Project VAMOS // How's it going?

Early build

Here's what's real.

This is the honest page. Everything below is either running on our 17-station floor with the public, built but rough, or not started yet — and it says which.

Workingon the floor, with the public
Earlybuilt, still rough
Plannednot started

Last updated: October 2026. Current engine: Unity 6. Target: the latest Unreal Engine 5.

Status board // Every system, one honest label

What's working, what's early, what's next.

Updated Oct 2026 marks every card that changed in the latest pass.

The networked core is done and public, and it's deeper than one line can say — so it gets several. Movement, story, and art are where the work is right now, which is the right order: you can't tune a movement system without real players in a real match.

Working

17-player multiplayer

Every station on the floor in one match. Running with paying customers.

Working

VR and flatscreen in the same match

Headset players and desk players share one avatar representation, so hit resolution never branches on player type.

WorkingUpdated Oct 2026

Launch from the Ctrl V lobby

VAMOS is a session option in the arena lobby groups already use to pick and launch their games. Distribution on the home floor is solved.

WorkingUpdated Oct 2026

Server-authoritative combat

Clients send compressed input (one byte for movement, two for look, one for actions); the server owns health, damage, and kills. Nothing lands because a client said so.

WorkingUpdated Oct 2026

Per-body-part hitboxes

Head, chest, limbs register separately, with attack type and force carried to the kill feed and death reaction.

WorkingUpdated Oct 2026

Networked ragdoll on defeat

Rigidbody rotations and limb flex sync over the unreliable channel, compressed to bytes, so a knockout looks the same on every screen.

WorkingUpdated Oct 2026

Weapon and item slots

Networked item manager: starter loadouts spawn server-side, slot switching replicates, per-item animator controllers for first- and third-person.

WorkingUpdated Oct 2026

First- and third-person rigs

Animation Rigging IK on chest and head, damage flinch, recoil, turn-in-place, landing audio. Skins swap on both the FPP hands and the TPP body.

WorkingUpdated Oct 2026

Bots

Server-driven bots run the same character code as players, so a half-empty floor still fills a match.

Working

HTC Vive Focus Vision on the floor

Stations updated to current Unity tooling for the next-generation headsets. Full-body trackers under evaluation.

WorkingUpdated Oct 2026

Zombie Attack maps in playtest

Six locations, each rebuilt in five architectural styles, with zombie entries placed wave by wave. Thirty-one levels are on the floor for testing right now. Spin every one in the browser.

EarlyUpdated Oct 2026

Dash system

The first frame ability. Burst movement is in and playable; distance, cooldown, and how it feels through a corner are being tuned against real matches.

EarlyUpdated Oct 2026

Movement system

Grounded run, sprint, crouch, jump exist. The locomotion director that owns all virtual motion is in; frames, blend, snap, and speed-through-corners are still being tuned.

EarlyUpdated Oct 2026

Hero kit design

Our younger team members are driving a direction that pulls from Iron Man and Spider-Man — a suit that makes a kid capable, and movement that swings and sticks. Early sketches, not locked.

Early

Comfort telemetry

Match data is captured. The consent flow and the anonymized pipeline for the research study are still being built out.

EarlyUpdated Oct 2026

Story: New Dub City

Vam, the Level, and the Paste Squad are fully designed. Fourteen named Paste Squad characters have concept sheets. In-game, only the intro assets exist so far.

EarlyUpdated Oct 2026

Character art

Nine first-pass Tripo models: five Vam variants (base, figure, two backpacks, thrusters) and four crew robots. Three new high-res .glb bodies landed this week.

EarlyUpdated Oct 2026

Environment art

Roughly forty Tripo models for city tech blocks — machines, portals, corridors, structures — plus two rounds of concept art for the modular platform look and the interiors.

EarlyUpdated Oct 2026

Logo and mark

Two directions in progress: 3D arrow-style graffiti typography, and a mecha / cyborg treatment. Not locked.

Early

Duels & arena mode

The core round loop runs. Rulesets, scoring, and spectator view are rough.

Planned

Restore, Runs, Hold the corner

The three objective modes. Restore — the carry that destabilizes when you stop — is first, because it's the one the research needs most.

Planned

Unreal Engine 5 rebuild

Nothing exists in Unreal yet. The Unity build is the spec. Funding application submitted September 2026.

Planned

Comfort framework on Fab

The free plugin for other Unreal developers. Depends on the UE5 rebuild.

Planned

Belts and progression

Callsigns and belts that carry across visits. Design done; nothing built.

Planned

Large-area free-roam (Live class)

The padded zone exists. The LBSS colocation setup for headset-to-headset play in it does not yet.

What works // Show, don't tell

Proof from the floor.

Unlabeled footage is how early builds get oversold. Every clip below says what it is and what engine it's in.

Build log // Newest first

What changed, and when.

Add an entry whenever something lands on the floor. Keep it to what a visitor could see.

Dash is in. The lobby launches it. The Paste Squad gets faces.

  • Dash — the first frame ability — is playable and being tuned
  • VAMOS launches as a session option from the Ctrl V arena lobby
  • Hero kit direction from the student team: Iron Man suit, Spider-Man movement
  • Fourteen Paste Squad characters named and sheeted: Commander Cape, Grimbucket, Rage Paster, Commando Drippaphex, Murk Pasty, Stincellar, Cos Paste, Gavo Paste, Clock and Paste, Action Pas Ton, Run Past Dat, Controller Spawner V, Green Doc Worker, Mik E Got Sprayed
  • Three high-res character bodies (space suit, mech suit, robot) added to the Vam / crew set
  • City tech-block library: ~40 modular machine, portal, corridor, and structure models for New Dub City
  • VAMOS logo exploration: graffiti-arrow typography vs. mecha-cyborg treatment
  • Character layer audited: server-authoritative input, per-part hitboxes, networked ragdoll, item slots, IK rigs, bots — all live in the Unity 6 build

MegaGrant application in. Movement tuning continues.

  • Epic MegaGrants application submitted under "Moving from Another Engine"
  • Locomotion director is the sole authority over player motion; network replicates its output, never raw input
  • Five intro assets scoped and started: torii, block, dupe, mark, silhouette

Networked core on the public floor

  • 17-station multiplayer running with paying customers
  • VR and flatscreen players in one match, shared avatar data
  • Server-authoritative hits with lag-compensated rewind
  • Stations updated to current Unity tooling for Vive Focus Vision

LAZRdojo opens

  • 17 workstation-class VR stations, padded free-roam zone, Winston-Salem
  • Built with Ctrl V, on their operating model
Next // The order of operations

Movement first. Then Restore. Then Unreal.

The movement system gets tuned against real matches until the off-axis frame feels like the thing the whole story promises. Then Restore — the carry that falls apart if you stop moving — because it's the mode that produces the fast play the research needs.

The Unreal rebuild starts when it's funded and when the Unity build has settled enough to be a real spec. Rebuilding a movement system that's still changing would mean rebuilding it twice.

See the project timeline