Discord for the link.
- Giant boundary support
2022-03-19 00:20:54 +0000 UTC
View Post
Hey folks,
We're changing how we're distributing the builds for the DAVIGO Alpha and Prototypes.
We've put together our own custom launcher that you can use to download, install and update the builds.
We've done this because our previous distribution platform, Discord's Store Channels, have been discontinued and just recently have had all functionality removed. We were under the impression that people who already downloaded either of the builds would continue to have access. Unfortunately, this wasn't the case and we apologize that DAVIGO was unplayable for the last couple days.
Both the prototypes and the alpha are available via the launcher.
The launcher is attached to this post. Please download it, extract it to a folder of your choice, and then run DavigoLauncher.exe. Let us know if there are any issues.
Cheers!
-Davidevs
2022-03-14 22:39:49 +0000 UTC
View Post
Today's update is more iteration on the online mode :)
The hands have been updated to wrap around held objects—Proving Ground makes it's triumphant return—fissure cool-down is now implement to prevent spamming—and the giant's boundary can be disabled in the rules for all you large play-space folks!
Also, we fixed the issue where some SteamVR headsets were displaying double-vision in local play (this affected Index headsets, among others).
More details and fixes listed in the changelog below!
A note on Quest updates
This update, like all future prototype updates, will be available both on PC and on Quest. However, you must have the same version running on both platforms for them to work correctly, otherwise you're going to get strange bugs.
The Quest version is not automatically updated, so you'll need to reconnect your headset to SideQuest and click the "Sideload" button in the DAVIGO SideQuest page. You don't need to uninstall DAVIGO before doing this.
Best,
Davidevs
Full Changelog (0.2.13P)
- Fixed the issue that caused double vision on SteamVR headsets in local play (e.g. on Valve Index, Vive, etc.)
Online Networking
- Proving Ground added as an online map
- Giant's fingers wrap around held objects
- Fissure cooldown added
- Boundary can be toggled in Rules
- Warrior shield now follows the warrior correctly
- V-sync is enabled for non-VR player in online, reducing some visual stuttering
- Fixed issues where warrior forces were not being correctly applied
- Objects such as rockets or bombs now freeze after predicting despawn
- Fixed issue where bomb would pass through colliders at high speeds
- Fixed issue where rockets would explode when fired due to walls behind the warrior
- Birds will fly away when their perch has moved too much
- You can now use rocket ride to escape grabs
2022-02-11 00:16:30 +0000 UTC
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Hey!
The long awaited Quest prototype is now available. Both the Quest 1 and Quest 2 are supported 😊
The Quest version is simply an extension of the online multiplayer support, and is thus limited by the state of the online mode.
If this is your first time playing the prototype build, please note that it is not at feature parity to the local version of the game.
The prototype is available to active Earthbreaker-tier patrons and above. Please follow this link to get access: Quest prototype access
Cheers!
-Davidevs
2022-02-05 00:18:42 +0000 UTC
View Post
Hey Earthbreakers, Riftmakers and Davigods!
Please use the from below to get access to the Quest prototype build. Both Quest 1 and Quest 2 are supported.
You'll need a few things before you start.
- A SideQuest account (sign up here).
⚠️ IMPORTANT:
Make sure you are signed in to SideQuest before using the form. The Sidequest key you will be given will be linked to the currently logged-in SideQuest account.
- Sideloading will need to be set up (see how-to documentation)
Once that's done, you can get access by following the instructions in this form:
Quest Prototype Access Form
If you need additional help, you can follow the instructions described in this doc. If you encounter any issues, please reach out to Rob via Patreon or Discord.
- Davidevs
2022-02-05 00:17:47 +0000 UTC
View Post
Hey Davicrew,
Today's prototype update fixes a bunch of gameplay issues in the last prototype build, and improves on the client's networked experience.
Check the changelog for all the details!
Cheers,
- Davidevs
Full Changelog (0.2.12P)
Online Networking
- Prediction smoothing is improved
- Idle objects, such as fallen trees, will no longer damage the warrior when touched
- Giant boundary added
- Fix fissure duplicating on client
- Fast-moving objects, such as a thrown warrior, will no longer pass through geometry
- Shields are now grabbable by the giant
- Warrior speed/jump reduced when using a shield and when in peril
- Warrior now temporarily invulnerable on spawn
- Bomb now correctly explodes when thrown by thegiant
- Fissure affects warrior when in ragdoll
- Rocket will flicker before exploding during rocket ride
- Giant damage vignette will no longer appear on VR spectator camera
- Menu music layers added to online menu flow
2022-01-29 01:31:25 +0000 UTC
View Post
Aloha,
Today's update is a bunch of fixes for online networking. Some are quite noticeable, such as the improved ragdoll stability and improved grabbing, and some are backend updates. Check out the changelog below for all the details!
Also, the online map editing tool has been updated. Maps that are built using version 1 are no longer supported—they must be exported with version 2 to work. Get version 2 here: GOVIGEDIT V2
In other news, we're getting close to releasing a prototype build for the Quest version of the game. Stay tuned 😁
-Davidevs
Full Changelog [0.2.11P]
Online Networking v6
- Improved ragdoll joint stability
- Fixed warrior grabbing
- Warrior can now escape from the giant's hands after a few seconds.
- Warrior colours
- Trees and wall rocks have damage state
- Warrior drops prepped rocket when hit in ragdoll
- Warrior takes damage in ragdoll
- Birds in Kairos (!)
- Cannonball and rocket explosion prediction
- Shield pickup prediction
- Rocket ride launch fixed
- A number of other small fixes
Govigedit (Online Map Editor Package)
- Damageable Object can now have a damage effect which is spawned every time health is lost. Example usage is the tree.
- Rocket Spawners can now be despawned on rocket pickup.
- Bumped internal Govigedit version to 2. This means your maps must be recompiled with the newest Govigedit.
2022-01-13 21:23:48 +0000 UTC
View Post
Hey folks, hope everyone is having a wonderful holiday season!
One of the best things about being a game developer is seeing the response from the players and the community, especially creators who experiment and build upon the game as it is. Last year, we added custom map-making to DAVIGO to give players more to do, and have been very impressed with some of the incredibly creative ideas we've seen! And even thought we're still only in Alpha, to our surprise, we've had over 100 custom maps made so far!
So as 2021 comes to a close, we want to look back at the maps that have been made this year. Last week, the Discord community had the chance to vote on their favorite custom maps that were released in 2021. We've compiled the top maps and created a zip file so you can download and play them all.
Without further ado, the top 10 maps as voted by the community are:
- Craggy Cliffs by Jayce & Gingerston
- Davihome 0.5 by RipVigoo (included in Alpha 2)
- Travercraig Village by Jayce
- Ring Arena by CaptBobby (included in Alpha 2)
- Overhang by Gingerston
- Brushwind Village by Jayce & Gingerston
- Sanctuary by incredibleDommy (included in Alpha 2)
- Melon Run by Goldec
- The Gardens by Superfossa
- Throne Room by Superfossa
Additionally, we've added 2 other exciting maps to the pack:
- Planets by Superfossa
- Test of Might by Superfossa
>>>>> Download the top 2021 custom map pack here. <<<<<
To install the maps, simply unzip them to the Documents/Davigo/Maps/ folder. Note that all 100+ custom maps can be downloaded from the Discord server and installed the same way.
Thank you to everyone who has supported the project so far! We honestly would not be able to make this game without you.
Have fun and happy holidays!
-Davidevs
2021-12-24 20:01:56 +0000 UTC
View Post
Hello!
Update time.

