Omega Pilot Reviews
Omega Pilot is an exciting first-person VR racing game with realistic physics and control mechanics. Compete for in-ring races with other pilots in asynchronous multiplayer and enjoy the view from the cockpit at high speed!
App ID | 1933050 |
App Type | GAME |
Developers | XOCUS |
Publishers | XOCUS |
Categories | Single-player, Tracked Controller Support, VR Only |
Genres | Indie, Action, Racing |
Release Date | 2 Sep, 2022 |
Platforms | Windows |
Supported Languages | English |
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79 Total Reviews
62 Positive Reviews
17 Negative Reviews
Mostly Positive Score
Omega Pilot has garnered a total of 79 reviews, with 62 positive reviews and 17 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Omega Pilot 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:
1678 minutes
I've been looking for a game exactly like this since i got into VR. The motion controls are fluid and intuitive, the tracks are unique and all of them look awesome and the asynchronous multiplayer makes me want to hunt the next highest rank on the leaderboard.
I've noticed some long loading times which seem to be related to server connection issues when syncing, but nothing serious.
The playerbase still seems to be small, so i invite you to join for a insanely fun racing game!
I am playing on a Ryzen 7 with a Geforce GTX 970 with an Oculus Quest 2 using Virtual Desktop by the way and the game runs flawlessly!
👍 : 2 |
😃 : 0
Positive
Playtime:
106 minutes
I've only played this for a short while but it's brilliant. Easy to understand the controls and a lot of fun. I like the asynchronous play - it suits me as someone who's not into online competition. Great graphics and style. I like it as it's easy just to dip into for a few minutes.
👍 : 25 |
😃 : 1
Positive
Playtime:
45 minutes
[strike]Great game. At least for the first two tracks. After finishing the second track the game fades to black and i have to quit. Playing on Index. [/strike]
After my initial problems i refunded the game. But when i saw that a developer actually cared i bought it again hoping the problem would be fixed :) And after the newest update the aforementioned problem is gone.
There's still jank but the game is a lot of fun so thumbs up!
👍 : 3 |
😃 : 0
Positive
Playtime:
563 minutes
This game has a lot of potential but it was never - and will never be - fully realised. As far as I can tell support for this game has been non-existent for years, which would be fine if it still didn't feel like an early access game nearly 2 years later. As far as I can tell, since this game's release the devs have made a whole other VR title and have two more on the way.
And this game clearly paid a price to make this happen.
Honestly, it feels like an overpriced mobile game (and extremely unfinished), which super duper sucks because I genuinely like the bones of it.
This game feels great to play, its easy to learn yet hard to master, it has crossplay with Quest, Trackmania style multiplayer (and leaderboard) AND realtime mp races WITH VC! Honestly really impressive for what (I assume) is a small VR studio.
BUT, once you start getting into it you begin to notice all the corners that have been cut to make this happen.
Map design and variety:
There are just not that many maps in this game. Half of them are just the first maps played in reverse. Additionally, while they are all visually great, they do not all feel good to play. Most of them are extremely claustrophobic and precise. They don't give you a lot of room to move or to try different racing lines. For a game about going as fast as possible, you sure spend a lot of time slamming into walls. I know this is a skill issue (and you do get much better at it), but it would have been nice to have more space to make mistakes - not every map has to punish you so hard for going too fast.
Many have invisible / janky hitboxes, glitches that allow you get a head start (although some maps appear to have been patched, but not all for some reason?), walls that are basically invisible, and visibility issues to boot. And the actual level design elements themselves need work. The maps that aren't visually just a tunnel (mostly later maps) do a really poor job at indicating the correct path. These just are not fun to play.
Multiplayer:
Extremely fun when it works. occasionally you will just be unable to finish the race in a live lobby and will be forced to Alt+F4 because you **cant leave or restart a lobby or the game from inside a multiplayer lobby**! Very annoying.
When actually racing in realtime multiplayer, something about the netcode or timing system just seems broken. Players will appear behind me but still come first and vice versa. Your times aren't even saved in realtime multiplayer, so they won't go on the leaderboard if you beat your PB. This is maybe because they just don't seem to be accurate at all, so better leave them off just in case.
Asynchronous multiplayer has issues too. WHY. CAN'T. I. TURN. OFF. THE GHOSTS? They are sooo annoying, and on such tight maps (looking at you, Olympus) you are just screwed because you can't see the f**king track.
