Kategorie: PC

  • Daily Deal – We Were Here Too, 40% Off

    Daily Deal – We Were Here Too, 40% Off

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    Today’s Deal: Save 40% on We Were Here Too!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Saturday at 10AM Pacific Time
    Website: LINK

  • Now Available on Steam – Frozen Synapse 2

    Now Available on Steam – Frozen Synapse 2

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    Frozen Synapse 2 is Now Available on Steam!

    Frozen Synapse 2 is the sequel to the award-winning turn-based tactical game.

    Command your squads in a vast procedurally generated city: enter any building, perform any mission, execute any strategy.
    Website: LINK

  • You wouldn’t download a car…

    You wouldn’t download a car…

    Reading Time: 3 minutes

    You wouldn’t download a car…but is that just because none of us know how to? And OF COURSE none of us know how to: it’s a really hard thing to do!

    Raspberry Pi Tesla

    Dramatic reenactment using a Mini because, c’mon, as if I can afford a Tesla!

    Nikola Tesla was in love with a pigeon 😍🐦

    True story. He was also the true father of the electrical age (sorry, not sorry, Edison) and looked so much like David Bowie that here’s David Bowie playing Nikola Tesla:

    David Bowie as Nicola Tesla — Raspberry Pi Tesla

    Not even pigeon love

    Which is the perfect segue, as here’s a Tesla playing David Bowie, and here’s also where our story truly begins…

    Some people dislike Tesla (the car manufacturer, not the scientist) but we love them

    But some people also dislike going to the dentist, so ¯\_(ツ)_/¯. (I also love going to the dentist.)

    I’m pretty sure the reason some people have issues with Tesla is that electric cars still seem like a form of magic we’re not quite comfortable with.

    Whatever people’s reason for holding a grudge against Tesla, recent findings at a university in Belgium this week have left the tech community aflutter: the academics announced that, with the aid of a “$35 computer”, they can clone your Tesla car key and steal. Your. Car.

    If you haven’t guessed yet, we’re the ones behind the $35 computer. (Hi!)

    Says WIRED: A team of researchers at the KU Leuven University in Belgium on Monday plan to present a paper at the Cryptographic Hardware and Embedded Systems conference in Amsterdam, revealing a technique for defeating the encryption used in the wireless key fobs of Tesla’s Model S luxury sedans. With about $600 in radio and computing equipment, they can wirelessly read signals from a nearby Tesla owner’s fob. Less than two seconds of computation yields the fob’s cryptographic key, allowing them to steal the associated car without a trace.

    When I said that the tech community was all aflutter, what I meant was, on the whole, we find this hack somewhat entertaining but aren’t all that shocked by it. Not because we hate Tesla, but because these things happen. Technology is ever evolving, and that $600 worth of kit can do a thing to another thing isn’t all that unbelievable.

    Sweet Cyber Jones on Twitter

    The keys to my new Tesla https://t.co/jNViEZBxrB

    The academics showed an example of the hack using “just” a couple of radios, a Raspberry Pi, some batteries, and your basic, off-the-shelf “pre-computed table of keys on a portable hard drive”. And through the magic of electric car IoT technology, Tesla instantly released a series of fixes to allow existing Tesla users to protect their cars against the attack, which is all kinds of cool.

    Alex, why are you making such light of this?!

    Because The Fast and the Furious isn’t real. And I highly doubt there’s a criminal enterprise out there that’s capable of building the same technology as well-funded university researchers.

    Yes, this study from KU Leuven University is interesting. And yes, we all had a good laugh at the expense of Tesla and Elon Musk, but we don’t need academics to provide material for that. And I genuinely love Tesla and the work Elon is doing. True love.

    Instead, we should be seeing this as a reminder that data encryption and online security are things we all need to take seriously in this digital world. So stop connecting your phone to whatever free WiFi network you can find, stop using PASSWORD123 for all your online accounts, and spend a little more time learning how you can better protect yourself and your family from nasty people on the internet.

    And leave Britney Tesla alone!

    Website: LINK

  • Now Available on Steam Early Access – World of Warplanes

    Now Available on Steam Early Access – World of Warplanes

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    World of Warplanes is Now Available on Steam Early Access!

    World of Warplanes is an aerial combat MMO action game set in the Golden Age of military aviation. Throwing players into a never-ending battle for dominance of the skies, the game allows aircraft enthusiasts to pursue full-scale careers as virtual pilots, earning their wings in intense 12-vs-12 battles where supremacy in the air depends on not only a fast trigger finger, but also coordinated teamwork.

    Website: LINK

  • Daily Deal – 60 Seconds!, 50% Off

    Daily Deal – 60 Seconds!, 50% Off

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    Today’s Deal: Save 50% on 60 Seconds!!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Friday at 10AM Pacific Time
    Website: LINK

  • With The Help of VIVE, Janimation Proves Mixed Reality Entertainment Isn’t All Hot Air

    With The Help of VIVE, Janimation Proves Mixed Reality Entertainment Isn’t All Hot Air

    Reading Time: 3 minutes

    Written by Dave Tomlinson

    The other morning, I climbed into a real, live, hot air balloon basket, slid a VIVE Pro headset over my face, and took a ride over the Grand Canyon.

