A downloadable game for Windows


  • Artificial locomotion -> GRIP BUTTONS.
  • Teleportation -> Touch Pad.
  • Experimental toggle movement -> Menu button.
  • Tip: keep moving and be aggressive to beat the level.


The awesome retro soundtrack for this project was created by the talented and friendly Max Thadius. Go check out his soundcloud.

Please know this is an early prototype and so still has many bugs and limited gameplay. I'm working on fixing this, though! :)

This is a VR hobby game project I work on in the weekends and after work. It is made for the HTC Vive but confirmed by user yarez3 to work on the Oculus Rift, too! (see comments for details)

I hope this project eventually evolves into a very fleshed out VR roguelite with a large number of items, weapons, enemies and characters. A non-VR version is also in the works.

I was mainly inspired by all of Vlambeer's games (Nuclear Throne, Gun Godz), Roguelikes, and the original Wolfenstein.

More information

Published60 days ago
Tagscompound, htc-vive, Lo-fi, low-fi, Procedural Generation, Retro, Roguelike, roguelite, Virtual Reality, vr
LicenseAll rights reserved
Asset licenseAll rights reserved
Average durationAbout a half-hour
InputsOculus Rift, HTC Vive
Player countSingleplayer


COMPOUND.zip (21 MB)


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Viewing comments 23 to 4 of 23 · Next page

This took my straight back to the days of Wolfenstein 3D and made me really appreciate how far we'd come. I'm really excited to see how this game grows. Amazing work. I look forward to giving you my money in the near future!

Thank you!

This is probably my favorite VR game so far. I love the movement system, after this I'm always disappointed when a game is just teleportation. Looking forward to the updates, thanks for providing this for free!

Thank you for the compliment, Aitrus! :)

(Edited 1 time)

This is fantastic, I just got done playing this for about an hour, and boy its a blast!

I haven't noticed any bugs yet, so that's great!

Some things that would be great to add:

- Faster bullets? Maybe as a difficulty option, right now I find it very easy just to walk/dip/dodge the bullets, I've really only died a couple of times.

- Headshot only mode. Again only a difficulty option, but I get mostly headshots in this (so satisfying btw) so making to where I HAD to hit the head would be that much more satisfying.

- Varying levels, like the one we have now is "The Sewer" and we can have another be "The Coumpound" and it's like a futuristic castle/military base, maybe have a space-station type map with small windows to see out into space? Lots of possibilities here! All that would really take is just different textures added onto your existing generator (probably, I'm no programmer, so tell me if I need to shut up! ;))

Great job so far, and I'm really excited to see whats coming!

Thank you!

I've wanted to make the bullet faster for a while, but I also get a lot of comments that the game is too hard. It seems with VR the skill gap might be wider than usual games? Also, players who can't use artificial locomotion are at a big disadvantage, I feel. It seems that difficulty settings are absolutely required so I'll add them soon. Not sure what they will affect other than bullet speed. Probably likelihood of health replenishing items, max health, and number of enemies?

I know what you mean about how satisfying head-shots are. At the moment, headshots do triple or double damage so you can conserve on ammo with them when limited ammo becomes a thing in the upcoming update. The next version in development has different damage stats for when you shoot them in the arms and legs, BTW. I'm also thinking of rewarding the player somehow for completing a level with very high accuracy but not sure exactly where to go with this yet. Any suggestions would be great!

Yes on the varying levels! Sorry the map is so samey at the moment. Once I've fleshed out the sewers a bit more I'll be ready to reveal all the other environments I have planned. At the moment the general level progression concepts I have (in order of going up the 'compound') are sewers -> distribution center -> offices -> production -> labs -> executive but don't quote me on that as you know how things change with game development!

All this takes a lot of time as it's just me by myself but I'm dedicated to making this game a solid, fun game - eventually!

Thank you for your input and time!

Hope you don't mind, I made a video of the gameplay!

Of course I don't mind! Thanks for making a video of my game!

Also ... there's a troubling number of groin shots in that video! :P I liked the bonus bit at the end.

Great work, how can we donate to the cause?

Hi Conkrete, I hope you're having a good weekend.

I'm not accepting donations, but just the intention is great motivation for me. Thank you very much! If you would like to support me, please leave some feedback, bug reports, or suggestions. Or just drop by the comments section and leave a message, as you have! :D

Just to let you know, the new update is taking me too long so I'm going to split in into two updates. I guess I'll call them V0.0.3a & V0.0.3b. I'll release what I have soonish and release a second half, bulked up with extra features, after that. It should be out next weekend unless something goes wrong (this is gamedev; things do tend to go wrong, though!).