Custom maps are now supported in online mode!
You can build custom online maps using the new Unity package called Govigedit (naming is not our strong suit). Davigedit still exists and works for local maps only, and Govigedit is for online maps. Eventually, these will be combined into one map-making package.
To learn how to create custom online maps and to get started, read this doc.
Just a word of warning though, the package is very new and will be updated in the future, which might break your exported maps rendering them unplayable in the game. When this happens, you'll likely have to adjust your maps and re-export them for them to work.
Also, the Govigedit tool has more features that Davigedit did. Govigedit uses a component based style instead of the previous object swapping system, which allows you to mix and match components, as well as customise them to create new mechanics and ideas. For example, cannons can fire any physics object, e.g. rocks, bombs, trees, etc. Check out the changelog for more info.
Happy map-making!

User accounts and login
We've added a simple user account system and login flow when launching the game. This is necessary to implement for future releases as we'll have to pay for networking costs based on the number of users who are playing.
You'll need to create an account and confirm your email address. Your email address must be the same email you used for your Patreon account as we have to verify that you should have access to the game.
User accounts will potentially be expanded in the future to support user profiles, preferences and customization options.

Online multiplayer improvements
Online networking development is still steadily making progress. The ragdoll now replaces the T-pose, spawning has been fixed, among other improvements. The quest for Quest support continues...
Also, in case you missed it, we're selecting the best custom maps of 2021 in the Discord server. Nominate your favourite map(s) to be included in voting starting this weekend!
Enjoy!
- Davidevs
Full Changelog (0.2.10P):
- New Feature: Custom Maps support for Online matches! You can now make custom maps for online using the downloadable Govigedit package.
- Govigedit uses a component based style instead of the previous object swapping system, which allows you to mix and match components, as well as customise them to create new mechanics and ideas. For example:
- Cannons can fire any physics object! Rocks, bombs, trees, etc.
- The Giant could press cannon buttons (configurable), which could allow the giant to fire back bombs at the warrior.
- Anything can be made destructible with different levels of destruction, including the floor itself.
- Birds could be coloured whatever colour you want -- feel free to make a bird sanctuary ;)
- Anything can be attached to a physics object, making for some interesting dynamic maps.
- Objects can be set to despawn after a period of time.
- And more, feel free to play around.
- Login flow and authentication added. Please register using the email you used on Patreon.
- Warrior ragdoll has been added to online mode.
- Spawns working correctly in online mode.
- Various bug-fixes in online mode.
2021-12-17 20:16:02 +0000 UTC
View Post
Heyo,
We've got a new prototype for you! This time, it's focused on visual exploration and experimental warrior controls.
New Map: KAIROS (ART UP). On our quest to improve the look and feel of DAVIGO, we've experimented with an updated version of KAIROS that features new visual elements, such as windmills, vines, dead dress, stone paths, and some smaller, Warrior-scaled objects, like tables, chairs, and crates.