    When I pulled down on the gas handle, the tanks burned and the basket creaked, lifting me quickly from the rimrock, climbing fast. As my stomach dropped, I could feel the heat from the burners on my arm and neck. A cool breeze blew over my skin as I looked down at the Colorado River. Somewhere above and to my left, I heard the cry of an eagle. Spotting it, I gassed the burner again.

    Soon, I was flying higher than the eagle.

    Seven or eight minutes later, after nearly crashing into the canyon walls—this was my first solo balloon flight, after all—I landed at the base of the canyon, the basket dropping softly to the red clay. It was so fun, I decided to try again in cooler climes.

    Ten minutes later, I was soaring over the snow-covered glaciers of the Arctic Circle.

    In reality, this was all happening inside the studios of East Dallas animation shop Janimation. Eventually, their founder, Steve Gaçonnier, made me surrender the VIVE Pro and get out of the basket … it was my daughter’s turn to try the ride.

    As she climbed in, Steve explained the concepts behind his latest project—a combination of mixed and virtual reality technology, haptic feedback, 3D animation, and imagination that involves every one of your senses.

    The balloon basket is an authentic, leather-bound relic, restored by Janimation to its original state. Climbing inside, you can even smell the leather. The basket hangs from a winch capable of lifting or lowering it, seven or eight inches up or down. And while that might not sound like much, when you slide the VIVE over your head and pull that burner, the upward motion and swinging basket make all the difference in selling the illusion.

    “Mixed reality” entertainment blends the virtual world with the real one: things you can touch, smell, or taste. The VIVE Pro delivers the true-to-life sights and sounds—your imagination does the rest.

    Steve’s ride comes with several inspired touches, like the radiant heat coil where the burner tanks should be: pulling the handle activates the heat, and the flames overhead seem that much more real. There’s also a fan that kicks in when you glide out over the Colorado River, and a control tower that relays ride instructions to your headphones:

    “Keep your hands and bodies inside of the basket at all times please, ladies and gentlemen. And remember to drop by the restaurant after your ride! Our lunch special is discounted for every rider …”

    In a nod to the entertainment venues who’ll eventually license Janimation’s ride, when your balloon lands, another one is being inflated nearby—complete with a customizable logo promoting your brand.

    The ride is positioned before a large green screen, and certain interactions make for great photo or video. Steve’s setup is integrated with photo booth technology, so venues can market dramatic (or hilarious) pictures to riders after the fact.

    Right now, there are five terrains to choose from. But the possibilities aren’t limited in the slightest. For example, Steve showed me the toy shotgun Janimation has synced with the ride. When you pump the action and pull the trigger, you get the sensory effect of having blasted a cap into your target—courtesy of a realistic visual and auditory illusion generated by VIVE.

    Then he smiled: “And we can program zombies into any environment.”

    I’ve already texted Steve to ask if I can try the ride again. This time, there will be zombies.

    Website: LINK

  • The European Astro Pi Challenge is back for 2018/2019

    The European Astro Pi Challenge is back for 2018/2019

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    Ever wanted to run your own experiment in space? Then you’re in luck! ESA Education, in collaboration with the Raspberry Pi Foundation, is pleased to announce the launch of the 2018/2019 European Astro Pi Challenge!

    Astro Pi returns for a new 2018/19 challenge!

    Ever wanted to run your own experiment in space? Then you’re in luck! ESA Education, in collaboration with the Raspberry Pi Foundation, is pleased to announce the launch of the 2018/2019 European Astro Pi Challenge!

    In this challenge, we offer students and young people the amazing opportunity to conduct scientific investigations in space by writing computer programs that run on Astro Pis — special Raspberry Pi computers aboard the International Space Station (ISS).

    ESA astronaut Alexander Gerst and CSA astronaut David Saint-Jacques are the Challenge’s ambassadors. They will accompany our Astro Pi’s on the ISS and oversee your programs while these run and collect scientific data.

    Two missions are part of the Astro Pi Challenge: Mission Zero and Mission Space Lab.

    Mission Space Lab opens today!

    If you are 19 or younger and live in an ESA Member or Associate Member State*, we invite you to form a team with at least one friend of yours and apply to the Astro Pi Challenge’s Mission Space Lab by sending us your experiment idea by the end of October. We can’t wait to see your ideas!

    Astro Pi Mission Space Lab logo

    Mission Space Lab gives you the chance to have your scientific experiment run on the ISS. Your challenge is to design and code an experiment using the environmental sensors and cameras of the Astro Pi computers, called Ed and Izzy, aboard the ISS.

    You can choose between two themes for your experiment: Life in space and Life on Earth. If you pick the ‘Life on Earth’ theme, you’ll use the Astro Pi computer Izzy, fitted with a near-infrared camera facing out of an ISS window, to study the Earth. For ‘Life in space’, you’ll use the Astro Pi computer Ed, which is equipped with a camera for light sensing, and investigate life inside the Columbus module of the ISS. The best experiments will be deployed on the ISS, and you’ll have the opportunity to analyse your experimental data to write a report with your results. The ten teams who send us the best reports will become the Astro Pi Mission Space Lab 2018/2019 winners!

