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Warpin: Creation (VR)

Warpin: Creation (VR) Steam news

Matthew Finitz | Nov 2, 2016 | game

Released

0players observed · 22 September 2026 - 13:38:03 UTC

ActionAdventureIndieEarly AccessVRSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak4
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score50% positive

Warpin: Creation (VR) news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak4
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score50% positive
  • Total reviews12
  • Release dateNov 2, 2016
  • DeveloperMatthew Finitz
  • PublisherMatthew Finitz, Rebel Phoenix Games

Genres: Action, Adventure, Indie, Early Access

Company pages: Developer: Matthew FinitzPublisher: Matthew Finitz, Rebel Phoenix Games

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Warpin: Creation (VR) Steam news

Warpin: Creation (VR) news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Patch 1.0.0.24 - Healing - 2 January 2017

    Patch 1.0.0.24 introduces more ways to heal with more emphasis on melee combat. In addition, we've added some cool flaw tiles and other minor fixes. Melee Combat Healing - Now when you kill monsters with melee attacks, they drop (green) health crystals. Ability attacks still yield warp crystals as before. These health crystals can be looted to restore small amounts of health. Players now have a strategic choice on whether to farm warp crystals or restore health. Health wells - Each midimension has the chance to spawn a health well on a random isle. These wells can be used to restore large amounts of health. We've also added a health well to the midimension entrance so there's always at least (1) well per level. Flaw Tiles - We've added new Flaw isles to create different challenges when coming face-to-face with flaws. We've got several more features coming on our roadmap to increase the…

  • Patch 1.0.0.24 - Healing - 2 January 2017

    Patch 1.0.0.24 introduces more ways to heal with more emphasis on melee combat. In addition, we've added some cool flaw tiles and other minor fixes. Melee Combat Healing - Now when you kill monsters with melee attacks, they drop (green) health crystals. Ability attacks still yield warp crystals as before. These health crystals can be looted to restore small amounts of health. Players now have a strategic choice on whether to farm warp crystals or restore health. Health wells - Each midimension has the chance to spawn a health well on a random isle. These wells can be used to restore large amounts of health. We've also added a health well to the midimension entrance so there's always at least (1) well per level. Flaw Tiles - We've added new Flaw isles to create different challenges when coming face-to-face with flaws. We've got several more features coming on our roadmap to increase the…

  • Patch 1.0.0.23 - Minor Fixes - 29 December 2016

    Patch 1.0.0.23 contains a mixed-bag of small fixes. Tree Walkers - We updated our pathfinding and tiles to reduce the crazy things our monsters do. They behave much better now, but still do not like you. We're working on that. Flaw Tracking - To help players find flaws better, we've added flaw beams that shoot into the sky and make flaws easier to spot. Previously, flaw islands glowed red and would shine beacons, but these cues were too subtle for novice players. The new beams work splendidly, and even better, they just look ******* cool. Flaw Clipping - We added colliders so it's more difficult to walk "thru" flaws. We're still working on a way for this to be more fluid when walking "right up" to them. Crystal Recycling No-No - We fixed a bug where players were able to recycle ability crystals (bad). Locker Titles - We changed the background on locker titles so players wouldn't try to…

  • Patch 1.0.0.23 - Minor Fixes - 29 December 2016

    Patch 1.0.0.23 contains a mixed-bag of small fixes. Tree Walkers - We updated our pathfinding and tiles to reduce the crazy things our monsters do. They behave much better now, but still do not like you. We're working on that. Flaw Tracking - To help players find flaws better, we've added flaw beams that shoot into the sky and make flaws easier to spot. Previously, flaw islands glowed red and would shine beacons, but these cues were too subtle for novice players. The new beams work splendidly, and even better, they just look ******* cool. Flaw Clipping - We added colliders so it's more difficult to walk "thru" flaws. We're still working on a way for this to be more fluid when walking "right up" to them. Crystal Recycling No-No - We fixed a bug where players were able to recycle ability crystals (bad). Locker Titles - We changed the background on locker titles so players wouldn't try to…

  • Patch 1.0.0.2 Now Available - 23 December 2016

    Happy Holidays! As promised, we've just pushed patch 1.0.0.2 that includes over 15 big changes and hundreds of small improvements. Big Changes Better dynamic level generation – We’ve improved the way levels are procedurally generated, and added theming. Previously, levels were generated as a mix-up of three themes (dungeon, forest, scifi). Now, we’ve isolated those themes so you experience one per level. This helps each level feel more individual, and provides us with a cleaner way of providing more “worlds” in future patches. Fortress improvements – We’ve made several improvements to our fortress levels and made them easier and more deterministic to reach. New levels – Players can now enjoy 24 – 36 unique levels to play, depending on character difficulty chosen. And there's more on the way :) Difficulty settings – When creating a character, players can choose a difficulty setting of Ac…