New Maps: GIANT'S GATE and GIANT'S GATE (SUNSET). These two maps are another attempt at raising the bar for the game's visuals. We're experimenting with different approaches, including lighting and time of day. A SUNSET variant of the GIANT'S GATE map features a new skybox and lanterns that illuminate the temple.


New Feature: Lanterns. Lanterns can be found in the GIANT'S GATE map variants, and provide a new offensive option for the VR player. The giant can pluck the lanterns from their poles and use them like bombs. Plucked lanterns explode on impact, but use them carefully, as there's a limited number on the map.

New Feature: Strafing and Aim Camera. In the map WARRIOR CONTROLS, you can try an experimental alternative to aiming for the PC player. When aiming, the camera zooms into the warrior, and they strafe while moving so that they're always facing the camera's forward direction. New aim and throw animations have been added to the character as well. This attempts to solve a neglected visual bug where rockets fire from the Warrior's body and the bomb isn't released in the direction of the Warrior's throw animation.

Have fun!
-Davidevs
Full Changelog (0.2.9P)
- New Map: KAIROS (ART UP). Updated art on KAIROS. Includes windmills, vines, and stone paths. New objects, such as dead trees, tables, and chairs. Background elements have been added.
- New Maps: GIANT'S GATE and GIANT'S GATE (SUNSET). Updated art on the GIANT'S GATE prototype map. Includes statues, prayer wheels, and torii gate. The SUNSET variant features a new skybox and lighting.
- New Feature: Lanterns. The VR player can pluck lanterns from their attached poles and use them like bombs. Plucked lanterns explode on impact. The lantern poles can also be pulled up from the ground. Playable on GIANT'S GATE and GIANT'S GATE (SUNSET).
- New Map: WARRIOR CONTROLS. Test new, experimental warrior controls, such as strafing while aiming and a zoomed-in aim camera. The aim camera has been removed from the GIANT'S GATE map variants.
2021-11-25 00:41:44 +0000 UTC
View Post
Hey all,
Another prototype update here, mostly design this time!
New feature: Aim Camera. The camera now zooms in close to the warrior when readying the rocket, which provides more angles to fire at (especially useful at close range -- it allows you to fire directly up at the giant). This improvement is only available on the new levels described below.

New greyblock levels (Sunken City and Giant's Gate)
We are beginning to greyblock new level design in preparation for an update to the Alpha build. These designs start of as simple greyblocks that help us to find a level design that works well with the game's mechanics. As things progress, expect these designs to get more and more refined, with the intent to bring at least one of them to the quality of Kairos.

Giant's Gate

Giant's Gate (reversed)