    There are four phases to Mission Space Lab:

    • Phase 1 – Design (until end of October 2018)
      • Come up with an idea for your experiment
    • Phase 2 – Create (November 2018 to March 2019)
      • Code your program and test your experiment on Earth
    • Phase 3 – Deploy (April 2019)
      • Your program is deployed on the ISS
    • Phase 4 – Analyse (May 2019)
      • Use the data from your experiment to write your report

    In the first phase, Design, you just need an idea for an experiment. You won’t need to do any coding yet, but you should think about how you might write the program for your experiment to make sure your goal is achievable. Have a look at our Astro Pi Mission Space Lab guidelines for everything you need to know to take part the challenge. Your deadline to register and submit your idea via the Astro Pi website is 29 October 2018.

    We will select teams and notify them of their acceptance to Phase 2 of Mission Space Lab by mid-November 2018.

    Mission Zero — open soon

    Mission Zero, the simpler level of the Astro Pi Challenge, also offers you the chance to have something you’ve coded run on the ISS, in the form of a simple program that displays a message to the astronauts on-board. For this mission, you don’t need special equipment and you can be a complete beginner at coding; if your entry follows a few simple rules, it’s guaranteed to run in space!

    Astro Pi Mission Zero logo

    If you are 14 or younger and live in an ESA Member or Associate Member State*, we would like you to take part in Mission Zero. You can submit your program from 29 October 2018 onward. For more details, head to the Mission Zero page.

    Find out more about the Astro Pi Challenge

    What is Astro Pi?!

    Announcing the 2018-19 European Astro Pi challenge in partnership with the European Space Agency (ESA). It’s open to students from all 22 ESA member countries, including associate members Canada and Slovenia. In Mission Zero, students aged up to 14 write a simple Python program that will display a message on the International Space Station for 30 seconds.

    *ESA Member States in 2018:

    Austria, Belgium, Czech Republic, Denmark, Estonia, Finland, France, Germany, Greece, Hungary, Ireland, Italy, Luxembourg, the Netherlands, Norway, Poland, Portugal, Romania, Spain, Sweden, Switzerland, United Kingdom.

    ESA Associate States in 2018: Canada, Slovenia

    In the framework of the current collaboration agreement between ESA and the Republic of Malta, teams from Malta can also participate in the European Astro Pi Challenge. ESA will also accept entries from primary or secondary schools located outside an ESA Member or Associate State only if such schools are officially authorised and/or certified by the official Education authorities of an ESA Member or Associate State (for instance, French school outside Europe officially recognised by the French Ministry of Education or delegated authority).

    Website: LINK

  • Midweek Madness – Made with GameMaker Sale – Up to 80% Off

    Midweek Madness – Made with GameMaker Sale – Up to 80% Off

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    Save up to 80% in the Made with GameMaker sale during this week’s Midweek Madness*!

    GameMaker Studio 2 is the latest and greatest incarnation of GameMaker! It has everything you need to take your idea from concept to finished game. With no barriers to entry and powerful functionality, GameMaker Studio 2 is the ultimate 2D development environment!

    Over 40 games made with GameMaker are on discount during this sale as well as GameMaker Studio 2 at its lowest price ever on Steam! Whether you want to play these amazing games or start making games, check out the deals today!

    *Offer ends Friday 10am Pacific Time

    Website: LINK

  • Daily Deal – Endless Space® 2, 50 – 66%% Off

    Daily Deal – Endless Space® 2, 50 – 66%% Off

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    Today’s Deal: Save 66% on Endless Space® 2 and 50% on additional content!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends September 13th at 10AM Pacific Time
    Website: LINK

  • Cabin Cloud: bump-free travel on the night bus

    Cabin Cloud: bump-free travel on the night bus

    Reading Time: 2 minutes

    Planes, trains, and automobiles — we all have our preference. And at one company in California, the team is trying to smooth bus travel to broaden commuters’ options for a blissful night’s sleep.

    Cabin bus Raspberry Pi Wired

    Leaving on a jet plane

    Not everyone wants to fly. While many enjoy the feel of take-off and landing and the high speed at which they can travel from A to B, others see planes as worrisome tin cans of doom, suspended in the air by unreliable magic. I consider myself mostly the former, with a hint of the latter for balance.

    In truth, I’d rather catch a train, where the smooth ride sends me into blissful sleep, only occasionally interrupted by a snap of “Damn, did I miss my stop?!”.

    But trains are limited to where their tracks lead, which is why so many people still opt to travel by bus. But who can sleep on a bus when the roads are dotted with potholes and cracks? I can’t, and neither can many of the 10000 passengers of the Cabin bus, an overnight service running between Los Angeles and San Francisco.

    Cabin bus travel

    To address complaints about the road conditions affecting costumers’ sleep, the Cabin team decided to challenge gravity using a Raspberry Pi and the electric motor from a hoverboard in their new venture Cabin Cloud.

