Project Detour is built for VR from the first line of code. Think Quake meets Stride, with the momentum of Tribes: keep your speed up, chain your moves, and win fights by moving better than the other player.
The idea
Chaining moves should never cost you speed. Slide into a wall run, wall run into a jump, and the chain keeps you at full speed or even a little faster.
How you move
- Walk and run with the thumbstick
- Sprint by swinging your arms like you are running. Your speed ramps up with the rhythm, and it fades slowly once you stop
- Slide by crouching for real, or with a button, while you are moving fast
- Wall run by jumping at an angle into a wall, gliding along it with gravity eased off
- Super jump by throwing both hands up as you jump
How you fight
Gunplay is hands-on rather than arcade. Eject the magazine, grab a fresh one from your belt, slide it in, and rack the gun. Fights are quick but readable: you should be able to survive a second or two of sustained fire, long enough to react and move.
Look and feel
A retro-futuristic, low-poly world in the spirit of Tron and Superhot, kept clean so that movement reads clearly.
Where it is
Detour is an early prototype aimed first at Meta Quest 2 and 3, with SteamVR to follow. Holstering and climbing are in the works. The pictures below are concept art for the look we are going for.




