
Explore long lost skies in Compass, an open-world piloting adventure about finding your way through uncharted clouds. Maneuver your ship through hazardous floating landscapes, complete challenges with your grapples, upgrade your vessel, and lead the Caravan forward.
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About
Compass is an open-world VR flying adventure set among otherworldly skies.
You are a scout flying ahead of a wandering Caravan, charting safe routes through unknown skies.
Pilot your ship across shifting landscapes, navigate hazardous environments, solve physical puzzles with grapples, upgrade your vessel, and uncover the secrets of a sky where something stirs within the clouds.
Take control of your flying vessel and travel across vast open skies filled with changing environments.
Upgrade your ship to venture farther and get through dangerous routes.
Leave the cockpit and use your hand grapples to swing through ruins, climb structures, and complete environmental challenges scattered across the skies.
Explore new regions, recover lost cargo, meet the people living among the clouds, and search for signs of your missing companions as you discover what lies beyond the horizon.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
Reviews
[h1]Experienced on the Meta Quest 3[/h1] You can view my gameplay & impressions here: https://youtu.be/v0lIc04DRBc This is a nice cozy game. I would say it's perfect for those newer to VR. If you ever wanted to test out a flying game but experience VR nausea, this may be the perfect introduction to a VR flying experience. However, VR veterans may not like this because the flying does feel slow. I still enjoyed it because I do like cozy experiences after a hard day at work. The gameplay is pretty simple, but still enjoyable and varied. My biggest complaint is that the quests could use with a bit more information on what you do need to do. It's an open-world and while the flying and action are cozy, it can get a little frustrating to not get enough guidance on where exactly you're supposed to go. I felt like mostly I was just arriving at places and getting some stuff done, but not always understanding where I was supposed to go next. Flying is super easy. One of the simplest control mechanics, yet still immersive enough. Game is running on the Unity Engine. On my RTX 5090, I was getting a steady 90 fps. I did not experience any serious issues or bugs. You have smooth or snap turning available. You have several comfort options as well. You can play comfortably seated. [b]Rate 7/10.[/b] [quote]I bought this game! If you enjoyed my review, please consider joining my Steam Curator group [url=https://steamcommunity.com/groups/Oculus_WMR]Oculus Rift Reviews.[/url][/quote]
Holy smokes, this game is amazing. The grappling, the flying, everything just built for an amazing vr experience. Whoever tested this game did a great job, also its just beautiful and a lot of fun. The npcs are entertaining, the quests are good, and its just overall a great vr game. I would buy this at full price easily. 10/10 looking for more from this dev.
I just bought it, and I really like it!! Flying the ship is fun and satisfying, and the grapple is great for exploring places more closely. The art is really good, the game is really beautiful, and the animations are well made. I did find some minor bugs, but they didn't affect the game in any serious way. I love VR, so I was excited for this game, and so far I have not been disappointed.
I feel like I'm drunk when I'm behind the wheel and I feel like I'm Spider-Man when I jump out of the car going 80mph really pretty game too, and that soundtrack.... mwah! chefs kiss ;D some small performance issues on my end, so if you're running a similar rig to mine, be wary. no graphics settings to help alleviate that either. lovely game!
Great art style, great grappling movement, great flying style, great voice chittering, great immersion in VR The only thing not so great is the navigation... it's an exploration game but sometimes you have no idea where to go, there's no real "compass" in the game, so you could be flying in the opposite direction on your slow ship for a long time and you wouldn't know it. A navigation option for players would be great. Other than that recommended!
For the love of god please fix the controls. Flying the ship is unbearable. Just let me use the joystick to fly. VR doesn't mean you have to make controlling things more difficult for no reasons. This is Wii waggle all over again. Please, I want to play your game. I begging you. Make your game easy to control. Adding an unreliable virtual flight yoke doesn't make your game more immersive. It makes it frustrating. Make the controls intuitive and RELIABLE and CONSISTENT. I bet your game is fun and I want to play it. Please, how can I help.