    Introducing the first active suspension system designed specifically with passenger sleep in mind. Combining patent-pending software and hardware, our technology mutes ‘road turbulence’ and dramatically reduces vibration, so you can get a good night’s sleep while on a moving vehicle.

    “We can isolate a passenger’s body, and input frequencies that help people relax and fall asleep,” explains Cabin CTO Tom Currier. “We have a set of sensors that are measuring the acceleration of the vehicle, and also the bed, to compute in real time what we should be cancelling out.”

    Cabin bus Raspberry Pi Wired

    The sensors are accelerometers, two per bed, that measure the bumps from the road and adjust the bed accordingly — up to 1000 times a second. The Cabin Cloud beds only adjust for motion up and down: the team isn’t too concerned about back-and-forth movements due to breaking too hard or turning corners, since Cabin busses predominantly travel on wide, open highways.

    Delve a little deeper

    Check out this article from Wired for more about the project, and about how similar tech is implemented in trucks for long-haul drivers, and in aeroplanes for turbulence-free travel. You can also sign up for the Cabin Cloud newsletter here.

    But the big question about Cabin Cloud is…

    Does it have Bluetooth?

    Website: LINK

  • Now Available on Steam – Boundless

    Now Available on Steam – Boundless

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    Boundless is Now Available on Steam!

    Shape your citizen, forge your destiny and sculpt your world in this epic voxel sandbox MMO built on endless possibility.
    Website: LINK

  • Now Available on Steam – NBA 2K19

    Now Available on Steam – NBA 2K19

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    NBA 2K19 is Now Available on Steam!

    NBA 2K celebrates 20 years of redefining what sports gaming can be. NBA 2K19 continues to push limits as it brings gaming one step closer to real-life basketball excitement and culture.

    Website: LINK

  • Daily Deal – Transport Fever, 50% Off

    Daily Deal – Transport Fever, 50% Off

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    Today’s Deal: Save 50% on Transport Fever!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Wednesday at 10AM Pacific Time
    Website: LINK

  • Guess the weight, win a thing!

    Guess the weight, win a thing!

    Reading Time: 2 minutes

    Today marks the four-year anniversary of Nicola Early joining the Raspberry Pi team. Nicola works as Administrator at Pi Towers and is responsible for so many things that I dare not try to list them all. But among all her tasks, the most important one is the care and maintenance of the office rubber band ball.

    Pi Towers Raspberry Pi Rubber Band Ball

    The rubber band ball chronicles

    Every working day for the last four years, whenever the postman delivers the packs of letters, Nicola has had at least one new rubber band to collect. And so over time, the ball has grown and grown and grown.

    Nicola is very protective of the ball, so if you come to her desk in search for a rubber band, you’ll have to withstand her glare as she reluctantly removes one from her expanding collection.

    Pi Towers Raspberry Pi Rubber Band Ball

    If we are to consider that, in the UK, there are about 261 working days in a year, and Nicola has been working at Pi Towers for four years, it’s fair to estimate the ball consists of at least 1044 bands.

    So our question for you is this:

    How much does the ball weigh?

    Submit your guess in the comments below*, or in the tweet, Facebook post, or Instagram post for this blog, and the closest guess will win a Raspberry Pi T-shirt and, if we can manage it without her noticing, a band from the very ball in question.

    Pi Towers Raspberry Pi Rubber Band Ball

    To take part, you need to submit your guess in grams by midnight next Monday 17 September. Multiple guesses on the same platform from the same account will be ignored — so behave.

    *Members of the Raspberry Pi team may not take part, as there are scales on Nicola’s desk, and I don’t trust any of you.

    Website: LINK

  • Daily Deal – Borderlands: The Handsome Collection, up to 75% Off

    Daily Deal – Borderlands: The Handsome Collection, up to 75% Off

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    Today’s Deal: Save up to 75% on Borderlands: The Handsome Collection!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Monday at 10AM Pacific Time
    Website: LINK

  • Daily Deal – Frozen Synapse, 75% Off

    Daily Deal – Frozen Synapse, 75% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 75% on Frozen Synapse!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Monday at 10AM Pacific Time
    Website: LINK

  • Daily Deal – Disgaea 2 PC / 魔界戦記ディスガイア2 PC, 55% Off

    Daily Deal – Disgaea 2 PC / 魔界戦記ディスガイア2 PC, 55% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 55% on Disgaea 2 PC / 魔界戦記ディスガイア2 PC!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Sunday at 10AM Pacific Time
    Website: LINK

  • SUPER. HOT. Losing our virtual minds in SUPERHOT VR

    SUPER. HOT. Losing our virtual minds in SUPERHOT VR

    Reading Time: 8 minutes

    One of the most visually arresting and innovative shooters of the past decade, SUPERHOT was a sensation from the moment it appeared on a web browser near you. Since those early days the team behind this ‘real time strategy puzzle shooter’ has found even more success with SUPERHOT VR, debuting today on Viveport.

    As SUPERHOT superfans, we were thrilled to ask them some questions we’ve had on our minds for a long time. Szymon Krukowski, PR Manager and “generalist love spreader” for SUPERHOT Team, took time to talk from the team’s HQ in Łódź, Poland.

