Repository navigation
Releases: StrikeZoneVR-hub/InkVR
Releases · StrikeZoneVR-hub/InkVR
Release list
InkVR 1.1: The Henry Update
New
- Henry, head to toe. Henry has a whole new body, built for InkVR: his face, grey hair, waistcoat and tie, shirt
sleeves rolled to the elbow, trousers and shoes, as one connected body. It stands, crouches and steps where you do,
its arms reach your hands, and his hands open, close and hold things exactly as Henry's always have. His clothes
move with him: raise your arms and the sleeves and waistcoat go with them. In first person you see his arms, hands
and body; the mirror in the theatre's lobby and your shadow show all of him. - Ink all over him. Drips land and run down his hands and arms (and you feel them in the controller), hands
dipped in ink come out inked, wading inks his trouser legs and shoes up to the ink line, and a soaking covers him
head to toe, then dries. - Look down and his chest leans back out of your view, so you see his legs and shoes.
- The watch fits his wrist. The strap goes round his forearm just above the wrist, sized to it, and the watch
turns with your hand like a real one: turn your wrist to read the time. All six watches.
Changes
- Two Henrys. The new Henry is the default; CLASSIC HENRY is the drawn Henry InkVR had before, if you prefer
him (STYLE in VR SETTINGS, the launcher or the mirror's panel). The other body styles are gone: Toon Henry, the
drawn Bendy, Boris, Alice, Joey, Wally and Beast Bendy, and the game's character models. If you'd picked one,
you're Henry again. - Point at the mirror's arrows. In the theatre lobby, point either hand at the brass panel beside the mirror: a
laser shows where you're pointing, and the arrow under it sinks a little. Pull that hand's trigger to change your
style or your watch. Pressing the arrows with a finger still works.
Bug fixes
- Bacon Soup was held by its lid. A can of soup settled into your hand like a battery, its thinnest side across
your palm, and the cans are about as wide as they are tall, so your hand could end up on the lid you pull off.
Now it sits upright in your fist, fingers round its side and the lid up past your thumb, and it's a soup can's
size in your hand, like Chapter 4's throwing cans. - Doors didn't move with your hand. A door you pushed or pulled jumped to the game's own open angle as soon as it
opened, so you couldn't ease one open or push it like a real door. Now the door goes exactly as far as your hand
takes it, slowly or with a shove, and a gentle reach for the handle catches it. - Tape notes weren't up close, so they were hard to read. In 1.0 the close-up page never came up: InkVR read
where the game's note sits on the screen wrongly (as one point in the middle), took it for nothing, and left the
note small in the far HUD, pixelated and blurry. Now, when a tape plays, its note comes up as a page half a metre
in front of you, a little larger than 1.0 meant it to be. - Sharper text everywhere. The game's menus, HUD and notes are drawn at 4K (they were 1440p), so a tape's note
has about 1100 x 1450 pixels of its own, more than the page needs. The laser clicks just as before.
Install or update
Download InkVR-v1.1.0.zip below, unzip it, and run InkVR Launcher.exe. It updates an existing install by
itself. Your settings are kept.
InkVR 1.0
The biggest update yet, and the first full release. Everything since 0.9.1 is in it.