Controls:
The controls are fine, and the tutorial does a decent job at teaching them. Nice! However, it would have been nice to offer more options when it comes to calibrating sensitivity. Personally, I would love to be able to adjust the different axes. Additionally, the option for a virtual joystick (ie Vtol VR) of some kind would have been nice, and would have gone a long way to making this game feel more immersive and - frankly - like some effort went into it.
Ultimately, I have had a lot of fun with this game. There aren't a lot of games like it - somehow. But actually trying to get better feels more frustrating than fun at this point, and I'm left wishing for a game that is basically this but actually finished.
To the devs - if you actually read this - please don't give up on this game. I actually think you've struck gold here, but as it stands the opportunity feels squandered. I feel like with some work this could actually be the "Trackmania of VR," but right now it really isn't worth the money or time investment.
👍 : 4 |
😃 : 0
Negative
Playtime:
373 minutes
Great game. Fun maps, the amazing 2002 feel, and the flying is REALLY fun. The only map I don't like out of them all is Night City - one of the last levels.
Pros:
-Well-made VR controls
-semi-retro arcade racing feel
-great sound design
-good soundtrack
-amazing maps
-fun gameplay
Cons:
-addicting
-only supports 2 types of headset at the moment (will most likely change)
Overall review: 8.5/10, a bit simple for what I usually play, but really really fun.
👍 : 22 |
😃 : 0
Positive
Playtime:
11 minutes
refunding in hopes of buying it again, so control wise i would like to use both controllers to pilot the ship for a better experience, next is graphics, they aren't the best and i would love better lighting and for the ships to be graphically responsive to what you are doing, say air flaps, a bit of lighting from the thrusters etc, my biggest gripe is the lighting so yeah, once this has been implemented i'll be sure to check this game out again, (oh and the announcer doesn't have a clear voice , be it due to an accent or audio mixing i recommend you rerecord these lines) oh and the main menu is boring as all hell use vr to you advantage and make the main menu interesting look at (say you are in a room watching a race and the menu section is on a monitor for example ) best of luck.
👍 : 8 |
😃 : 4
Negative
Playtime:
30 minutes
Okay first things first its an early access game. So of course I expect some things to not be complete.
This is definitely only for VR veterans. If you place someone in this that has 0 experience with VR they will be blowing chunks within seconds of playing it. That aside, I have over 2000 hours logged on Steam VR so I was completely unfazed by it.
The core concept of this game is great. Honestly it takes what works well for VR and builds on that. I like that the game incorporates the gyros of the controllers to control your ship. The flying is really fun and you definitely feel like you're going fast, maybe even too fast but I guess that's the point. However, this leads to it feeling a bit unstable at times too. When I get excited or I want to turn quickly my ship ends up just spinning circles. So I definitely would like to see other controller options. Either being able to use the sticks of the controllers, or perhaps use a gamepad instead.
This is definitely a easy to learn, hard to master type situation where the controls themselves are relatively easy to understand, but man oh man, is it hard to master. You really have to learn the track, learn the drive line, learn when to break, when to accelerate. I've noticed while playing that many of the "ghosts" that I compete against also all bang into the same walls as me when flying out of the corners. Sometimes I feel like that's the intended way of flying through the course. Where if I would break to fly through it without banging up against the wall would somehow be slower.
The gameplay style reminds me a bit of the VR version of Wipeout on the Playstation. (Still waiting for a PC port of that D: ), but then on crack.
What this game is still missing:
More than one sound track. Don't get me wrong though, the soundtrack they do have is an absolute banger!
Controller options. I'm not a fan of the "one size fits all" type or morality. Power to the players!
More filled in worlds, other than the track they're quite empty. I feel like the developer could take a lot of inspiration from the same game I mentioned earlier, Wipeout.
More different types of ships with different stats. There are other colors but it's just not the same.
Conclusion:
I'm super keen to see where the development of this game is headed, and I wholeheartedly believe that XOCUS is making as absolute gem here. They have my support and I wouldn't get a refund. I think it's a very fair price for the product they have out now. 8/10 would recommend for an early access game. Looking forward to the full release.
Feedback to the developer:
The announcer when you move up or down a position is annoying. The races are already so short that having something tell you your position in the race kind of becomes arbitrary.
Would love other controller options, but I suppose what you're going for is having the same controller scheme for all the players flattens the playing field.