Sunken City

Sunken City (large)
Have fun!
-Davidevs
Full Changelog (0.2.8P)
- New Level: Sunken City. A city drowned in the flood. Fight on submerged rooftops surrounding the leaning bell tower. (Designed to explore warrior platforming and asymmetrical map design). Features 2 variants.
- New Level: Giant's Gate. An ancient temple floating in the sea. Fight on multiple vertical levels between the red gates. (Designed to explore verticality). Features 2 variants.
- New Feature: Aim Camera. This feature zooms the camera in when the warrior is readying their rocket to fire, giving them more angles to fire at, especially up close to the giant. Only on Sunken City and Giant's Gate.
2021-11-03 20:00:34 +0000 UTC
View Post
Ahoy folks!
Another update to online multiplayer today—the main event this time around is lobbies. Previously, when the host opened a room they (and all players joining) would immediately load into the game scene. With this update, players instead will congregate in a lobby where they can select a map, modify rules and wait for other players before starting the match. After the match is complete (or any time the host feels like it) players will return to the lobby without needing to reconnect.
...I mean yeah it's a pretty standard feature, but definitely a really nice one to have and important to get right!
In addition to lobbies comes a couple dozen small gameplay improvements. Dig into the full changelog below for all the sick deets.
Honk
Full Changelog [0.2.7P]
Online Multiplayer:
- New feature: Lobbies! Players are now gathered in a lobby when initially creating a room.
- All members of the room can see how many players are in the lobby, their selected role (Warrior or Giant) and their ping to the host.
- Host can configure the rules of the match while in the lobby. Currently this is only setting the amount of lives for the Warriors and Giants.
- At any time during a match, the host can return all players to the lobby and begin a new match, without needing other players to reconnect.
- Added significantly more error handling when creating or joining rooms.
- Fixed an issue where players exiting mid match did not have their characters destroyed.
- Fixed issue where Warrior's vertical velocity was not cancelled when colliding with something above them.
- Add camera shake for the Warrior when nearby impacts or explosions occur.
- Rocket ride now has a short grace period after launching where it will not explode on impact.
- Pullable rocks and trees now spawn a visual and audio effect on break.
- Giant will now see a red vignette when taking damage or low health, as in the offline version.
- Giant will now feel haptics when their hand is destroyed or regenerates, or they attempt to grab while their hand is destroyed.
- Cannonballs now have their proper explosion.
- Giant can now grab multiple objects with a single hand.
- Objects can now be grabbed by multiple hands simultaneously.
2021-10-14 00:26:09 +0000 UTC
View Post
Yo wasssuuup Davipeeps!
This is our first update in a couple weeks. Since then, a lot of our time has been occupied building towards a first Oculus Quest Prototype. Though we aren't quite ready to release it yet, we're gettin' closer every single gosh darn second that passes. Keep an eye out in our work in progress channel for more updates!
Other than doing Quest work, we've continued porting over gameplay features from the offline version of the game to the online multiplayer side. Lots of new little things have been implemented for this update, with the overwhelmingly most important feature being birds. If birds did not exist, how would humanity have been inspired to take the skies ourselves? We wouldn't, that's how, and the next time you wanted to vacation to Hawaii you'd be swimming.
Until next time,
- Davidevs
Full Changelog [0.2.6P]
- The most important feature in Davigo has arrived to online: Birds.
- Scoring now functions correctly online. In the default setup, the Giant wins when all Warriors run out of lives, and the Warriors win when all (?) Giants run out of lives. Press Tab, Select, or the secondary button the left hand XR controller to display the score. Right now the mode is hardcoded to one life per player. Expect customization to come in the near future!
- When the Giant's face or hands are damaged, shield pickups will spawn, as in the offline version.
- All of the Warrior's equipment (rockets, bomb, and shield) now display correctly when they are in ragdoll or rocket riding.
- Fixed issue where Giant's head was not displaying in their hand-shields' reflections.
- Fixed issue where Warrior's rocket boost would fail when they performed it near the ground.
- Bombs now spin when thrown as in the offline version.
- Add water to Kairos.
- Warrior can no longer use multiple "tools" (rockets, bombs, and shield) simultaneously, or when dodging.
- Warrior's shield now flickers red when the next hit will destroy it, matching the offline version.
- Trees and rocks can now be knocked out when they are struck by impacts, matching their behaviour in the offline version.
- Improve Warrior's turn animation.
- Adjust forces required to pull rocks and trees out from the ground.
2021-09-30 01:45:08 +0000 UTC
View Post
Ahoy Davipeeps.
This week's update brings along two new levels: Dark Mode and Agora. Dark Mode is a variant of Proving Ground modified to take place during a foggy night. To aid the Giant in locating the Warrior in the darkness, their eyes emit a powerful light beam illuminating everything they look at.
Agora is a map designed for 360 degree, untethered play—although right now playing untethered is only available via Airlink or Virtual Desktop, we want to experiment with these kind of designs in preparation of having a native Oculus Quest build.

In addition to these two maps, we've made improvements to the Purple Power Cube prototype, and a wide swathe of updates to Online Multiplayer to bring it closer to feature parity with the offline version of the game.

