SUPERHOT VR on Quest, if we managed to make it, would be able to have larger walkable spaces, it would use the 360 tetherless tracking, it would have guest modes for friends. It would free us to drop so many constraints that we were forced to design into the original tethered SUPERHOT VR. We were excited.
We rounded up some of the smartest VR developers we knew and kicked off a conversion project that would eventually take over a year of development to get right.
Several weeks later, the team ripped out 95% of the visual effects, rewrote a few of the core gameplay systems and managed to get some levels to a playable state. Those levels were already amazing.
Quest unlocked a whole swath of new potential features and design options for us. Larger playspaces were particularly exciting to explore. Running around in huge 20x20ft virtual environments seemed to open up so many new opportunities.