Endless Reach 2.4.1 Beta Update

November 15, 2014
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Ok, lets try this again!  Today I’m releasing yet another update to Endless Reach;  this is a smaller update just to address a common error found in the last build.  So here we go, Endless Reach version 2.4.1!

Download Beta Version 2.4.1.

When I released version 2.4 last week, I had feedback across the board from the majority of players wherein a crash would occur on startup.  A few great users were kind enough to send me their error logs, and every error log I’ve looked at produced this:

OculusPlugin.dll caused an Access Violation (0xc0000005) in module OculusPlugin.dll

It’s incredibly strange to have an issue appear for so many clients, but to never see it once on my own machine.  Even more so, that made it incredibly difficult to diagnose and fix.  While I never was able to reproduce the issue on my own machine, Oculus released a more stable SDK a day later (v so I’m hoping it will address this issue.  About to find out!  A user on the Oculus forums claimed the crashes stopped when he changed the quality settings from “Fastest” to “Good“, so we’re now also defaulting to “Good” on startup, in case that has any effect.  Additionally, I’ve made the game utilize DirectX 11 by default.


So, in addition to the updates that came with the last version update, here’s what you’ll find available in version 2.4.1:

  • Updates to Oculus SDK
  • Now uses DirectX 11 by default.
    • If you experience issues, DirectX 9 can be forced by creating a shortcut to “EndlessReach_DirectToRift.exe” and adding the “-force-d3d9” parameter without quotes to the shortcut’s target path.
  • Quality Settings now default to “Good“.
    • Quality Settings can be changed when launching the game by holding CTRL while double-clicking the “EndlessReach_DirectToRift.exe”.


  • Direct HMD Access from Apps  [YES]
  • DK1 Legacy App Support  [NO]


Please let me know how things work for you, and definitely provide me with any feedback you have!  You can email be directly at info@soverance.com, or post anything you want to on the game’s Official Subreddit.  Be sure to follow me on Twitter @Soverance for all the latest info!

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SIEGE 2014 Official Scheduler

September 26, 2014
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In preparation for this year’s Southern Interactive Entertainment and Games Expo, one of my many projects was to collaborate with the GGDA to build this scheduling app! It is now available, free on Android and iOS devices!



Download the official scheduling app of the 2014 Southern Interactive Entertainment & Games Expo!
Get all the latest updates on session information leading up to the conference, held in Atlanta, GA, October 3-5.
Set your own custom schedule and plan out what panels you’ll attend over the weekend!

2014 Southern Interactive Entertainment & Games Expo [SIEGE]
© Georgia Game Developers Association

Built in Unity 4.5.2 (yes, we’re the GGDA… we used a game engine!), this app allows you to browse through this year’s sessions, and add anthing of interest to a custom schedule. Upon loading the app, it will automatically pull the latest session data from the server, and then you can browse through them. Once you find a session you want to add, simply tap on it to add it to your custom schedule. You can add and replace sessions in your custom schedule as necessary.

This app integrates with the Google Spreadsheet the GGDA uses to organize and plan the conference. It uses the LitJSON library wrapped in a Unity WWW call to ping the spreadsheet and return the data, which is then applied to GameObjects in the scene. It uses a somewhat extensive NGUI hierarchy to form the guts of the application, but not much more than that.

I must give huge shout-outs to Xaviant, for providing us the artwork takeover for this year’s SIEGE. Lichdom is super awesome, definitely my kind of game. Also to James Simpson and Cellbloc Studios, who took care of the iOS port of the app.

I’ll concede that the app is still somewhat rough. I did not have a lot of time to devote to the project, considering everything else on my plate at the time. However, it does what it’s supposed to, which is supply conference attendees with the most up-to-date session information we can give them. Also, custom schedules are great, right?

Unfortunately, due to time constraints, I had to cut a lot of the early feedback I received. I’m sure we’ll get a lot more during the conference, and hopefully we’ll be able to incorporate a lot of that feedback into the app for SIEGE 2015.

Either way, let me know what you think, and I look forward to seeing everyone at SIEGE 2014!



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Spire of Babylon – Oculus Rift

October 3, 2013
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A while back I made a post about a level I built in UDK which I called the Babylon Spire. I am pleased to now bring you an updated version of this level, optimized for the Oculus Rift.

Download Spire of Babylon for Oculus RiftDownload the installer here.

As something I’ve been working on in my spare time, this is a third person tech demo featuring original music by a talented local Atlanta artist, Allen P Smith. The character model used was provided to me by Denaf Games out of Indonesia, for an unannounced JRPG project we’re collaborating on. You’ll find two areas in this demo… the Spire’s exterior, and it’s interior, both levels built primarily with assets that ship with UDK (I obviously made a few changes…). You can use the bottom option of the pause menu to restart the demo at any time. (sorry there’s no like “restart” text… a bug I haven’t fixed yet).

I highly recommend using an Xbox 360 wired controller, as this demo does not have full keyboard/mouse support.

Controls are simple… left thumbstick to move the character around, and the right thumbstick to adjust the pitch and yaw of the camera. You can hold the left trigger to run, and use the shoulder buttons to zoom in and out.


Download Spire of Babylon for Oculus RiftDownload the installer here.

For the Rift version of this demo, I dropped the post processing effect I was using for rain, and went with straight particle effects. While the rain post process didn’t really look all that great to begin with, it created some really odd distortions in the Rift simply due to the warp of the lenses. It’s a much larger drain on resources, but the rain particles do look pretty awesome in the Rift. I’ll need to revisit the process to make them a bit more realistic… more like rain and less like snow.

As I had built this level originally in an older version of UDK, once I had imported it to the Oculus version of UDK I found a lot of my scales were off. This caused me to rebuild the tower, expand the background city, and enlarge the skydome. In a future revision I’d really like to revisit the skydome and add a lot more effects, to where it looks as if the tower is powering the sky.


Let me know what you think!

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Cape Riverne for Oculus Rift

September 16, 2013
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I’ve had the dev kit in my possession for a month now, and I still cannot even begin to fathom the possibilities for this technology. It’s just unreal. And speaking of Unreal…

One of the first things I did when I received my Rift dev kit was build a new level using some of the assets I had pulled for my FFXI: Soldier demo. With the Rift in hand, I really wanted to do something to feel that sense of scale that only VR can provide, and opted for remodeling the Bahamut scene at Cape Riverne.


This demo is pretty basic, but showcases what Soldier may have been like in the Oculus Rift. There isn’t much to do, as I haven’t yet built any gameplay… but staring up at Bahamut like this definitely gives a wondrous feeling of dread. I highly recommend simply falling off the island, as it’s really all you can do in this demo. Also, it’s surreal.

Download Riverne for Oculus RiftDownload the installer here.

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Final Fantasy XI – Fighter

December 20, 2012
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Unleash the power of the ultimate fighters in Final Fantasy XI!  Relive epic battles from the acclaimed online RPG in this new fighter from Soverance Studios. Created using Elecbyte’s M.U.G.E.N. engine, enjoy arcade action, two player versus, co-op team modes and more!

This game has been made unavailable for download after a request from Square Enix Holdings Co., Ltd.


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