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.
Last updated: October 2026. Current engine: Unity 6. Target: the latest Unreal Engine 5.
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.
17-player multiplayer
Every station on the floor in one match. Running with paying customers.
VR and flatscreen in the same match
Headset players and desk players share one avatar representation, so hit resolution never branches on player type.
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.
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.
Per-body-part hitboxes
Head, chest, limbs register separately, with attack type and force carried to the kill feed and death reaction.
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.
Weapon and item slots
Networked item manager: starter loadouts spawn server-side, slot switching replicates, per-item animator controllers for first- and third-person.
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.
Bots
Server-driven bots run the same character code as players, so a half-empty floor still fills a match.
HTC Vive Focus Vision on the floor
Stations updated to current Unity tooling for the next-generation headsets. Full-body trackers under evaluation.
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.
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.
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.
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.
Comfort telemetry
Match data is captured. The consent flow and the anonymized pipeline for the research study are still being built out.
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.
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.
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.
Logo and mark
Two directions in progress: 3D arrow-style graffiti typography, and a mecha / cyborg treatment. Not locked.
Duels & arena mode
The core round loop runs. Rulesets, scoring, and spectator view are rough.
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.
Unreal Engine 5 rebuild
Nothing exists in Unreal yet. The Unity build is the spec. Funding application submitted September 2026.
Comfort framework on Fab
The free plugin for other Unreal developers. Depends on the UE5 rebuild.
Belts and progression
Callsigns and belts that carry across visits. Design done; nothing built.
Large-area free-roam (Live class)
The padded zone exists. The LBSS colocation setup for headset-to-headset play in it does not yet.
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.
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
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