Most VR experiences are exciting for a few hours, but once the novelty wears off, many headsets end up collecting dust on a shelf. We believe VR needs more than one-time experiences—it needs worlds that become part of your daily routine. That’s the philosophy behind Orcs X2.
Instead of focusing on a single playthrough, Orcs X2 is built for long-term progression. Log in each day to collect rewards, upgrade your Core, expand your village, continue the main story, and meet other players in the town hub. Whether you have five minutes or an hour, every session moves you forward and gives you a reason to come back tomorrow.
We believe this is about more than just one game. The future of VR won’t be shaped by experiences people try once—it will be shaped by worlds they return to. The more often players put on their headset, the stronger the entire VR ecosystem becomes. More active players create healthier communities, better multiplayer experiences, and give developers the confidence to build bigger, longer-lasting games.
VR doesn’t have a content problem—it has a retention problem. If we want VR to become part of everyday life instead of an occasional novelty, we need games that players genuinely want to come back to. That’s the future we’re building with Orcs X2.
I also thought it could be a cool idea to let all keys be usable as weapons, especially if you have the Key Orcs. Kind of like Kingdom Hearts, where the keys are weapons.
Only an MVP (Minimum Viable Product) for now, but it already features fully functional multiplayer and proximity voice chat through Vivox.
Vibe coding my own Unity game for a while now. I’m using AI for almost everything (except the main characters).
Today, Codex and Unity MCP built an entire multiplayer system for this location in my VR game. Players automatically join rooms with up to 10 players, and once a room is full, a new one is created.
It’s player-hosted with host migration and synchronizes each VR headset to an orc’s head, while hand-tracking position and rotation are mapped to the orc’s cube hands. It also displays each player’s name and score.
I’ve had this system in my head for about a month. Today, I finally prompted i and by the end of the day, it was fully functional.
These guys are just as annoying as real stinging insects. They attack, retreat, and let their poison slowly drain your health. Keep your Orcs close to them at all times to deal with them effectively.
I am in the brainstorming phase of how the forest will behave. Some kind of continuous, reliable path makes sense, but I’m also playing with the idea of randomly generated areas to keep it fresh and exciting to wander through.