Tally ho,
Davidevs
Full Changelog (0.2.5P):
- New Level: Dark Mode! This is a version of Proving Ground on a foggy night. The giant has powerful light beam emitting from their eyes to search for the warrior, who can sneak around the darkness.
- New Level: Agora. An experimental 360° room-scale map optimized for 2x2m playspaces.
- Fixed issue where scores weren't uploading to the global leaderboard (your top local highscore will be submitted to the leaderboard)
- Gamepad support added to powerups. Press the north button to trigger the Warrior powerup.
- Purple Power Cube improvements. Destroy the power source to release "power dust" that charges the Warrior. As the Giant, grab the power source to charge your hand.
- Fixed issue where the Warrior would fall forever on Kairos.
Online Multiplayer
- Rebuild cannon to more closely resemble its offline counterpart.
- Multiple improvements to Warrior's shield to make it more closely resemble its offline counterpart.
- Add gamepad support.
- Add dithering effect used when objects are between the Warrior and their camera.
- Warrior will no longer recover from ragdoll while mid-air.
- Camera now tracks the Warrior when they fall off the map or are killed, as it does in the offline version.
- Fix issue where rocket ride would explode immediately upon mounting it.
- Add footsteps audio.
- Add audio for Warrior impacts.
- Warrior's current amount of armour is now correctly rendered while rocket riding.
- Giant's three head chunks that represent health are now correctly destroyed based on position of impact.
- Add effect that plays when Giant's head chunk is destroyed.
- Fix issue where Warrior's third person camera was not pointing at their center of mass.
- Rocks now crack and shatter when hit by explosions.
2021-09-16 18:33:05 +0000 UTC
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Hello!
Mainly a backend & support update this week based on the feedback we got from last prototype update. As you can see, no preview image this time 😲. Details in the changelog below!
Cheers!
-Davidevs
Full Changelog (0.2.4P):
Target Smash
- Target Smash highscores are now associated with anonymous accounts instead of usernames
- Only one score from each user appears on the global leaderboard
- Top local highscore is added to the global leaderboard to preserve previous scores.
OpenXR
- Add native Oculus XR support (the previous patch only supported Oculus via OpenXR). Using Oculus will resolve the issue where the PC screen would not render when the headset is plugged in.
- Add option to settings menu to toggle XR providers between Oculus, OpenXR, Auto or None. When Auto is chosen, Davigo will by default load Oculus for Rift and Quest devices, and OpenXR for SteamVR devices.
- Add information text to the settings menu displaying your current running XR system (and OpenXR runtime, if applicable).
- Add option to settings menu to set your OpenXR runtime specifically for Davigo.
- Add button to settings menu to open the Unity log file directory. This is useful to find the log files in the event of an error or crash.
- Add button to settings menu to reset your settings to default and delete your config file.
- Fix issue where skybox was not correctly rendering on Oculus devices when using OpenXR.
Online Multiplayer
- Fix issue where Davigo would crash on client disconnect.
- Fix issue where lightmapping was not correctly loading.
- Add rocket prepping and firing audio.
- Add bomb prepping audio.
- Current room code now displays in the XR pause menu.
2021-09-09 22:41:25 +0000 UTC
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Yo!
It's been a long time coming, but here it is. The first prototype of integrated online networking. And more! Details below:
Online Networking (version 1)
This first iteration is focused around testing the core physics and networking, and is currently restricted to a single map and mode. Head to the Online Battle menu from the Home page to check it out. Expect frequent updates as we build towards feature parity with the offline version. Right now, many features and art are missing or not fine-tuned.
When you finish a map in online mode, we've added a short survey. This survey, along with performance data, helps us get an idea how well the game is perform across all devices and systems. Please rate your networking experience only in terms of responsiveness, lag, etc. not on the game's mechanics, etc. Basically, how well does it compare to a local match (not using Parsec)?

Warrior Grappling Hook (for traversal)
The warrior can move around the map using a grappling hook. In this prototype, the bomb is replaced with the hook. The hook can attach to any object in the game, and pressing jump once it's attached will launch the warrior in the direction of the hook.
This first iteration uses the hook only for traversal. We're exploring ways where it can also be an offensive weapon.
Check it out in the aptly-titled prototype level "Grappling Hook."

OpenXR
Davigo's VR back end now runs on OpenXR. OpenXR provides a unified way for developers to to interact with AR/VR devices (i.e., code for Oculus is the same as code for SteamVR). If you own an Oculus device, you can choose to either use SteamVR or Oculus as your OpenXR runtime.
For Oculus, this is done in Settings > Beta > OpenXR Runtime.
For SteamVR, this is done in Settings > Developer > Set SteamVR as OpenXR Runtime.
As this overhauls how Davigo interacts with VR devices, please let us know via Discord if you have any issues with your setup!
Warrior Color Selection
You can now select between 5 color options for the warrior in the Battle menu. Currently, the color is simply based on slot position rather than on the device that's connected.

Miscellaneous
In Target Smash, we've added button mappings on the VR controller to quickly restart and return to the main menu.
Full Changelog [0.2.3P]
- Online Multiplayer. This iteration is focused around testing the core physics and networking, and is currently restricted to a single map and mode. Head to the <b>Online Battle</b> menu on the landing to check it out. Expect frequent updates as we build towards feature parity with the offline version.
- Davigo's VR back end now runs on OpenXR. OpenXR provides a unified way for developers to to interact with AR/VR devices (i.e., code for Oculus is the same as code for SteamVR). If you own an Oculus device, you can choose to either use SteamVR or Oculus as your OpenXR runtime. As this overhauls how Davigo interacts with VR devices, please let us know via Discord if you have any issues with your setup.
For Oculus, this is done in Settings > Beta > OpenXR Runtime.
For SteamVR, this is done in Settings > Developer > Set SteamVR as OpenXR Runtime.
- Feature: Grappling Hook! (For traversal) When fired, the grappling hook will attach to any object. Once attached, press jump to launch yourself towards the hooked object. The grappling hook replaces the bomb in the prototype level "Grappling Hook."
- Simple warrior color selection. In the Battle Menu, you can now cycle between 5 warrior color options. Note that these colors are not currently based on devices, but on slot position. No gamepad control.
- Added restart and return-to-menu</b> button mappings to VR controller in Target Smash.
2021-09-04 00:23:42 +0000 UTC
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Hello Davifriends,
We have a prototype update for y'all!
First off, this is NOT the online networking prototype. That is still a work-in-progress and hopefully we'll have something to share soon.
As mentioned in the last devlog, we'd like to balance our time between online networking and other areas, such as designing new features. So here we have it, a prototype update that features just that. It's nice to get back into the flow of design a bit. Details below!
Target Smash
Target Practice is back, under the new name Target Smash. Target Practice was part of the open alpha, but we removed it for Alpha 2. Smash all the targets as fast as you can and try to beat your own high scores. We plan to include new Target Smash maps in future updates!