    [youtube https://www.youtube.com/watch?v=1LOYRXIt31Y]

    SUPERHOT began as an entry into the 2013 7 Day First Person Shooter game challenge. What came out of that?

    The very first prototype of SUPERHOT was a browser game based on the (no longer supported) Unity Web Player. At the time this was the most efficient way to show a game to the widest audience possible.

    SUPERHOT defined in one GIF. From the original prototype.

    After the browser version went viral you went to Kickstarter to secure funding for the full game. Did you feel confident going into Kickstarter that you were going to get funded?

    Of course we didn’t feel confident! Far from it. The whole Kickstarter campaign was quite a ride on an emotional level. On one hand we were excited about potential release of SUPERHOT and on the other, if we failed, this would show that there was no interest in our game. Fortunately, the community shared our excitement and the whole campaign was a success.

    SUPERHOT Kickstarter stretch goals

    SUPERHOT’s bullet-ridden stretch goals at the end of their Kickstarter campaign. Over 11,000 people backed SUPERHOT to more than $250,000 in pledges.

    SUPERHOT’s visual style is very distinct. Was that partially because of the limitations on the initial prototype?

    We knew from the very beginning that as a small team we couldn’t churn out AAA quality assets, so we had to do everything differently. The time limit and scarce resources [for the prototype] were actually very helpful in directing the art style of SUPERHOT. That is why our enemies are red, the background is white and black represents everything usable. You understand it from the get-go. This minimalistic and clear graphic style helped a lot in the process of designing clear clear-cut gameplay that our players would understand from the very beginning.There are no distractions, no unnecessary stuff to draw your attention to anything other than the gameplay. Everything serves the fluidity of the on-screen action.

    Early artwork from the SUPERHOT Kickstarter.

    Were there any specific influences that you’d cite on SUPERHOT’s art style?

    I passed this question directly to our art dir Marcin Surma (AKA Xulm – @xulmmlux)

    “There’s a lot of very obvious visual influences I could talk about but I’d like to spotlight some of the less obvious (and even less conscious) ones: Edward Hopper and Sawwa Brodski.”

    'Nighthawks' by Edward Hopper

    ‘Nighthawks’ by Edward Hopper

    Where did the core of SUPERHOT – ‘time moves when you move’ – come from?

    Piotr Iwanicki – the brain and heart of SUPERHOT – is a fan of funky, Flash-based games of old. The sole concept of time manipulation came from playing Time4Cat, a Flash game about a cat that controlled time by walking. (Time4Cat is still able to be played online.)

    After the Kickstarter was successful, was expanding the initial premise into a full game ‘easy’ in that you had a lot of ideas, or did you find you had to work hard to expand it?

    The first few months of development were actually spent learning to make SUPERHOT. Changing a group of friends into a fully fledged team.

    There were no problems with “expanding” the main idea. The hard part came when we had to let go of some concepts. Along the way we learned to resign from ideas that didn’t help the bigger picture.

    Piotr Iwanicki, “the brain and heart of SUPERHOT”.

    SUPERHOT has been described as an FPS, a strategy game and lots of other things. How do YOU define it?

    Yeah, there has been a lot of different definitions. For me personally SUPERHOT is minimalistic, redefined first person shooter where the player is in charge of the action.

    Honestly though I also fancy what gamechurch once wrote: “SUPERHOT is a game about porn.”

    There’s a strong affinity for retro computing and gaming throughout SUPERHOT. What were the specific touchstones for you?

    Yes definitely there is an influence. Most of us grew up still playing games on Commodore 64 and Amiga. These were truly iconic machines. Also the demoscene from the 90s was big on us, particularly on Marcin Surma – our Art Director. He is a big old school games aesthetic aficionado.

    In the SUPERHOT artbook, Marcin Surma (in cartoon form!) breaks down some of SUPERHOT's visual influences.

    In the SUPERHOT artbook, Marcin Surma (in cartoon form!) breaks down some of SUPERHOT’s visual influences.

    At a trade show in 2015, SUPERHOT Team refitted a Commodore computer to act as a PC keyboard for demos.

    Ironically considering we’re talking about the VR version, the original game has a VR element in the plot. Coincidence…?

    Everything was a part of a greater scheme.

    When you originally decided to create a ‘true’ VR version of SUPERHOT – and not just have it as a plot/framing device – did it immediately suggest itself as a whole new project?

    We knew that there would be quite a bit of work with redesigning SUPERHOT for VR from the very first test levels. We never assumed that it was going to be a simple port because Virtual Reality is a vastly different animal. We had to rebuild the game from the ground so that the experience would remain equally tantalising or be even better.

    Concepts for how the original 'VR within a game' headsets might look like in SUPERHOT.

    Concepts for how the original ‘VR within a game’ headsets might look like in SUPERHOT.

    What are the most obvious changes from SUPERHOT to SUPERHOT VR? What did you have to ‘lose’ and ‘gain’ to make the VR version work?

    The simple act of moving in VR space forced us to change our approach towards designing levels.

