Fact sheet

 

Developer:

VRKiwi (MeKiwi Oy)

About VRKiwi:

Team Managers:

  • Jani Kaipainen
  • Jaakko Asikainen
  • Begüm Doğan

Free version release date: May 10th, 2018

PC release date: August 30th, 2018

PSVR release date: March 13th, 2019 (EU english stores), March 21th (US)

Oculus Quest: September 19th, 2019

Platforms: PC, PlayStation VR, Oculus Quest

Tags: VR, adventure, casual, indie

Languages: English

Players: Single-player

Price (PC): $/€19.90

Price (PSVR): $/€9.99, £7.90

Steam

Oculus

Viveport

PSVR

Youtube: VRKiwi Entertainment

Facebook: Cave Digger

Twitter: @VR_Kiwi

Press contact: begum@mekiwi.org

PRESS KIT

Description

Cave Digger: Riches is a virtual reality mining game for PlayStation VR, HTC Vive, Oculus Rift, Oculus Rift S, Oculus Quest and Windows MR.
The game takes place in a small town of an alternative western universe. Gear up with well used second hand tools and devices – jump into the elevator or on the train that will take you deep down into the mines. Explore the rich veins that are just waiting for the honest, hard workers to whack their pickaxes at!

Return back to the surface to reward yourself! Upgrade your tools and the train to advance deeper. New tools open other possibilities for the brave worker: more valuable treasures and unimaginable mysteries are just waiting for you behind the next block of granite.

How much riches will be enough? Are you able to stop? What happens if you don’t?
The answer to these questions and more is found at the bottom of the mine.

 

Features

  • 8 unique endings – Some are quite straightforward, others you have to uncover!
  • Plenty of tools and riches – Choose your own way to mine!
  • Free roaming and joystick movement
  • Upgradeable tools and train – Technology advances in unimaginable ways, making mining more profitable.
  • Free content updates – All updates will be free for the owners of Cave Digger: Riches!

 

Videos

(All videos are free to share)

Screenshots

(All screenshots are free to use with the credit to VRKiwi)

Photos

(All photos are free to use with the credit to Juho Paaso-Rantala)

Logos

(All logos are free to use with the credit to VRKiwi)

MeKiwi Oy

Njetwork Inn
Isokatu 56
90100 OULU

VRkiwi is a trademark owned by MeKiwi Oy

MeKiwi Oy

Njetwork Inn
Isokatu 56
90100 OULU

VRkiwi is a trademark owned by MeKiwi Oy

This week our guest writer is Justus, our code guru and shader wizard. Take it away Justus!

Why bother making cool shaders? Why don’t you just go crazy with post-processing like everyone else?

Because we can’t. With Cave Digger 2 our first target platform is Oculus Quest. Quest is a standalone mobile device, and as such, it uses a rendering type called Tiled Rendering, which is really efficient for most rendering, but causes full screen effects like post-processing to be really slow. These effects will add significant fill-rate overhead and should almost always be avoided. Find out more about how Quest does Tiled Rendering here.

So in order to make fancy looking effects like custom fog, color grading or bloom, while maintaining stable 72 fps on Oculus Quest, we have to make the effects with shaders and particle effects.

But shaders are hard to make 🙁

 

It’s true that writing shaders can be annoying even if you’re an experience programmer. Cg/HLSL syntax is different from most programming languages. However there is a easier way. The trick is to use a node based editor like Amplify Shader or Shader Graph. You can find plenty of helpful guides and tutorials online. Also Amplify Shader has lots of good example shaders for you to learn from. This allows you to make shaders much faster, however the catch is that the shaders might not be as optimized as they would be if programmed by an experienced graphics programmer

Amplify Shader view of CD2 Gem shader. Cel Shaded lighting and Custom Fog are is done in a custom functions, which makes them more easy to reuse.

So what does it do?

*Slaps the roof of Cave Digger 2 Lit shader*

This bad boy has a custom fog that uses a cubemap for color. It uses a cell shaded lighting that’s similar to Breath of the Wild. It can do triplanar texturing and stochastic texturing.

Also we have a custom Gem Shader for making those loots look shiny and tasty.

 

How to make it work

To handle controlling the shader settings I created a scriptable object called Atmosphere and also created Atmosphere Manager to manage them

A scriptable object helps to quickly make different atmospheres for different areas. It currently controls the ambient lighting color and fog density.