Have a good one!

I just went a few rounds in this game, and even in its current simplistic form, it's a lot of fun, mainly because of the fact that you're dealing with slow projectiles you can dance and dodge around rather than hitscan bullets like in most other VR FPSs. It's kinda like Police 911 (Police 24/7 for the PS2 port), but with free movement and a retro aesthetic.

I do have a few suggestions in mind:

-I'm another Oculus Rift + Touch user, and the only beef I have that pertains to that specifically is that the gun's grip angle doesn't really match up to the controller's grip angle. I can compensate for it during gameplay, but it doesn't quite feel right, you know?

For a looser estimate, I'd say that holding the gun level, the grip is angled about 45 degrees up from my hand, the whole thing is shifted about an inch to the left and two inches down from my actual hand position, and of course, the pivot point when rotating my hand does not match up, either.

-I would prefer having typical Onward/Serious Sam VR: TFE/etc. analog stick movement. The grip button is workable for general walking around, but the moment I need to backpedal because there's an enemy right on the other side of the door, it doesn't quite whip around fast enough. No, this mode of movement doesn't make me motion-sick in the slightest, and I have yet to find a preferable alternative.

-Right now, the left hand (or off-hand, really, since these games should be ambidextrous) is just completely invisible, serving no purpose other than an invisible means of locomotion. I'd suggest having some sort of wrist computer (the Pip-Boy in the Fallout titles being one of the most iconic ones) present, serving as both a mini-map (it's easy to get lost in these same-looking blocky rooms!) and an indicator of the player's remaining health. (EKG-ish readout like Blake Stone, perhaps?)

You did mention in a recent comment that looking down now shows your health in 0.0.3/0.0.4, but the currently posted build is clearly a bit behind. No health indicators, no food, no security robots and no quadcopter killdrones.


Hello, thank you for the feedback. You've raised some valid points.

- I understand what you mean about the gun location; it was too high even on the Vive controllers. I did a poor job of lining it up. I finally got hold of the Occulus Rift and Vive controller geometry data and have fixed the gun location and rotation in my private build That change will be reflected in the upcoming update when it is released.

- I agree on the difficulty of a quick 180 turn. Will look into this and maybe modify the algorithm.

- A model for the left hand (and ability to switch hands) is coming. In retrospect I should have added this much earlier. I will put some kind of placeholder there in the next update until I get to a later update (the left controller will eventually be used to access the map and inventory as you suggested. I never thought of doing a pip-boy like Fallout. Good idea!).

- The reason you can't see V0.0.3 and V0.0.4 is because I am still working on them. V0.0.3 has most of the features (security robots, SMG, health items, etc.) complete but has bugs and missing very important features. It needs work before I can release it. I was trying to explain that some of the features that people are mentioning are already done and just waiting for release but I worded it poorly. Sorry for causing you trouble.

Thank you for leaving a comment. I will try my best to get V0.0.3 out as soon as possible.

(Edited 1 time)

Dude, watching my 10-year old dip dive duck and dodge around my living room playing this was so awesome and gratifying! My first 3D shooter was Wolfenstein 3D back in the day so seeing him get started in VR on such a similar game...why it warms my heart! Thank you for this!

As for the game, wow this is ridiculously entertaining for a single level! My son actually beat me to winning it first! He was like "aww that's it?" and I had to explain this guy on the other side of the world was doing this in his spare time. He was like "oh wow, well this is awesome! I can't wait for more!"

Only real feedback that hasn't been mentioned is I'd like to see collisions on the ceiling too, It's very minor but would be cool. Maybe if you add some annoying bats to come peck at you you can fix it at that time? Hah that would be freaky, you're facing a room of soldiers and some bats come down from the ceiling to harass you! Anyway, there's my thoughts.

Take care of yourself over there! Looking forward to the next alpha 0.0.3! P.S. it would be nice if maybe you add a bit more health to yourself.

Thank you! I'm glad that my little game was able to provide fun even though it's still so bare bones. :D Sorry there is so little to it at the moment. I'm working on it!

I've already fixed the ceiling issue so that will be in the next update. About the bat idea - I actually have something very similar planned! ...But it's coming in version 0.0.4. Not exactly bats but little quadrotor drones that zip around. The new enemy in the upcoming V0.0.3 update is a tough security robot, and I've added an SMG with a high rate of fire and physical reload ability to help fight it, though it's not necessarily a straight upgrade to the pistol.

Also, about adding health; I have finished adding health restoring items (food that you eat) that replenish HP for V0.0.3, and difficulty options are probably coming for V0.0.4. Also, now you can see how much HP you have remaining when you look down.