    They had to be more compact, filled with action, we tried to encourage the player to move but within a certain space. From the very beginning we knew that we didn’t want controller based movement. It felt very awkward and took away from immersion. Hence, we made the levels smaller and tighter and put in pyramids used for teleportation between stages.

    Dodging bullets, SUPERHOT VR style.

    Dodging bullets, SUPERHOT VR style.

    One of the really obvious but fun changes was having a truly immersive representation of both of your hands. SUPERHOT’s basic mechanics lend themselves very well to the sense of being in control.

    I remember how mind blowing was the very first time I threw a gun and caught it mid-air.

    Is the process of designing a level for SUPERHOT VR different than the desktop versions? Are there different considerations?

    VR gives the player more freedom and therefore the way they interact with the world is vastly different. You can’t really use the same “tricks” to guide the player’s eye somewhere. They can move freely. Well, freely within the limitations of cables and their room.

    As I said earlier we had to bring more action to the player so that they wouldn’t have to look for it. Levels are tighter, designed for short bursts of fighting. Spawning points always have some sort of cover for the player as constant threat doesn’t give them time to move too much.

    What was the most surprising thing you discovered while building the VR version? What did you discover that you didn’t expect at the start of the process?

    That SUPERHOT VR doesn’t suck.

    Do you have a favorite part in SUPERHOT VR?

    Easy.

    The “New perspective” achievement where you need to finish the game lying on the floor.

    Testing the ‘New Perspective’ achievement for SUPERHOT VR.

    We had most fun with testing that one.

    Are there any plans to expand the VR version further? You’ve got SUPERHOT: MIND CONTROL DELETE in Early Access; do you think that could come to VR?

    Honestly for now we are focusing on MIND CONTROL DELETE but at the same time we never really left VR. If there is enough interest in MCD we might try recreating something similar for VR.

    SUPERHOT VR

    This is kind of a silly question but I have to ask, as it’s used differently: SUPERHOT (one word) or SUPER HOT (two?)

    SUPERHOT. That’s the best question ever.

    Where did the ‘SUPER / HOT’ audio cue originate? It’s very distinctive – almost a trademark of the game.

    It’s Piotr’s own voice.  Ever present, lingering in the back of your head.

    We got some requests regarding an option to remove it from the game but that would be like cutting off wings from a butterfly.

    SUPERHOT VR

    Penultimate question: are you able to talk about what’s next for SUPERHOT team? Will it always be SUPERHOT or do you have ambitions to go elsewhere, do something different?

    Most of the team is deep in developing SUPERHOT: MIND CONTROL DELETE.

    At the same time though we are working on a few prototypes. Some of those are really hard to call games even. Piotr is always doing something on the side. He doesn’t stop. It is almost compulsive.

    We love to experiment, create stuff that is engaging for us.

    Honestly though let’s finish MCD and than see what happens.

    We leave the final question to the ‘people also asked’ section of Google, which produced this gem: “Is super hot a vr?”

    I think that V R SUPERHOT.

    Thanks for talking with us, Szymon!


    SUPERHOT VR is now available on Viveport for HTC Vive and Oculus Rift. The original SUPERHOT and SUPERHOT: MIND CONTROL DELETE are available on Steam. The SUPERHOT Artbook – from which a number of images in this interview were drawn – is available to download at https://superhotgame.com/thanks/

    Website: LINK

  • Build a Raspberry Pi pocket projector…how awesome is that?!

    Build a Raspberry Pi pocket projector…how awesome is that?!

    Reading Time: 3 minutes

    YouTuber MickMake has been working hard on producing a Raspberry Pi pocket projector with the Raspberry Pi Zero W. We’re excited. We know you’re excited. So enough of us talking, here’s Mick with more!

    #210 Build a Pi Zero W pocket projector! // Project

    2 for 10 PCBs (48 hour quick turn around): https://jlcpcb.com/?ref=mickmake Make a pocket projector based on the DLP2000EVM and Raspberry Pi Zero W! Nice!

    Sharing is caring

    YouTuber Novaspirit Tech released a new video yesterday, reviewing MickMake’s Raspberry Pi Zero W pocket projector, and the longer the video ran on, the more we found ourselves wanting our own!

    Thank you, Novaspirit Tech, for reminding us to subscribe to MickMake. And thank you, MickMake, for this awesome project!

    The Pi Zero W pocket projector of your dreams

    In his project video, Mick goes into great detail about the tech required for the project, along with information on the PCB he’s created to make it simpler and easier for other makers to build their own version.

    raspberry pi pocket pi projector mickmakes

    The overall build consists of the $10 Raspberry Pi Zero W, a DLP2000 board, and MickMake’s homemade $4 PCB, which allows you to press-fit the projector together into a very tidy unit with the same footprint as a Raspberry Pi 3B+ — perfectly pocket-sized.

    Specs and things

    While the projected images obviously aren’t as clear as those of high-end projectors, MickMake’s projector is definitely good enough to replace a cheap desktop display, or to help you show off your projects on the go at events such as Raspberry JamsCoolest Projects, and Maker Faire. And due to its low power consumption, the entire unit can run off the kind of rechargeable battery pack you may already be carrying around for your mobile phone. Nice!