New
- Walk the theatre. Click the move stick in the menu theatre to walk about, and click again for the menu: the
hall, the stage, the lobby, the twin staircases and the balcony, with a few surprises to find. Your body walks with
you, with quiet footsteps on the boards and the carpet. WALK THE THEATRE in VR SETTINGS or the launcher. - A mirror in the lobby, by the piano. See yourself head to toe, and press the arrows on the brass panel beside
it to change your style and your watch. - Thirteen body styles. Be Henry (lifelike or toon), or step into the shoes of Bendy, Boris, Alice Angel, the Ink
Demon, Sammy Lawrence, the Projectionist, Brute Boris, a Searcher, Joey Drew, Wally Franks or Beast Bendy. Each has
its own hands, arms, body and head (you see the head in the mirror and in your shadow), and ink gets onto all of
them. Some have extras: Bendy's and Boris's tails swing as you move, Alice's halo glows, the Projectionist's lens
lights the way, and the ink creatures drip and leave inky footprints. Choose at the lobby mirror, in VR SETTINGS or
in the launcher. - Six watches for your wrist, all keeping your real time: Henry's tank watch, Bendy's character watch, the
studio's gold watch, an ink-machine gauge whose vial fills as the chapters get inkier, Alice's angel watch with a
little halo, and the Ink Demon's. Or none. - Your shadow. Henry's body, arms and hands cast a real-time shadow that moves with you, wherever the game has a
light that casts shadows. Fingers included. YOUR SHADOW in VR SETTINGS turns it off. - Throw what you carry. Let go of anything you're holding mid-swing and it flies: gears, batteries, keys,
Bacon Soup off the shelf. It lands where it lands. - Use things out of reach. The gravity pull now works on fixed things too. Point at a valve, a lever, a
switch, a button or a tape recorder across the room and grip: it's used from where you stand. Up close, your
hands still do the work. - Solid weapons. Your weapon is part of the world now. It stops at walls and floors instead of sinking into
them: it tips back in your fist the way a real one would, and your controller buzzes against the wall. Swings
knock loose things about (pool balls, broken bits), but nothing the story needs. WEAPONS in VR SETTINGS turns it off. - A satchel (optional, off by default). Turn on SATCHEL in VR SETTINGS or the launcher, and it hangs over your
left shoulder. Let go of an item behind your shoulder to put it in, then reach over your shoulder and grip to bring
the satchel round and take things out. Hold one to what it's for and let go to use it. Throw one and it comes back.
Quality of life
- Point at it, or look at it, to use it. Point at something with either hand, or just look at it, and the
game's own highlight and prompt appear; grip or X uses it. No more walking right up to things before the prompt
shows. With your hand on something, the hands-on way still works. - Chapter 4's fairground games by hand. The ball toss: point at a bottle and pull the trigger, and the ball
leaves your hand on the arc that lands where you point (a gold arc shows it); swing as you let go if you like. The
shooting gallery: the pellet gun is in your hand with a gold sight line, and the trigger fires where it points. - Motion controls are never required. Keep gripping a valve or a lever for a moment and it's done, however
your hand moved. Pulling something to your hand starts as soon as you grip (no flick needed). - Laser pointer on by default for the main menu, the pause menu, Options and VR SETTINGS. The stick and A still
work, and the laser is steadier: it holds still as you squeeze the trigger. Point and click works in every menu,
even after you've used the stick. - Gravity pull reaches story items. Hearts, keys, batteries, books, gears, reels and the rest now fly to your
hand, not just the few it knew before. - Seated play: the gravity pull reaches 8.5 m and forgives a looser aim, since you can't lean over to things.
- Natural grips. The axe sits in your fist by its handle, and your other hand closes on the handle when you hold
it with both, with your arm following. Tools, items and soup cans settle into your hand by their longest side.
GRIPS in the launcher puts back the game's way of holding them. - A quiet axe. It whooshes once per real swing, louder the harder you swing. Moving it about, or bumping a wall
with it, just buzzes the controller. - Tape notes up close. When a tape plays, its note (who's speaking, what they say) comes up in front of you as a
sharp page to read. The menus and HUD are drawn sharper too. TAPE NOTES in the launcher puts it back in the HUD. - New options: STYLE (thirteen styles), WATCH, WALK THE THEATRE, WEAPONS, SATCHEL, YOUR SHADOW in VR SETTINGS;
STYLE, WATCH, WALK THE THEATRE, TAPE NOTES, SATCHEL and GRIPS in the launcher. The launcher's controls page explains
the new controls. - A faster start. Henry's textures paint several times faster, so the game gets to the menu sooner.
Bug fixes
- Chapter 4 got stuck at the vent: the flashlight did nothing. A door pushed open by hand didn't tell the game
it had been opened the way the story listens for, so the story waiting on the stairwell door never moved on and the
flashlight was never switched on. Doors opened by hand now tell the game just as pressing interact does, at every
door in every chapter. (A grip at the vent could also go to the trunk across the room: see Point at it, or look
at it.) - Chapter 4's axe sat in your hand the wrong way. The game has copies of the axe turned differently inside
(Chapter 4's is a quarter turn round from Chapter 2's), and one copy could even be held by its head. Every axe now
sits the same: by its handle, the blade's flat across your palm, whichever copy it is. - Chapter 4's throwing cans sat sideways and upside down, gripped like a stick and drawn far too big. They're
held upright now, a soup can's size, your fingers round them. (These are the empty cans you throw; they can't be
eaten in the game either. The full cans you eat are held as before.) - Chapter 4's fairground games couldn't be won in VR, so the story couldn't go on. Both aim with the game's
camera (your head, in VR): the ball always flew the way you were looking, whatever your hand did, and the gallery
shot where you looked, with no gun in your hand. Both now aim with your hand (see Chapter 4's fairground games by
hand). - Prompts only showed with your hand on things, so reaching Chapter 4's bridge lever meant walking up to it in
real life. Fixed (see Point at it, or look at it). - The weapon wheel sometimes wouldn't open in Chapter 4 (an error in the log each time). Fixed.