Looks like a pretty good game, just a bit rough around the edges. It could have been released as Early Access. The stylization seems a bit too infantile at times, as if the game was made for 5-year-old kids, while the gameplay feels better suited for more seasoned VR players. The movement and controls seem to be designed for comfort of players new to VR & player with issues with motion sickness, while it can feel somewhat uncomfortable for players with stronger VR legs: Ship steering takes a full 90-degree turn for the ship to start turning. The camera is not bound to ship pitch, so when pitching down, and not tilting head down, your view clips through the seat, and when pitching up whilst playing seated on gaming chair, you don't really have much space to tilt your head back, so it's uncomfortable as well - I'd prefer the camera bound to the ship pitch over this any day. I hold Trebuchet in very high regard after Winds & Leaves, which is a hidden masterpiece, with only one flaw: somewhat weird controls, and it pains me to see, that 4 years later, Trebuchet still did not move on from weird controls, but regardless, it's nice to see something of a return to the post-apo genre, especially in a somewhat Nausicaa-inspired game. Unfortunately, stick drift on Quest 3 is quite noticeable in this game - the sensitivity of thumbstick turning seems to be so high, that even if you don't experience stick drift in other game, you might experience it in this one. I went through Quest 3 thumbstick calibration and adjusted deadzones four times, and I still have issues with it. The game design of flying into orbs which sustain and boost ship, and making the ship go sluggishly slow to the point of breaking when not flying into them, discourages exploration and makes the player stick to predesigned paths, but at the same time the game needs the player to explore to find crystals to unlock the path forward, and there is no proper map, so getting lost and needing to make a long detour, just to find where you wanted to go, is quite easy - I wouldn’t necessarily call it bad, but it feels like it needs something more to be truly good. The enemy turrets & mines and even a bit of time trial elements in grappling hook movement puzzles are cool obstacles to overcome, but one way of overcoming them - avoid & avoid and be fast, seems a bit limited - could be neat to have some ways of outsmarting them, or at least overpowering them. One somewhat nice way of outsmarting the turrets I found is that player keeps the collected crystals even after death, so rushing into turret-rich area collecting crystals and getting respawned works. (even tho there is small bug that after the ship explodes, it explodes once more after respawn) Also the physics is a bit clunky at times, boxes attached to the hull get a bit jumpy after explosion, once I attached a box just before exploding and it stayed on its original spot, yet attached with rope to the far ship - A reload of the game fixed it. Once after respawn the attached box was enlarged to its original size - a reload also resolved it. (though it would be nice if there was a simple way to reload the game rather than having to exit to the Main Menu.) And boxes attached to the ship sometimes obscure view of dialogues with NPCs and radio calls. The Main Menu also lacks an Exit to Desktop button (it's not a big issue, but it just adds to the somewhat clunky feel of the game.) And after all the feedback, I have to say, even with all the issues, I'm still enjoying the game. The grappling hook puzzles are pretty good, the quests & the story are interesting, and the atmosphere is great. Overall the game is good, but it could use a bit more care to be really great.
loving it so far, performance is great, controls are intuitive and the exploration is challenging without being frustrating.
Final update: I was invited to the developers' Discord to try to resolve the issue, but other than the 144hz switch solving some of the stutters, other graphical and movement glitchiness, performance problems, and a general discomfort and poor ergonomics remained. The developers went silent after a few messages. I offered to help test the game further and try to help find further solutions, but after waiting a week for a reply their server remained completely silent, so I've refunded the game. It's cute, but it's also broken and seems very simplistic. This might be a nice toy for a child playing VR with supervision, but not on PCVR/not if you have the various performance, tracking and control issues I did with an older but powerful PC and an Index. ___ Update: Switching to 144hz mode on the Index solved some of the performance issues for reasons yet to be determined. Multiple other problems persist, but if you're on and Index or similar specs and suffer stutters, give it a try. 90hz is the usual recommendation but 144 hit the spot here when I decided to do the opposite of the sensible thing :D ___ On a 2080 Super and an i9-9900k the game stutters monstrously, seemingly at random, making flight and grappling feel very uncomfortable. I've had to quit for the moment as I can tell if I went on for much longer with those jolts, shudders and twitches of performance I'd end up feeling nauseous. As the game has no graphical settings at all, if you suffer performance issues despite greatly exceeding the minimum requirements, as I do, there's nothing you can directly do to solve the problem. I'd like to give the game another chance so I'll try talking to the developers in the forum to see if they have any suggestions, but the immediate impression of Compass is like a bad port from a Quest-focused release. It also has an inbuilt mapping for the Index controllers, but they misinterpret triggers as grips (or the tutorial mis-phrases the triggers as grips?).
I like the cartoon-style background and the appearance of the characters because they are comfortable. The process of completing the adventure while moving grappling and flying the plane does not cause much tension, so it is good to proceed with a healing feeling. The conversation with NPC was also fun. It is not easy to control the plane because it is not intuitive, but there are no situations where you have to move precisely and quickly, so it is fun to go on a cruise.
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