Holoception
Charts
34 😀     20 😒
59,08%

Rating

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$19.99

Holoception Reviews

HOLOCEPTION is a new type of hybrid VR game allowing you to incarnate a character in 3rd and 1st person view. Explore a cartoonish Universe where everything is fully physics-based and where you have a lot of control and freedom to move and fight!
App ID1064160
App TypeGAME
Developers
Publishers Holonautic
Categories Single-player, Tracked Controller Support, VR Only
Genres Indie, Action, Adventure, Early Access
Release Date24 Oct, 2019
Platforms Windows
Supported Languages English

Holoception
54 Total Reviews
34 Positive Reviews
20 Negative Reviews
Mixed Score

Holoception has garnered a total of 54 reviews, with 34 positive reviews and 20 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Holoception over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 235 minutes
Edit: [quote=Original Review] I'll give it a "recommend", but I also want to see what comes next in updates :) [/quote] Narrator: [b][i]There were no more updates.[/i][/b] [hr][/hr] Played it for about 4 hours on stream yesterday. Interesting Concept. I will start of by saying how I used the 1st person and 3rd person: 1st, for fighting | 3rd, for moving around/running away. Took me a little while to get kinda used to the controls, but I think I managed to get the hang of them.. sorta. I should probably mess around with both locomotion options (Directional or Strafe) to understand it more. As for content... it seems rather... short.. or empty? From what it looked to me, it's 4 different areas/stages where you: Spawn in, easy enemies spawn, you defeat, stronger enemies spawn, you keep doing that, eventually a boss appears and once you bring that down, it gives key to advance to the next area. I basically spent 4 hours mindlessly swinging a bat or (after research) shooting. Learn to use slow motion by the way, it's quite useful. I managed to reach the 3rd stage and unlocked a few weapons. I think I'll try and go back to unlock the rest of them. Seeing as it's an early access title, I'd hope to see more content added to the game. Something more engaging than mindlessly going through waves of enemies. I'm not exactly sure what I want... I'll also mention that I did crash twice in those 4 hours. My guess is that it was do to some of the enemies not agreeing with physics and spiraling out of control [url=https://www.twitch.tv/fefeland/clip/TubularAggressiveYakinikuJKanStyle] Like so [/url]. Also for some reason.. on the third stage, I kept getting flung around for no real reason... I think? I at least didn't see what was causing it. Also I did get [url=https://puu.sh/Exalq/28167d20d2.jpg] Stuck mid air once, and couldn't move [/url]. not sure what happened there. I'll give it a "recommend", but I also want to see what comes next in updates :) PS: If the sound track could be made more uh.. "seamless".. it would be a nice touch.
👍 : 0 | 😃 : 0
Negative
Playtime: 513 minutes
was a promising game, got abandoned by the developers *definitely* not worth it for the price, don't expect the game to get out of early access, like, ever
👍 : 0 | 😃 : 0
Negative
Playtime: 301 minutes
So I played this quest revive and it's fun and innovative easy to learn and you can jump in and out great for vr great job devs.
👍 : 5 | 😃 : 0
Positive
Playtime: 19 minutes
It is very sad that game was abandoned, it had a lot of potential =(
👍 : 2 | 😃 : 0
Negative
Playtime: 49 minutes
The concept is cool and promising, but the current state is far away from enjoyable, especially the controls are indescribably weird. I'll check back in a few months or so but my abandonware-senses are tinglin strong with this one. Please prove me wrong.
👍 : 5 | 😃 : 0
Negative
Playtime: 235 minutes
Played 1 hour so far and it was really enjoyable 100% going back to play later. It's not perfect but it's a great VR game. It's a stickman version of SuperHot imo only if you could move around and play not only in first but also third person. Can't wait to see what's in store in future updates. Playing using Virtual Desktop on Oculus Quest 2
👍 : 2 | 😃 : 0
Positive
Playtime: 17 minutes
The concept is great, but the execution still has a way to go. (Bear in mind that this is a first impression review after about 20 minutes or so, but read on for why I didn't play longer.) First off, let's talk controls. Third person mode has you controlling a stick figure from on high. His hands do what yours do, but you still need to use the thumbstick to control moving and turning. This can make it difficult to internalize how do make him interact with stuff when your hands are stretched out in a different direction, feeling around almost blindly until the grab indicator finally pops up on what you're trying to grab (which is especially fun when it's surrounded by other objects you don't want). First person mode feels more natural for people who are used to first person VR games, except the stick figure still retains some third person states like facing direction. This means that even though you are looking one way, the stick figure himself might be facing another direction, so pressing forward causes you to move sideways. Grabbing is better, but it's still a pain to get the guy to grab what you're actually looking at. And when you use the control stick to turn and move, the screen gets a dark filter like in third person mode. The