    In his review video, NovaSpirit Tech goes through more of the projector’s playback and spec details, and also does a series of clarity tests in various lights. So why read about it when you can watch it? Here you go:

    Pi Projector by MickMake | The Raspberry Pi Zero Pocket Projector

    this is a small footprint low power consumption raspberry pi zero powered projector using DLP2000 by mickmake ○○○ LINKS ○○○ MickMake PiProjector Video ► https://www.youtube.com/watch?v=XFciR-U7yhc MickMake Channel ► https://youtube.com/mickmake DLP2000 digikey ► https://www.digikey.com/product-detail/en/texas-instruments/DLPDLCR2000EVM/296-47119-ND/7598640 raspberry pi zero ► https://amzn.to/2Q8h1Hz ○○○ SHOP ○○○ Novaspirit Shop ► https://goo.gl/gptPNf Amazon Store ► http://amzn.to/2AYs3dI ○○○ SUPPORT ○○○ patreon ► https://goo.gl/xpgbzB ○○○ SOCIAL ○○○ novaspirit tv ► https://goo.gl/uokXYr twitter ► https://twitter.com/novaspirittech discord chat ► https://discord.gg/v8dAnFV FB Group Novaspirit ► https://www.facebook.com/groups/novas…

    Custom PCBs

    We see more and more makers designing their own custom PCBs to make everyone’s life that little bit easier.

    Raspberry Pi pocket pi projector mickmakes

    If you’ve created a custom PCB for your Raspberry Pi project, feel free to use the comments section as free advertising space for one day only! You’re welcome.

    Website: LINK

  • Expanding the world of A-Tech Cybernetic

    Expanding the world of A-Tech Cybernetic

    Reading Time: 5 minutes

    The high-octane shooter A-Tech Cybernetic is a popular choice in Viveport Subscription and it’s easy to see why. Built from the ground up for VR, the effort that XREAL Games has put into making their virtual world feel real is obvious from the start.

    With the latest update to the game – Chapter 4 – now available on Viveport and in Viveport Subscription, we fired over a few questions to Kornel Meszaros, Lead VR Developer and co-founder at XREAL Games, to find out more about A-Tech and the future.

    Interview by Nathan Ortega, Vive Staff

    [youtube https://www.youtube.com/watch?v=wb-G-jMKSyU?feature=oembed&wmode=opaque&w=730&h=411]

    Hello Kornel! Tell us a bit about XREAL Games. 

    Most of our team members have many years of expertise in mobile and PC game development, and for the last 2-3 years the main focus of the company has been making high-end virtual reality titles. Our goal is to create the best games and experiences the rapidly improving VR market can offer. Currently we have two games in development: A-Tech Cybernetic, which has been out since March 2017, and the highly anticipated Zero Caliber VR, which is currently in Closed Alpha testing with over 400 participants.

    What inspired your team to develop A-Tech Cybernetic?

    Our goal was to develop the most fluid and, at the same time, most fun shooter experience for VR. One of our inspirations was Doom (2016) for it’s fast paced gameplay and graphic action sequences which we wanted to build on, adding our own style to it. The semi-horror setting and the zombies were great starters, but on the way we added a lot of unique monster concepts as well.

    A-Tech Cybernetic VR

    Are there any particular influences on the world of A-Tech, from the weapons to the environments to enemies?

    We prefer crafting our own weapons, enemies, environments and stories in the world of A-Tech so we created the unique parts ourselves without any direct influence. However, some of our weapons are based on our community’s members’ opinions and suggestions.

    Were there any particular challenges you encountered during the making of A-Tech?

    Building a game in a new franchise from the ground up is always a bumpy road. On top of that, we started our studio at the same time, which provided unique challenges. Fortunately our community’s feedback and persistent cheering kept us going, and we were able to put out the game to Early Access, which helped improve things a lot. Despite how tough the start of the journey was, we were thankful to gain the attention of professional VR players like SweViver on YouTube, which helped put a lot of eyes on our game. We are incredibly grateful for their continuous support. With this, along with the growing number of fans and their feedback, we were able to create an experience that is said by many to be one of the best in VR. That said, visibility is still a continual challenge in the world of VR development, as well as keeping up with the continuous advancements of VR technology.

    A-Tech has been in active development since the initial release. How has user feedback impacted the direction of the game as you continue adding new features and content updates?

    We try to listen to every one of our players and consider their feedback when improving the game. If someone suggest something really fun in the context of the game we do our best to implement it (for example some of the weapons are based on players’ feedbacks). At first there was no story mode in the game, however we found that players’ would value it the most so we steered the development to this direction for everyone’s satisfaction.

    A-Tech Cybernetic VR

    Is there a design concept (weapon, enemy, environment) that you wanted to incorporate into A-Tech so far but haven’t been able to?

    Absolutely. There are several ideas for all of them which we are currently exploring or have explored and set up for an upcoming chapter. Here’s a little teaser: you might be able to play with an exploding-projectile handgun or in an antigravitational spaceship wreckage or come across the most frightening, most gruesome creature we ever put in the game in an upcoming chapter.

    How many chapters are planned for A-Tech?