  • Patch 1.0.0.2 Now Available - 23 December 2016

    Happy Holidays! As promised, we've just pushed patch 1.0.0.2 that includes over 15 big changes and hundreds of small improvements. Big Changes Better dynamic level generation – We’ve improved the way levels are procedurally generated, and added theming. Previously, levels were generated as a mix-up of three themes (dungeon, forest, scifi). Now, we’ve isolated those themes so you experience one per level. This helps each level feel more individual, and provides us with a cleaner way of providing more “worlds” in future patches. Fortress improvements – We’ve made several improvements to our fortress levels and made them easier and more deterministic to reach. New levels – Players can now enjoy 24 – 36 unique levels to play, depending on character difficulty chosen. And there's more on the way :) Difficulty settings – When creating a character, players can choose a difficulty setting of Ac…

  • Patch 1.0.0.2 Coming SOON with BIG Changes - 19 December 2016

    Overview When we set out to implement patch 1.0.0.2 in mid-November, we had one thing in mind – make combat better. After talking with players, we realized they had a much higher expectation of what VR combat should be. While some early releases like Vanishing Realms had set a base standard, newer games like Raw Data definitely turned things up. And while we knew that some of these expectations were high for an indie title like Warpin: Creation (VR), we still wanted to take steps to make the game better for players and feel somewhat competitive with other titles in its price range. After we reworked the monster AI and they started jumping and running at us, we realized there was potential to make Warpin even better, and began to compile a list of other features to add. At the same time, our metrics started showing that players weren’t making it to the better levels of the game because t…

  • Patch 1.0.0.2 Coming SOON with BIG Changes - 19 December 2016

    Overview When we set out to implement patch 1.0.0.2 in mid-November, we had one thing in mind – make combat better. After talking with players, we realized they had a much higher expectation of what VR combat should be. While some early releases like Vanishing Realms had set a base standard, newer games like Raw Data definitely turned things up. And while we knew that some of these expectations were high for an indie title like Warpin: Creation (VR), we still wanted to take steps to make the game better for players and feel somewhat competitive with other titles in its price range. After we reworked the monster AI and they started jumping and running at us, we realized there was potential to make Warpin even better, and began to compile a list of other features to add. At the same time, our metrics started showing that players weren’t making it to the better levels of the game because t…

  • Patch 1.0.0.1 Update - 6 November 2016

    Overview A lot of our feedback has been around the feel of melee combat, so we wanted to address that quickly. Thanks to all of you who have emailed us with your ideas and support. We love hearing from you and want to continue to make Warpin: Creation a great game for all. So, without further ado, here's patch 1.0.0.1. Main Issues Velocity-based melee: A few players really wanted melee swings to feel more real, so we re-enabled velocity-based melee. Light "tickles" no longer score hits. However, we did play around with the range of sensitivity and kept it at a place where we felt like we weren't forcing less physical players to over-exert themselves. Harder hits do more damage within a level-bound range. Your swing's distance and speed determine Average, Hard, or Powerful hits that do average, hard, or powerful damage respective to character level. Harder hits feel harder with more hapt…

  • Patch 1.0.0.1 Update - 6 November 2016

    Overview A lot of our feedback has been around the feel of melee combat, so we wanted to address that quickly. Thanks to all of you who have emailed us with your ideas and support. We love hearing from you and want to continue to make Warpin: Creation a great game for all. So, without further ado, here's patch 1.0.0.1. Main Issues Velocity-based melee: A few players really wanted melee swings to feel more real, so we re-enabled velocity-based melee. Light "tickles" no longer score hits. However, we did play around with the range of sensitivity and kept it at a place where we felt like we weren't forcing less physical players to over-exert themselves. Harder hits do more damage within a level-bound range. Your swing's distance and speed determine Average, Hard, or Powerful hits that do average, hard, or powerful damage respective to character level. Harder hits feel harder with more hapt…

Patch notes and updates

S.noRelease datePatch nameGID number
12 January 2017Patch 1.0.0.24 - Healing4249665521686925094
229 December 2016Patch 1.0.0.23 - Minor Fixes4249665521686925150
323 December 2016Patch 1.0.0.2 Now Available4249665521686925212
419 December 2016Patch 1.0.0.2 Coming SOON with BIG Changes4249665521686925280
56 November 2016Patch 1.0.0.1 Update4249665521686925344

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