The flying is just a little bit too drifty for me. It feels like the ship isn't as responsive as it could be. Mostly this just translates to me not being able to break enough to stay in the corner and I end up flying out and banging up against a wall.
I think adding some more music tracks would also be great, but for now it shouldn't be a priority. You have a great sound track right now but after playing for 30 minutes straight I needed some other music.
It would also be super cool to have some incorporation of audio responsive tracks. Where aesthetics are changed based on the music track in the background.
👍 : 24 |
😃 : 0
Positive
Playtime:
144 minutes
Some people are going to be losing their lunch on this one for sure. VR vets only!
Played long enough to get frustrated by how much I suck at this.
But, cup of coffee -and I will be back in there.
First few laps and I am all over the place (you will be too). But, when you get the hang of the controls they make perfect sense, and are really very good. Easy? No, but good. After coming first on the first track, I just cannot break the habit of coming last on the second track. However, I am well aware that this is my fault and not the game. There is a challenge here, it's not easy, and that's a good thing. You have to get your skills up.. The trick here is to keep your wrist still and move your arm to steer. I know the theory, but my wrist doesn't.
So, yeah - this is a keeper.
Plus points:
*It's a challenge.
*The controls are unique and make sense, once you get the idea.
*Good sense of speed.
*Graphics are good.
*Fun
Negative points
*It's hard (aka 'challenge). So the only negative I can come up with is a positive after all.
Yeah, pleased with this, I am a bit frustrated now, but with myself, not the game. I can see me sinking some hours into this - if only to see the third track!
Wipeout with controls that make sense in VR.
Nice one devs, you brought me the game I wanted on the second lap ;-)
👍 : 33 |
😃 : 0
Positive
Playtime:
114 minutes
EDIT: February 2024
Took a 2 year break, came to see if anything had changed and positively suprised the game had received updates and apparently has HOTAS support now.
Started the game. Noticed my T.16000M was not connected. Plugged them in. Crash.
Started the game with the HOTAS connected. Crash. And it kept crashing on repeated attempts.
Removed the HOTAS, it didnt crash. It never launches when the HOTAS is connected with my Index.
If buying for HOTAS support. Skip the game until that is patched.
----
Would normally say looks promising for early access, but this is considered a "released" product. It is just a price of a pizza tho so not expecting that much out of it. I do have feedback however:
If looking at buying however do suggest waiting to see how the developer develops in the future, thus the I cannot fully recommend it..
My Main issue: Controls and Flight Mechanics
It is NOT an anti-grav racer ala Whipout, redout, Ballisticng. Even if the vehicle is designed to be similar to those.
This plays more of a zero g jetfighter race in a tube which may occasionally occur a few feet off a road.
Controls cannot be adjusted which is a major Nono for a racer/flight-related sim. Sim racers are /very/ specific about their setups, and this does not give any customizability even through vr steam controller adjustments. I was also expecting a physical HOSAS/HOTAS support but I did not see it.
The game plays through a Virtual HOSAS setup but the left "*virtual* stick'' is not used for anything else than doing hard air brakes , a "slow mo" button, and maybe the initial virtual seat calibration. And even the break is just the trigger. Almost /everything/ is done through the right virtual stick, where the main method of thrust: the trigger finger is obnoxious to do fine precision adjustment of speed: You'll get used to it, but I rather use my left hand for speed, like with other games such as Elite Dangerous, Fly Dangerous, And Redout 2 with controller mods.
While everything is VR, OK, but there are HARD preferences per driver, especially when it comes to flight simmers that most likely would be attracted to this one: Cant even use steams controller bindings to do customization, as it does not differentiate gyro directions that well and you cannot adjust vertical/horizontal sensitivity separately. Its all just “sensitivity”. I cant even believe what would happen to quest users that would look up in a turn and lose tracking of controllers...
The controllers can be miscalibrated if you do not put them into an upright position before the start of a race. Sometimes this occurs even if you have them still due to micro drifts occasionally. I honestly rather use physical HOSAS (or even HOTAS), but this does not give us the option, or something like Tinker Pilot / VTOL VR , where we put hands onto virtual something
I'd also like a method to recenter my position within the game instead of having to restart the game, recenter and then start it again.