camera system needs work to be ready for VR. Speaking as someone who has had multi-hour sessions in games like Robo Recall, Superhot, and Asgard's Wrath without much issue, 20 minutes was enough for this game to give me a mild headache. I'm not knowledgeable of all the minor things that go into camera work in VR games to make them not induce motion sickness, but I do know that making first person mode actually behave like a first person mode would be a great start. Combat is a mixed bag. On the one hand, gun mechanics feel solid enough; it's no Gun Club or HHH, but it's functional. On the other hand, I only got to use a gun in the tutorial, and beyond that you are expected to unlock it. As such, I went into the first level with only a frying pan, and I have to say the blunt melee weapon system needs tuning. Hitting someone doesn't have any visceral effect. They just have a minor flinch animation that doesn't even stop their attacks, so actually landing a hit doesn't feel great. This also means the optimal strategy with melee weapons is to hold them out at arms length and do jazz hands so you can kill or knock unconscious the enemies before they get a free swing at you. I also don't recommend first person combat, as there is no visual or audio indication that someone is behind you until they've already taken a whack at your skull. And finally, the game seems to have some bugs in the physics department, which is a shame for a game that markets itself as being a "physics-based action shooter". The bug I experienced was this: on the last level I played, I finally found a blueprint for a pistol, holstering it so I wouldn't accidentally drop it. At the first opportunity, I jumped through the portal to unlock it so I would finally have a gun. As I was trying to get the blueprint out of the holster, my guy started suddenly spazzing out before getting ragdolled and thrown into the abyss moments later. After about 10 seconds (far too long for a respawn in the hub world, IMO) the guy reappeared approximately where he was standing before... and the blueprint was gone. Between that and the forming headache, I decided to end my session there. So yeah, this game has some cool arcade-action style potential, but it is still very much an Early Access game in need of quite a bit of polish and tuning. I will probably revisit the game after a few updates and revise my review, but for now unfortunately I cannot recommend the game in its current state.
👍 : 28 | 😃 : 0
Negative
Playtime: 99 minutes
YES PLEASE !! the controls are little clunky and grabbing and throwing enemies is not as easy as I imagined due to grabbing points not always showing up but it looks like great fun. Got my head dizzy from the constant rotation, so time for break and I will update this review later on.
👍 : 13 | 😃 : 1
Positive
Playtime: 52 minutes
Game is abandoned and controls are super clunky. Wait for someone else to make an improved version.
👍 : 3 | 😃 : 0
Negative
Playtime: 206 minutes
*plays 20 minutes, leaves negative review* Be prepared for some initial negative reactions as the mechanics definitely have a learning curve and initially feel a bit unintuitive. Holoception uses a totally unique/new control scheme, of which I’m a little over an hour in and really starting to get a hang of. Overall, after getting a hold of the mechanics a bit, the gameplay just feels downright satisfying. Landing a well timed swing feels right, and the physics and rag dolls allow for some hilarious moments. There are a lot of items to unlock and the progression system has felt decent so far. There’s definitely things that need work, but the bones of the game are super promising. Found myself breaking quite the sweat, the game’s definitely akin to a gorn or blade and sorcery. For feedback.. - first person mode controls are wonky... The control scheme is the same as 3rd person which has you turning using the stick and not your body. From a first person pov, this is nauseas inducing no matter how strong your vr legs are. - do I really need gloves to punch? It took a few deaths to realize I couldn’t do damage punching without the gloves on. - more forgiving grabbing. There were quite a few times grabbing failed or I just plain couldn’t get the grab bubble to appear. - weapons need to last longer before despawning... especially with the unforgiving grabbing, enemy weapons would consistently disappear before I could manage to grab them. - 2h gun controls don’t work in first person. I’m not expecting HHH or Gun Club level interaction like some other reviewers.. but when I grab the front of the rifle with my offhand the physics aren’t allowing me to look down the rifle sites. While every gun has a laser to help your aim, and first person is currently too nausea inducing to play for long, I’d like to at least be able to shoulder a rifle and use the sites. - slow mo perks? Slow motion combat is gd amazing, I just wish there was a way to play with unlimited slow mo, or at least some perks to increase the energy bar, how long it lasts, etc. There’s some really promising, unique stuff here though! You just need to spend some time with the mechanics before really making a judgement call. $20 is maybe a bit on the high end current state, but if you like physics brawlers and are open to a new control scheme, you’ll definitely get your money’s worth.
👍 : 30 | 😃 : 2
Positive
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