Global Leaderboards
High scores are recorded in global and local leaderboards, so you can compete with your friends online or other people in the Discord. The top 10 are shown in the menu. We hope to see you on the leaderboards!

Improved Powerups in Kairos
Powerups are now available in a variant of the Kairos map called "Purple Power Cube".
In this map, there's a purple power cube that charges powerups for the giant and warrior. Holding the giant's hand close to the cube will charge that hand. Once charged, making a fist will power the hand up. Opening the fist will fire a powerful lightning blast from the palm.
The warrior powers up by standing next the cube until their meter fills up. Once fully charged, press 'E' on the keyboard to detonate a short-range blast (there is no gamepad control).


Notes
For this build we updated the backend code for SteamVR headsets. The new implementation might be unstable, and has not been tested on Vive or Windows MR headsets. This build might be buggier than usual, since it's been a while. The controller in the menu will show you if your device has been correctly identified by the name written on top of it. If seomthing appears like "TrackedProp_BufferTooSmall", try restarting SteamVR and the game.
If you notice any issues with inputs or otherwise on those headsets, let us know!
Until next time,
- Davidevs
Changelog [0.2.2P]:
- Target Smash! Play as the giant and try to smash all the targets as fast as possible. High scores are recorded and shown in the menu.
- Global high score table! For target practice, now you can see the best times ever recorded and try to go for the top 10.
- Powerups Prototype now available in Kairos variant. Check out "Purple Power Cube."
- Giant powerup improvements. The giant can power up their hand by holding it next to the purple power cube until the meter is filled. Then, press and hold trigger to activate, and release trigger to fire a powerful lightning blast.
- Warrior blast powerup. The warrior can detonate a large, short-range spherical blast. To charge, stand near the purple power cube until the meter is filled, then press 'E' on the keyboard to detonate (there is no gamepad button mapping, single-warrior only).
- Updated the Target Smash menu to be in-line with the rest of the menu overhaul from earlier this year.
- Improvements to the UX of target smash levels.
- Tech Update: VR Backend. All of the VR systems for Davigo have been overhauled. This should give better compatibility with certain devices, like the Knuckles controllers, and systems like Virtual Desktop. Testing has been done across devices to ensure things are working correctly, but if something is broken on your setup please report it to the developers!
2021-08-27 02:00:32 +0000 UTC
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Hi!
Another month ends, another update appears 😊.
Online Networking + Quest
As you know, our main focus has been integrating an online networking solution. Last month, we spent a large chunk of our time porting code. This month involved a lot of testing. The testing is mostly with worst-case connections (e.g. folks who are on the other side of the continent, far from an urban area, on WiFi, on Quest with ~1 Mbps upload—yes, really). We also spent time putting in the final features of a releasable prototype build.
We have two main networking options, Fusion and Quantum, both by Exit Games (Photon Engine). Both have different use-cases and trade-offs and we need to choose the one that's best for Davigo and best for our design process. There's not much precedent for a networked VR + PC, physics-based game that should work on a mobile device (Quest), so we have a lot of questions to answer. Fortunately, the Photon devs are excellent folks we are in close contact with them.
Last week, we were very close to releasing the new Fusion-based prototype build. This build includes a version of Kairos that is playable with networking support and a room-code system. It's not fully complete gameplay-wise or art-wise but it does feel and play like regular, local Davigo.
Unfortunately, we encountered a major last-minute bug which caused massive, game-breaking lag about 1 in 5 times, and was quite unpredictable. We are working on it. Fingers-crossed we can get it fixed quickly and have the build ready.
We were very excited to get this build out there. It is important because it allows us to test the feasibility of using Fusion for Davigo with a wider audience, and will allow us to collect data to determine average performance to see where we stand.
The goal of the prototype build will be to shed light on some important factors:
- What percentage of online matches will have acceptable online multiplayer performance?
- How good/bad are players' connections and what do they expect when it comes to playing any online experience?
- And of course, what have we missed??
We've been facilitating testing with the Fusion prototype with interested patrons. These are one-on-one tests between a developer and a patron. We are also testing with the Quantum prototype (which is in an early stage).
If you're interested in testing, please sign-up here if you haven't already.
If you want more specific details on how things are being developed, make sure to check the #patreon channel in Discord!
Side note: Ideally, going forward, we'll better balance our time between online networking development and other parts of the game that we can work on.
Art Direction
On the side, we are starting to explore improvements to the game's art direction.
Art tends to be expensive on game projects, which is something we need to be aware of as we explore art styles and work with concept artists. We want to improve the visual quality of the game with a simple, easy-to-implement art style that doesn't inhibit our ability to design and prototype new mechanics. As a team, we've focused heavily on game design and interaction design, which is what we consider some of our team's strengths, so that leaves art to be outsourced. As you may know, we have been advertising for interested artists to apply.
Currently, we're working with a concept artist to explore ideas for the design of the warrior. Here are a few concept sketches and ideas from a talented artist we're currently working with.