- The laser clicked the wrong thing, or nothing. Once you'd moved the stick in a menu, the game switched to
controller mode: pointing stopped moving the highlight, and a click went to whatever the stick picked last (a click
on OPTIONS could even quit the game). Now, while the laser is on the screen, the game treats it as a mouse, so a
click goes to what you point at, in every menu. Three smaller causes are fixed too: letting go of the trigger jolts
your hand, which could slide the laser off a small button just as you clicked; a half-pulled trigger could flicker
on and off; and after quitting to the menu, clicks could go nowhere. - Your hand looked see-through around a weapon. The game draws the weapon over everything, so in VR it was
painted over Henry's fingers and through walls. Now your fingers close over the handle. - The axe made a loud sound at every small movement. Fixed (see A quiet axe).
- Many story items couldn't be pulled to you, so you had to bend down, stretch or walk over to them. Fixed.
- Thousands of errors after quitting to the menu. When you went back into a chapter, every ink splash and
footprint failed in the background, which cost performance. Fixed. - Your shadow had no hands in the Lifelike style. Fixed.
- Tape notes were blurry, small in the far HUD. Fixed (see Tape notes up close).
- The theatre and Henry tripped for a frame when the game reset after quitting to the menu. Fixed.
- The launcher's controls page ran off the bottom. Fixed.
Install or update
Download InkVR-v1.0.0.zip below, unzip it, and run InkVR Launcher.exe. It updates an existing install by
itself. Your settings are kept.
InkVR 0.9.1
Bendy and the Ink Machine in VR. Full 6DoF, Henry's hands and body, and motion controls for everything.
Install
- Unzip
InkVR-v0.9.1.zipinto a normal folder (Desktop, Documents,C:\Games\InkVR), keepingInkVR Launcher.exeandInkVR-Payloadtogether. - Start your VR runtime (Virtual Desktop, Quest Link / Air Link, or SteamVR).
- Run
InkVR Launcher.exe: it finds the game through Steam and installs InkVR the first time. Then PLAY IN VR.
What's in it
- Henry's full body (Toon or Lifelike) with a real wristwatch; your arms are his arms.
- Fully manual: doors you push, pull and fling; valves and wheels you turn, levers you pull, switches, buttons, tape recorders, drawers and chests by hand.
- Bacon Soup by hand: pick up a can, pull the lid off with your other hand, tip it to your mouth.
- Throw darts, soup cans and balls with your arm.
- Physical melee (hits count anywhere on an enemy, the axe in one hand or two), guns that aim with your hand, two-handed grips.
- Real-time ink on your hands and clothes, ink pools that ripple and splash, inky footprints.
- Cutscenes and scripted scenes in VR, with your body kept, and the game's camera shakes kept steady.
- Gravity pull, a weapon wheel, an inventory card, seated play.
- A 1930s theatre for the menus, and VR SETTINGS inside the game's own Options.
- Every chapter playable, and the Archives.
New in 0.9.1
- The end of Chapter 1 no longer throws your view about and into the floor: the game's camera shakes (there, and in Chapters 3 to 5) are kept steady instead of played as scenes.
- Picking up chairs and props is removed.
New in 0.9.0
- Bacon Soup no longer vanishes when you grab it, and you open and eat it by hand.
- Valves and wheels turn in your hand; levers swing as you pull them (Chapter 1's power lever included, no more X).
- Darts and the ball toss are thrown by hand.
- Hold the axe with both hands.
- Scraping a wall on the wind-up no longer uses up your swing.
PC VR only: it does not run standalone on a Quest. You need your own copy of the game on Steam.
Unofficial fan mod, not affiliated with or endorsed by Joey Drew Studios. No game files included.