I've still got a few more features to add, then I'll get some more bugs out of the way and the new update will be done!

Hey man, I played your game and seeing that it is just in its baby stages, it is very promising. I'm just curious as to what way you are going to go with this. Is there gonna be a boss at the end and then you go to the next floor (kinda "The Binding of Isaac" style) or are you going to do completely different? Also, if you ever need help with anything or more feedback, I'd be happy to contribute!!

Hi, thanks for trying my game!

I'm not sure about having a boss at the end of every map, but there will probably be several bosses as you go up the levels, eventually! I'm making it up as I go so who knows what it'll eventually end up like. My big inspiration is Nuclear Throne so maybe something like that if it works but I'll have to experiment.

For what I'm doing in the short term; I just finished implementing a new weapon and a new enemy, and I'll be focusing on refining the gameplay a bit more and squashing bugs and problems before I release the new update. The update after that will probably be focused on improving the environment and maybe adding a new level but that might get pushed back depending on what kind of feedback I get and what bugs turn up.

If you have any suggestions or issues, please let me know! Much appreciated!

Really awesome game already. I have spent more time in this than every other VR game simply because of how fun and flawless the gameplay is, even though being as simple as it is. I was hoping for a game like this to pop up and am relieved that not only it already exists but also has "passion project" written all over it. Looking forward to see where you decide to go with this. As a little suggestion, I'd appreciate if you could include the build version on this page.

Stay motivated, you are definitely on the right track here!


Thank you very much!! Excellent idea about the build version; I'll make sure to do that from the next update.

I keep refreshing for update... ;) If you are in need of some more motivation, please watch the video of my friends wife eating the ground while playing compound lolzz https://www.youtube.com/watch?v=-O0g0cDyrWo

(Edited 3 times)

Ouch... Maybe my game isn't isn't a good choice for people who are not used to VR! If you subscribe to the Compound update channel on Youtube (https://www.youtube.com/channel/UCLyIGvU2eSB6cqP9WzT6l3g) you can get information on updates in your subscription feed so you don't have to check this page all the time. Thanks!

EDIT: Fixed link

lol yeh your probably right. I have subscribed now. Cheers

please make a paid version so we can give you money!! i love the game! i would love to see a full campaign and multiplayer. on the other hand starting it off for free to get advice is also a great idea! only advice would be to get it on steam so you can get more users and different feedback. Keep up the amazing work!

Thank you so much for your kind support! My dream is to be an indie game dev as my full time job, and to put my games on steam, but right now I just need to focus on making good games that are worthy of people's hard earned cash. TBH this game is still in the 'proof of concept' phase. There needs to be a much more complex game loop and much, much more variety and quality-of-life features before I would feel comfortable charging any money for this.

Long story short - eventually, yes! But not yet! If you would like to support me now, all I ask is that you try my game after every update and leave some feedback here on how to improve the game. I appreciate any kind of feedback, especially when people point out any mistakes, oversights, or areas that are not consistent or up-to-scratch. Feature requests are also welcome!

Have a great day!!!!

how do I know when you update the game?

(Edited 3 times)

Um .. good question! Does itch.io tell you about updates to games you are subscribed to? If not, I always post updates to my youtube channel (https://www.youtube.com/channel/UCLyIGvU2eSB6cqP9WzT6l3g) and r/vive on reddit.

EDIT: fixed link

youtube says

This channel does not exist

when i click on the link...

Oops! I accidentally put a bracket on the end of the URL. Sorry! Here is the fixed version: https://www.youtube.com/channel/UCLyIGvU2eSB6cqP9WzT6l3g

Got it! I subbed!

I'm really not sure how experienced at gamemaking you are or how far into planning you've got but, this:

Is something that would definitely fit well in your game. You would probably have to adapt a little because of the control scheme but I'm sure you can do it. My only regret is not owning a VR Set.

Great video and channel! I subscribed.

I had seen a similar analysis of Doom's mechanics but this video did a much better job of communicating it and I got a bunch of new ideas. Thank you for sharing this.

While it is a shame you don't have a headset, just remember that like every technology they'll start coming down in price and size at the same time as getting more sophisticated. I bet the VR headsets everyone will have in a few years will not only be cheaper, they'll make the current ones look like toys. It is very early days for VR so there's no hurry! :D

(Edited 1 time)

I absolutely love this game. The art is great, music is stellar, and the gameplay is super fun. Is there any chance of an update soon? I know you're working hard to get a lot of features in, just curious where you're at.

Thanks so much for all your great work.

Edit: Is there any way I can help out with beta testing?

