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 an...
2022-06-03 21:30:21 +0000 UTC
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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...
2022-05-27 21:05:16 +0000 UTC
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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...
2022-05-20 20:54:19 +0000 UTC
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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 wh...
2022-05-13 22:14:32 +0000 UTC
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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 t...
2022-05-06 21:31:34 +0000 UTC
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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.
Game...
2022-04-09 19:10:05 +0000 UTC
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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
<...
2022-04-02 20:34:39 +0000 UTC
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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<...
2022-04-01 16:11:02 +0000 UTC
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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.
2022-03-19 00:20:54 +0000 UTC
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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 w...
2022-03-14 22:39:49 +0000 UTC
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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 liste...
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 ...
2022-02-05 00:18:42 +0000 UTC
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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. <...
2022-02-05 00:17:47 +0000 UTC
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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
...
2022-01-29 01:31:25 +0000 UTC
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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: 2022-01-13 21:23:48 +0000 UTC
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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 ...
2021-12-24 20:01:56 +0000 UTC
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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 packa...
2021-12-17 20:16:02 +0000 UTC
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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.
2021-11-25 00:41:44 +0000 UTC
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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.

2021-11-03 20:00:34 +0000 UTC
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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 wit...
2021-10-14 00:26:09 +0000 UTC
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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 onl...
2021-09-30 01:45:08 +0000 UTC
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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 ...
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
- ...
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...
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!
<...
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 ...
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 (...
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 ...
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 alphabeti...
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 i...
2021-04-30 23:53:18 +0000 UTC
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