Then there is the gameplay:
Gameplay is time trial vs other player ghosts. This is a pretty decent racing formula, similar to Fly Dangerous or Trackmania. This is NOT true multiplayer. It’s just time attack vs leaderboards, it .. is fine. Would like to see Trackmania style multiplayer, but what is present is passable. As you race the track, the next 5 and previous 4 ghosts are loaded into your next attempt on the map, so you always will have a challenge, and something to fly against. Would like to be able to load my friend list ghosts but thats just me if anyone wants tot try to beat my scores from my groups lol.
The Tracks themselves are a bit eh. The track does not properly indicate the proper direction until you smack into an invisible barrier and get redirected. One always has a track, or something to follow, but it's usually WAY more efficient to fly with that object to your side and pitch up and down than ever roll. You have more room to PITCH on most maps. It's even hard to figure out memory cues because most tracks just look like tubes, and if they do NOT look like tubes, you have invisible walls all along the object they track is aligned by lamps. It is just set dressing without much guidance for the player.
On those sorta maps you can just keep the road to your side and just pitch up and down for corners which is a lot more efficient than rolling per turn that will just disorient. Sure it can feel like “this is awesome” at the back of the head as if doing a trench run or something like that but after you figure out that technique, it turns into a slog and then the levels start to feel like 3D spaghetti eventually. If only the flight system had a bit more nuance to it (like different pitch rate for up / down, behaviours flat on the surface, etc) or even just “gravity” to discourage just keeping a single roll according to the track axis. There is the slow mo, but I find that I do not use it because its doesnt feel right to the pacing.
Right now one can turn in a dime with some drift depending on initial velocity, and not even have to completely worry about the amount of kinetic energy one has in a turn as the brakes can cancel it out fairly quickly, just releasing the throttle is enough to slow one down quite a lot.
The Maps themselves feel way more random than actual design. It felt better in Fly Dangerous where you are given a waypoint to reach, and there are obstacles between you and the way point instead of being stuffed into a tube you /must/ fly along.
Standout maps stuff like Factory, which at least has some interesting obstacles which can also get annoying as you have to remember them being there, but it also has some of the most annoying collision definitions in a flight game. Every grind on a wall can stop you on your track, or missing a smaller tube shortcut as well.
The levels end up having /very/ sharp corners, without any directional heads up like in Redout 2, so learning tracks is not that great of a feel. It's simply just speed control and proactively rolling corners and in a themed tube of various sizes, with “something” on the outside.
It does however raise the questions why we are limited on roads but can do flips however. The logic sorta goes out the window and it's not anti-grav racing more than racing very close the road in a zero-g star fighter.
Music is track specific and gets… repetitive on the track. For a game that is about polishing track times, having the same beat going on gets tiresome after a bit of time: should have variations, but that's hard when using stock music from audiojungle..
Sound Design feels a bit lacking as there are no audio indicators for when one has boost available. Would be great to hear as the boost tank is filled half way and some sort of audio cue to when it is full, perhaps some sort of pitch changing loop. Some corners it's hard to quickly look down without losing one's current destination.
The spectator cam... Could be spiced up: Its not that great to watch back honestly. Make it like track cameras in any other racing game etc. Forexample my headset tends to point a bit upwards due to my face being so weird.
https://www.youtube.com/watch?v=H-bKTbfu8fY
So anyone looking at footage will not see my dials, or if id move my head around may make spectators sick, etc.
The Ghosts also could be faded out when they are close since they can easilly block ones vision.
So in summary:
I’d give this a wait to see how the developer continues the game development, but *shrug* It is the price of a pizza, so if you are into this stuff, give it a shot..
👍 : 24 |
😃 : 2
Negative
Playtime:
1265 minutes
I bought the game about 15 minutes after I got the email saying it was available for purchase, had a game-breaking bug which prevented me from playing, an hour later there was patch, and a response to my community post correctly saying they fixed may issue. 10/10 developer communication.
So about the game. The controls have a steep learning curve, control customization and other inputs method are coming, but for now: the current controls are hard to learn, but work well. The racing is a bit more drifty than I expected, but not bad at all. All available tracks are listed as "Easy", and some of them are already really hard, I hope that changes in one way or another.
If you get motion sickness from VR, this is probably not the game for you. I didn't get sick, but I did get very dizzy in the beginning, still do sometimes now when I mess up the controls.
If I keep in mind it's early access, I think it's already worth the price even as it stands, and although very hard to learn, it is very fun. It's very early access, and I'm all for seeing it become even better.
👍 : 59 |
😃 : 0
Positive