I can't put a date on the update that I can stick to, but maybe in 2 weeks? Could be earlier, could be later!Also, the code is in a middle of a rewrite at the moment so I can't give you a preview build of the next update, sorry!

Thanks for the kind words!

Maan this game is awesome, even if so simple and not so developed but already so fun! I look forward for a full game!!

Compliments . ;)

I had a really difficult day struggling with adding new enemies and improving the A.I. (lots of pull-your-hair-out moments) but the positive comments are a great source of motivation. Thank you!

Hold on mate, don't give up!

I love this! It's so different and fun. The artifitial locomotion and teleporting combined reminds me a little of fighting in Dishonored with the idea of attacking then blinking to make the enemy lose sight.

A few ideas

  • Put a cool down on teleporting based on distance warped. It helps keep people from teleporting super fast around the place.
  • Guards that do patrols would be super cool! Also adjust thier AI since you can kill a guard in the room yet no other guards notice you until you walk in thier sight.
  • Show a hand or the controller for the left hand. Kinda a small nitpick but it would be nice.
  • A followup for the hand would be to allow punching/melee, especially if there is a plan for knives or swords, or use the other hand for dual weilding to get the ultimate bada** experience.

I can't wait to see what you add to this game!


Thank you! And roger on those feature requests. I will experiment with a teleport cooldown. I was just working on having the guards move around a lot more today so expect more interesting behavior from them (and the new security robot enemy) in the upcoming update. Also thinking about what to do with the left hand - there will be something there probably in the next update but won't promise just in case I decide to push that feature to another update. Thanks for the feedback!

Love the artstyle, really brings you back to the old days of shooters and it's a nice mix between that and wearing a Virtual Reality Headset :) Well done!
Can't wait for future updates! <3

Stay Rad Everybody!!

Wow thanks for the beaming review. Your play-style is similar to mine - keep moving and go for head shots! You mentioned about randomness in the video: yes, the maps are 100% randomly generated every run. Eventually there will be much much more randomly generated variety but sorry that everything looks the same at the moment. I'm working on it!

The next update is coming along well - the new weapon (battery powered SMG) is done and it's really fun to shoot. The model for the new enemy is also done and just needs to be given A.I. I don't want to say when It'll be done in case I over shoot my deadline so I'll just say soonish!

Thanks again!

This is freaking AMAZING. The aesthetic is incredible and very pleasing to experience in VR. The biggest thing that keeps me from playing for longer periods of time is the fact that when you respawn, you get dropped from above. Even though you only get dropped from about a foot off the ground, it still makes me dizzy. I had other people play this as well and they all complained about being dropped during a respawn and how it made them feel sick. Please, please, pretty please consider respawning the player WITHOUT the little drop it currently has. I can't wait to see updates to this like new weapons, shields, etc! Amazing job!

Sorry, I didn't think about that drop; I added it to my TODO list and I'll have it fixed by the next update! If you want a (very crappy) solution for the mean time, try closing your eyes for a few seconds after you die or win the round so you don't see the slight drop when you respawn.

Luckily I don't seem to get nausea from VR anymore so it's easy for me to forget about these sorts of things. Feedback like yours is very useful to make sure I make a game that everyone can play.

Thank you! Please let me know if you notice anything else in upcoming updates.

(Edited 1 time)

You're right about the solution and oddly enough my daughter figured out that she should just close her eyes during a respawn and somehow I did NOT think of that, hahaha. Thanks for keeping in touch with the community and interacting with us, that's always a great trait for a dev to have! I just wanted to add one more thing: whatever it is about the artstyle of the game, I swear it seems to be the most clear and crisp game I've experienced in VR so far. I can't make out any sort of screendoor effect even if I tried, everything is just very vibrant and I get immersed so easily because of that. Take your time with development and make sure to always have fun with it and enjoy what you're doing, we don't want you getting burned out and stuff : ) I'll be making a YouTube video of me playing this so that I can hopefully help Compound get some more exposure (me and my piddly little 40 subscribers lol). Keep up the great work!

The reason it looks crisp is that the game is so graphically simple I can use all the left over computing power to crank up the MSAA as much as possible. Full credit to the guys at Valve who provided the Adaptive Quality Renderer!

Many games trade MSAA for more polygons or better lighting effects. I can understand why but I don't believe it's worth it at the moment with the low resolutions of current HMDs. In about 5 years I guess the tech will get better and jaggies will stop being such an issue. I can't wait to see what the VR industry will evolve into!

I don't think I'll burn out any time soon; I'm really enjoying myself! Next update is probably more than half way done!

Looking forward to that video!