This is all very exploratory at the moment—getting an idea of what we could potentially do with the game's visuals.
Stay tuned! ✌
- Davidevs
2021-08-02 02:26:20 +0000 UTC
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Hi y’all,
This is the month we accepted the truth, that we basically had to hunker down and just port a bunch more code to work with our networking system. Needless to say, it’s better to start a game with networking in mind, rather than converting a local game to a networked game after the fact. But online networking opens up so many doors…
Online Networking
And so it continues.
We’ve implemented all the major features of the game (giant, warrior, shields, killzone, dodging, hands, rockets, bombs, rocket riding, and so on). Now there still remains a lot of quality-of-life features to implement, all the little things that balance the game and make it more playable. But at a glance, the networked version of Davigo looks very similar to the original (see below). We are getting closer!
Switching between our original Alpha scene and the new networked scene.

https://gfycat.com/impracticalfarawayfurseal
Now, it’s critical for us that we get to see how the networking performs under relatively poor conditions, so we’ve prioritized testing with people across the continent with a wide range of internet setups. Testing like this helps give us confidence that efforts we’ve put into networking will be worthwhile. As of today, we’ve done about 15 tests total with people as far away as Florida (from Vancouver, that’s about as far away as we can get). We expect to run at least 15 more tests.
If you’re interested in being part of the testing process, please fill out this form: Sign up here.
If nothing goes wrong, the first open experiment for online networking would be as a prototype build. Here’s a couple clips of Davigo running over the network:

https://gfycat.com/elementarycreativeblacklemur

https://gfycat.com/warmheartedscalyaphid
Quest
We’ve hit 72 frames per second! This is Oculus’ performance requirement for their store games. There’s a few dips here and there but we haven’t had to spend much time optimizing the visuals, so there is still room for improvement!

https://twitter.com/DavigoGame/status/1403019122300973058
Most of our networking testing has been on the Quest, too!
Odds and Ends
We were nominated! Davigo was selected as one of 25 nominees at the A MAZE Fest, which is a Berlin-based indie game festival with some very unique titles and even more unique award names, such as “Most Amazing Award” and “Human Human Machine Award.” Fingers-crossed!

Also, one Davifan posted on iFunny.com, which is a site we were not familiar with. However, it got some major attention there, and we are very thankful for it! https://ifunny.co/video/Sl38GOsg8?s=cl
That’s it! Maybe it's rather a dry update, since we’ve had our heads-down just coding the last month.
Stay tuned!
-Davidevs
2021-06-30 23:17:56 +0000 UTC
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Another month has passed, time for an update. 😊
As we mentioned in last month’s post, we’re primarily focused on ONLINE NETWORKING.
Online Networking opens up a whole world of design possibilities: Matchmaking, ranking, multiple giants, more than 4 warriors, no more Parsec, and of course, QUEST support 👀.
Here’s where we stand:
Online Networking Dev Progress
We are currently porting over a large portion of our code to integrate it with our networking solution. This involves re-writing a lot of code so certain parameters can be sent back and forth between the client(s) and server. This also requires us to re-imagine certain designs so that they work effectively in a latent environment.
Along the way, we’ve been testing to assess the performance and latency under less than ideal network conditions (e.g. poor connection, using WiFi on both ends, on a Quest...). This is critical, since if our networking solution doesn’t perform well enough in these conditions, we’d have to reconsider our networking strategy altogether. Fortunately, testing has gone well so far.
Here’s an idea where we started, a bare-bones prototype environment that we can use to test latency, and get comfortable with a new coding paradigm.

https://gfycat.com/tediousignorantblowfish
Slowly, we’ve been integrating the features that will turn this bare-bones wasteland into the Davigo we know. We started with core features and core interactions (throwing, dodging, impacts), then started to move on to less important features and animations.

https://gfycat.com/dirtysinglecockroach
Along the way, we decided to try out two giants. While most of the time the VR player should act as the server, with two VR players, one is the client, and thus might be affected by latency. However, in our tests, we found this to be surprisingly playable.

https://gfycat.com/physicalcharminghydatidtapeworm
And finally, here’s one of our latest prototypes, bringing in Kairos and a number of features.