    There are plans to add 2 more after the existing 4 with an additional tutorial-like prequel chapter meaning the final chapter count might go up to 7. Just don’t forget that there are 4 more swarm mode levels and also we are exploring the idea of co-op level chapters.

    When can players expect to experience the thrilling conclusion?

    Our main goal is to make the game as polished as we can, so we will need to finish the gameplay elements before we can work the conclusion for the game. This means that players might have to wait a bit to experience the story in full. However, stay on your toes because the final boss fight is already under development!

    Are there any exciting new features planned for future updates to A-Tech?

    The final chapters are definitely in development. On top of that, we are currently exploring the possibilities of co-op mode. In terms of new features, we have some explosive new weapons and VR interactions cooking (like a rocket launcher, for example)

    A-Tech Cybernetic VR

    How big was your team throughout the development?

    We started with 3 members when making a prototype and quickly grew to 6-8, with the team now at around 15 members. We’re continuously growing based on the project needs, and even though we are working extra hard on our second game, Zero Caliber VR, we are not abandoning A-Tech; quite the contrary, as we are always adding new content and have plans to finish the game and have its full release by Q1 2019.

    What’s next from XREAL?

    On top of continual A-Tech updates, we are working on our second title, Zero Caliber VR. The game is a tactical shooter set in the dystopian US, hit by water scarcity. Players control a soldier who must set out to face the mysterious cult called the Tlalokii with their squad. Zero Caliber VR features realistic weapon handling movements, a thrilling story and graphics that test the limits of VR hardware. To avoid the mistakes made with our first release, we have delayed the release of the demo and have given the opportunity to more than 400 enthusiastic players to test the game in a week long closed Alpha testing, in order for us to be able to fix any bugs. Players can expect the free demo to be out at the beginning of September.

    Thanks for taking the time to speak to us, Kornel! 


    A-Tech Cybernetic VR is available on Viveport, and as part of Viveport Subscription.

    Website: LINK

  • Daily Deal – Wizard of Legend, 20% Off

    Daily Deal – Wizard of Legend, 20% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 20% on Wizard of Legend!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Sunday at 10AM Pacific Time
    Website: LINK

  • Hang out with Raspberry Pi this month in California, New York, and Boston

    Hang out with Raspberry Pi this month in California, New York, and Boston

    Reading Time: 3 minutes

    This month sees two wonderful events where you can meet the Raspberry Pi team, both taking place on the weekend of September 22 and 23 in the USA.

    And for more impromptu fun, you can also hang out with our Social Media Editor and fellow Pi enthusiasts on the East Coast on September 24–28.

    Coolest Projects North America

    In the Discovery Cube Orange County in Santa Ana, California, team members of the Raspberry Pi Foundation North America, CoderDojo, and Code Club will be celebrating the next generation of young makers at Coolest Projects North America.

    Coolest Projects is a world-leading showcase that empowers and inspires the next generation of digital creators, innovators, changemakers, and entrepreneurs. This year, for the first time, we are bringing Coolest Projects to North America for a spectacular event!

    While project submissions for the event are now closed, you can still get the last FREE tickets to attend this showcase on Sunday, September 23.

    To get your free tickets, click here. And for more information on the event, visit the Coolest Projects North America homepage.

    World Maker Faire New York

    For those on the east side of the continent at World Maker Faire New York, we’ll have representation in the form of Alex, our Social Media Editor.

    The East Coast’s largest celebration of invention, creativity, and curiosity showcases the very best of the global Maker Movement. Get immersed in hundreds of projects and multiple stages focused on making for social good, health, technology, electronics, 3D printing & fabrication, food, robotics, art and more!

    Alex will be adorned in Raspberry Pi stickers while exploring the cornucopia of incredible projects on show. She’ll be joined by Raspberry Pi’s videographer Brian, and they’ll gather footage of Raspberry Pis being used across the event for videos like this one from last year’s World Maker Faire:

    Raspberry Pi Coffee Robot || Mugsy || Maker Faire NY ’17

    Labelled ‘the world’s first hackable, customisable, dead simple, robotic coffee maker’, and powered by a Raspberry Pi, Mugsy allows you to take control of every aspect of the coffee-making process: from grind size and water temperature, to brew and bloom time.

    So if you’re planning to attend World Maker Faire, either as a registered exhibitor or an attendee showing off your most recent project, we want to know! Share your project in the comments so we can find you at the event.

    A week of New York and Boston meetups

    Lastly, since she’ll be in New York, Alex will be out and about after MFNY, meeting up with members of the Raspberry Pi community. If you’d be game for a Raspberry Pi-cnic in Central Park, Coffee and Pi in a cafe, or any other semi-impromptu meetup in the city, let us know the best days for you between Monday, September 24 to Thursday, September 27! Alex will organise some fun gatherings in the Big Apple.

    You can also join her in Boston, Massachusetts, on Friday, September 28, where Alex will again be looking to meet up with makers and Pi enthusiasts — let us know if you’re game!

    This is weird

    Does anyone else think it’s weird that I’ve been referring to myself in the third person throughout this post?

    Website: LINK