Deleted post
(Edited 2 times)

Here's my simple and quick video I made. I originally had an intro where I briefly talked about the game in detail but I accidentally deleted it off my camera and then I had to record the gameplay footage 3 times due to technical errors which sucks because my first recording might have been my best >_< Anyway, more exposure is always good even from an amateur YouTuber like myself!

Nice video! I really appreciate these videos and I learn something every time someone uploads one - I noticed the game is too hard for teleport players and too easy for artificial locomotion players because the A.I. is too dumb to hit a moving target. I think I'll add difficulty settings or change the enemy's aiming algorithm probably in the next update or the one after. Thanks for sharing and helping me make a better game! :D

This was so damn fun! I played it on my Oculus Rift with Touch controllers and it worked perfectly. I can't wait for there to be more to it!

The experimental locomotion toggle was rather sickening, but the manual use of it was great. It would've been nice to use the other thumbstick to rotate our position. I don't have a perfect room scale setup just yet, so I don't always have the best tracking when fully turned around. I made do, just woulda been a nice option. ;)

All in all I absolutely can't wait to see more of this!

Thanks! I haven't been able to get my hands on an Oculus Touch to do testing so sorry if it's a bit of a rough experience using that equipment at the moment. At some point (in the near future I hope!) I'm going to be adding options to change the control configuration, handedness, etc. In that update I'll add the option to use the controllers to rotate in 90 degree increments somehow I think.

Great feedback, thank you!

Actually it's a wonderful experience. The only gripe I have really is that the gun isn't properly "attached" to the touch controller. I'm not really sure how to best describe it, but basically it seems like it's pivoting around a point that isn't actually on the controller (which isn't entirely surprising given that the Vive's controllers have a considerably different shape). So for the most part it doesn't really feel like I'm actually holding the gun. It isn't so off that I can't play the game, because I absolutely can, but it's noticeable. It's most noticeable when I hold the controller upside-down.

It would be awesome if we could actually pick up the gun and hold it (using the grip buttons), and perhaps even have a holster or something for it. Though that might get understandably tricky if you're planning to add more weapons that we can keep with us like old games this seems kinda inspired by (which would be even more awesome!). It would make need for a hand toggle option unnecessary though.

I also noticed you asked another Touch user what the teleporting was like, so I figured I might as well tell you about that too. The left controller handles all of the movement. The slightest touch of the analog stick displays the teleport arc, and clicking it teleports you to where you were aiming. The grip button is the manual locomotion, with you moving in the direction the controller is facing. The Y button is the "experimental" auto-move locomotion. And the trigger on the right controller shoots the gun. So everything functions exactly the same as the Vive controllers do as far as I can tell (and as I honestly expected it to).

As before, I can't wait to see more of this! <3

Oh I never thought about the location of the gun on different controllers! I'll need to figure out a way to make it detect what controller you are using and use the appropriate pose. I added it to my Todo list! And thanks for mentioning the teleport feature; it seems it works OK which is a relief. Thank you for the helpful advice!

Made an account just to post that I love this game. The locomotion is a little confusing on the Oculus Touch, but I can't wait to see what you do with it. I really love the 16 bit style

Thank you very much! As you can see in the other comments, I've had a lot Oculus users say similar things.

I need to find someone in my area with a Rift and Touch controllers to test with to make it better... problem is I live in very small agricultural town in rural Asia where most people haven't even heard of VR. I will be going to a game developer conference thingy in a while and there will be other VR devs bringing their equipment there so if I don't find anyone by then I can always test it there.

How does the teleporting work with the Touch? Can you see the arc that shows you where you end up after you teleport?

On Oculus, you see the teleport hologram when you push the left thumbstick in the down direction. And then when you click the thumbstick in, it teleports.

Thanks for getting back to me! I'm glad that it seems to work although I really need to get my hands on some touch controllers. I'm also told that the position for the gun is wrong for the Touch controllers? The Vive controllers are pretty huge I think compared to the Touch and the centers are in different locations so that needs a fix. Time to get back to work on the new security robot ...

On Oculus, you see the teleport hologram when you push the left thumbstick in the down direction. And then when you click the thumbstick in, it teleports.

I've been in love with this game since it was a gif on reddit, then "weekend project", then this, then hopefully a full release! This is the most fun I've had in a free "tech demo", keep up the good work!

Thanks evorm! I've been working on it a lot recently; the new update will have a bigger impact on gameplay than the last one. I'm doing the 3D models right now, then I'll get cracking on the code and bug squashing.

UhhhhhhhHHHHHH! This game is so good. Cant wait for more!

will post more thoughts soon

Viewing comments 23 to 4 of 23 · Next page