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PROTON VRNewsDevblog #1: Identity Crisis
In-game event

Devblog #1: Identity Crisis

PROTON VR · published 13 Aug 2025, 19:34 UTC

All newsPlayers around this dateRead on Steam

Phew! These past few days were awesome, ProtonVR was first publicly displayed to the world and the feedback was great.

Welcome to the first Dev Blog where I will post up-to date information regarding the state of ProtonVR's development. Let's take a look at what happened so far.

Reception & Feedback

One of the biggest feedbacks from the internet was on Reddit.
I want to reach out to all those who sent kind words of encouragement and excitement for the game, it's awesome to see people excited for something I'm putting so much care to. Thank you.

Your input is most valuable and a lot of people joined the discord and are actively making cool suggestions and the dialog for smart-decision making is happening!

But there is something in the comments that sticks out like a sore thumb...

Comparisons with COMPOUND

As I've been forward about it many times, ProtonVR takes inspiration from COMPOUND, that is true, always has been and always will. I am a big fan of the game!

As one Reddit user so kindly put it:

"bro just took Compound and slightly changed it. It’s almost identical."

-Anonymous


As noted by the community the similarities are strong, so what gives?

Some see this as a positive, albeit a significant part is sceptical, and rightfully so! I am, and always will, be a Player, before I am a developer, and I couldn't agree more with you.

Note: Since the very early development of this game, I've been in constant contact with Bevan McKechnie, the developer of COMPOUND, and I received more than my share of encouragement and support one could ask from someone I hold in high professional regard. His artistic work has given me valuable lessons in improving my own Pixel Art.

But the truth if it is:

I was inspired by COMPOUND but I want ProtonVR to have it's own Identity!

Comparisons are always bound to happen, but I am not content with the intensity it did. It exceeded flattery and it made me feel creatively dishonest, which is why some changes are going to happen to ProtonVR.

ProtonVR will go through some changes to set itself further apart from any other game out there, but there are things which will not change:

  • The Art (which I am still wanting room for improvement for)

  • The Weapons and Gunplay (these are the corner stones of ProtonVR)

  • The Setting, Lore and World-Building

So what is going to change? The genre.

Note: Regarding the Art, it's Pixel Art and there are not many games as successful with Pixel Art as Compound therefore, I'll concede that both games will always be visually similar, that kind of feedback is Inevitable and completely acceptable!

Remember when older FPS games were called Doom-clones? Or Wolf3D-clones?

From Roguelike to Action Shooter

One of the things I cannot fail to mention, just by looking at the trailer, is that the gameplay looks similar at a first glance to COMPOUND, why? The damn loop is too similar.

Open a door, shoot some enemies, open another door, shoot some more enemies in enclosed spaces, low ceilings and offices?!

The players are always right. And this is why I am getting rid of all that and going for something completely different, something that was planned is now going to come onto the spotlight.

That's why ProtonVR will no longer be considered a Roguelike and will become an Action Shooter.

The Arena and Game Modes

ProtonVR will pivot towards a more broad genre: Action Shooters

One the one hand, this gets rid of the creative constraints that come in building a Roguelike only game, but also cements ProtonVR's identity as not COMPOUND, because one is a Roguelike and the other is not.
And as I mentioned above, I will beyond the gameplay feel of what you are accustomed to in an Arcade 3D Pixelart game, I want to give the player more freedom. Let's take it step by step.

The Arena Map(s)

These maps are larger maps that have several zones that will require the player to adapt the gameplay style. Within these maps there will be several game-modes and objectives:

  • Hunting Targets

  • Extraction

  • Sabotage

  • Incursion

  • Seek and Destroy

  • Patrol

  • Capture and Defend

  • Timed Objectives

  • Wave Survival

Movement will extend beyond just moving forwards and backwards, because some maps will have unique architectural features that will require the player to:

  • Climb

  • Fly

  • Grapple

This allows players to really chose their own playstyle like I intended from the start.

What about Procedurally Generated Levels?

If you purchased the game because you like clearing rooms fear not. That will still remain in the core of the game, but as a game-mode on its own that complements the other many game modes.

The reason while I am keeping this is that I want to encourage play and experimentation, and for that I need two ingredients:

  • A worthy Arsenal

  • Several scenarios, challenges and game-modes.

The reason while I'm not calling ProtonVR an Arena Shooter is that I do not want to constrain myself to one game-mode.

Thank your for reading through this, it's a big one.

-Sam

TLDR:

ProtonVR is pivoting from a roguelike to a broader VR action shooter with large arena maps, multiple objectives, vertical mobility (climbing, grappling, flying), and more...

Procedural room-clearing (roguelike style) will remain as a separate mode, but the core loop will now focus on varied, open environments and dynamic objectives to create a gameplay identity distinct from COMPOUND.

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