Available January 30th 2025
Ages 13+
​​Ratings vary depending on your region.
​
HAX contains animated violence. It does not contain any blood, dismemberment, nor realistic weapons. We chose a sci-fi theme featuring robots to make HAX light-hearted and fun.
Meta Quest
Initially, HAX will only be available on the Meta Horizon Store and all Supported Meta Quest Devices. It will not be available for Meta Quest 1. We plan on supporting Pico next, and eventually PCVR.
1.30.2025
HAX will be available on the Meta Horizon Store 1/30/2025 for Meta Quest 2 and Meta Quest 3 headsets.
$24.99USD
Price may vary depending on your region.
​
HAX will have no in-app purchases upon release, and will continue to be supported as an early-access, live service game.
​
Multiplayer
HAX is an Online Multiplayer Shooter. We are currently developing our AI bots and hope to add them into the game soon. Once our bots are functioning we will add Single Player and Co-op game modes.
-
Exciting Gameplay: For every decision we asked the question, "is it fun?" If the answer was "no," we cut it from the game.
​
-
Performance: High framerates, Super-Sampled Graphics, and extremely Optimized - HAX is currently around 2GB in size.
​
-
Intuitive Controls: Ground-breaking, easy-to-learn, weapon mechanics designed specifically for a VR shooter​
​
-
A Proper Tutorial: Complete walkthrough tutorial with fully illustrated help guides. And "yes," it's fun.​​
​
-
Shooter Maps: Following the example of decades of FPS development, our maps were built on the shoulders of giants.
​
-
Original Art: Every art asset was made from scratch within the world of HAX. (except for a few skyboxes)
​
-
Customization: Characters, Camos, Weapons, Weapon Camos, Melees, Dances and so much more to come.
​
-
No In-App-Purchases: While no microtransaction isn't really a feature, having developers focus entirely on game updates is.
What are the main Features of HAX?
What makes HAX special?
It's a Game, not a Sim​
​
HAX was built from the ground up to be a fun, easy-to-learn, VR game. With so many VR companies choosing to go the simulation route and make "games" with realistic weapon interactions, we decided to focus on keeping the player playing instead.
​
The whole idea behind HAX started with solving the complexity of VR weapon interaction.
​
Even before we had a theme, we new that we had something special with the idea behind the mag. In HAX a player can simply grab a magazine from their chest and use it for whatever they need in that moment. You need ammo to reload your gun? Grab a mag. You need a melee weapon? Grab a mag and with a single button it turns into a sword. The same for a grenade or any other utility. The possibilities are endless and a ton of fun.
​
What challenges did you face?
Mobile VR is only as powerful as a Cell Phone​
​
The first challenge making a shooter that worked with the small, pixelated screens of VR. Many shooters didn't take into account that realistic distances don't look good in VR. Shooting a player 200 meters away renders them as a few pixels. With shaky VR controls this felt too much like a simulation of war rather than a playful gunfight.
​
We started by defining the right range for combat engagements
We faced many challenges specifically related to VR and Multiplayer gaming. As a team of three we had to overcome all of these challenges ourselves, many problems the industry had not even solved. VR is inherently different from 2D gaming in that a player can move their camera and body anywhere in their play area. This allows players who find their character next to a wall to simply, in their physical space, step into the wall. We solved this problem, but it wasn't easy. Nothing about developing a VR app or game is easy. Don't let anyone tell you otherwise.
​
​
What drove Game Design?
For every decision, we always asked the question: is it fun?
​
If the answer was no, we cut it from the game. Just because you can doesn't mean you should. This is especially true in VR development. Sure, we could add the function to reload each bullet of a revolver one by one, but in the context of a game, it's not fun. We're making a game, after all, not a simulation.
​
The biggest influence on our team as we made HAX was our ongoing love for video games.
​
VR is an amazing technology, and it deserves great games.
What inspired the Art Style?
​Anime mostly
​
We looked for an art style with pronounced characters and rich environments - Anime met both these requirements. The cell-shaded characters make it easy to identify opponents, which makes the game easier to learn and more about movement than stealth. Another benefit of cell-shading is the performance gain, we don't use realtime lights in HAX. All the environments have baked lighting, which further increases the performance over having any realtime lights.
Except for a few Skyboxes, all of the art in HAX was created by Davy, giving the game unique appeal.
​
The robots themselves are a blend of dystopian references - Knight's of Sidonia and Chappie being at the top of the list. The weapons are all based on real guns as though they were modified in a futuristic world to shoot HAX bullets.