https://gfycat.com/acclaimedblindcoral
As before, we remain cautiously optimistic 🤞
Quest Support Progress
Quest support would be huge.
Developing for the Quest requires two things:
- Online networking (see above!)
- A game that can run on hardware similar to a smartphone
So if online networking goes well, we just have to ensure the game can play on a mobile device. Fortunately, we have always kept in mind that a Quest version could be possible since we started development back in April 2019, which is one reason why our visuals remain relatively simple, compared to some of the high-end PCVR titles out there.
Oculus requires Quest games run at a smooth 72 FPS, which appears to be their main requirement. Thus, even in its current form, visual aspects of Davigo need to be adjusted to get the game running smoothly on the Quest hardware. Our goal this month was to determine just how much effort that would take to accomplish.
We started experimenting with builds on the Quest, knowing we'd have to remove features one-by-one until we were confident we could achieve 72 FPS. Bringing the game in wholesale, the game runs at something like 10 FPS on Quest. So certain features will have to be remade. Post-processing was removed. No reflections on the water or shields, for now. We have to be more considerate on how many triangles are in the geometry.
Here’s an example. The warrior’s mesh has been decimated to drastically reduce the number of vertices it has. It’s less smooth, but it runs way faster on the Quest, and you’ll barely notice.

https://gfycat.com/friendlypalatableabyssiniangroundhornbill
In the end, we’ve managed to get the Quest build to run at 71 FPS without a major effort, so we are quite confident we can reach 72 FPS with decent graphics. Below is the latest example. Note that this doesn't represent the graphics quality we intend to have on Quest, just that it will be feasible to get the game running well on Quest.

https://gfycat.com/circularbruisedcorydorascatfish
And, of course, testing networking on the Quest has been key as well. Here's a clip. Not bad:

https://gfycat.com/terriblefoolishhare
Cautiously…. Optimistic 🤞
Odds and Ends
Want to see a very early idea for a mobile version of Davigo? Portrait mode seems like an interesting way to frame both the warrior and the giant, as you can see in this mock-up:

Gaming Bible posted a great overview video of Davigo on their Facebook page which got a lot of attention. They included some of our B-roll clips that didn’t make it into the Alpha 2 trailer. We love it.
https://www.facebook.com/GAMINGbible/posts/4697045190326086
That’s it! If you want to follow along with development more closely, we post regular updates in the Discord server, especially in the patrons-only #patreon channel!
See you next month!
-Davidevs
2021-05-31 20:10:56 +0000 UTC
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Small update to the prototypes incoming.
We wanted to make some of our earlier locomotion experiments visible. We have Grab and Drag locomotion implemented here. The giant can grab any surface and pull themselves around the map, giving the giant the option to chase down the warrior. (A warning before you try it out, this kind of locomotion has a tendency to induce motion sickness!)
We've also added a credits screen, which includes patron names in alphabetical order.
More changes and fixes are in the changelog below!
Cheers,
Davidevs


Changelog [0.2.1P]:
- New Prototype: Grab and Drag locomotion. This can be toggled on/off in the rules menu. Note that this style of VR locomotion tends to cause motion sickness!
- Credits screen added (includes patrons, currently sorted alphabetically)
- Powerup Pickup map is fixed. The warrior can cycle through various rocket types by running over the orb. The giant can now release their laser without pushing their hand forward.
- Proving Ground now loads correctly
- Wooshing audio added when objects fly past (currently only attached to some objects on the map "Hell's Gate").
- Option added to settings menu to select VR device SDK (Oculus or OpenVR). Defaults to Auto.
- All prototype maps all now have descriptions and images.
2021-05-04 01:53:32 +0000 UTC
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Howdy!
It’s the end of the month, and we wanted to give an update on what we’re working on.
Online Multiplayer & Quest support
Native online networking support is our #1 priority right now.
What would it mean for the game? Native online networking will allow us to do away with our simulated online networking solutions like Parsec and will open up a world of possibilities for the design of the game.
New possibilities would include:
- Online matchmaking and rankings
- More than 4 warriors in a match (!)
- Multiple giants (!!)
- And last but not least, Quest support (!!!)
However, implementing online networking, especially mid-development, is incredibly difficult and time consuming.
The good news is that we are nearing the end of developing a proof-of-concept for it, and will start creating a prototype version of Davigo using the proof-of-concept as a base soon. We have tested it with the Oculus Quest and the results are looking promising.
We are cautiously optimistic 🤞
Gameplay Improvements
Our other priorities include general improvements to the overall design of the game, especially multi-warrior matches.
As you may know, the current version of the game was designed around 1 giant versus 1 warrior gameplay. We added multi-warrior with little design ideation outside of allowing players to adjust the rules to try to balance the two sides. This has led to gameplay that we find to be way too overwhelming and chaotic for the giant.
Needless to say, we intend to explore more interesting and bigger ideas soon, such as how the warriors could cooperate to take down the giant.
Alpha 2 Launch Thoughts
This release marked another milestone in our development -- it was the first non-prototype release since the Public Alpha and included some of the features and ideas we had been prototyping throughout 2020.
We created a social media marketing push centered around our new trailer. Our primary goal was to bring more people into the Patreon community to support development on the game.
We were very happy with the results, and were incredibly happy to see Davigo featured by YouTubers and Press. Here’s a few new articles:

Always fun to watch others play, here’s a few awesome YouTube videos that came out recently:
Big thanks to our new and old patrons! Thanks everyone for being supportive of development. Stay tuned for more updates!
- Davidevs
2021-04-30 23:53:18 +0000 UTC
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