Firedrake: The Wizard’s Warren

Episode Three of the Firedrake Saga Step into the shadows of a forgotten dungeon in this fully immersive mobile VR fantasy adventure for Quest 2, 3, and Pro. You are The Ranger charged with venturing deep into the cursed warrens where the villagers of Levita have been dragged by the minions of Ozmot. Their fate is darker than death: to be twisted into the ranks of the Unlifeless Army.

Every corridor hides danger, every chamber a challenge. Unearth powerful weapons, uncover ancient magic, and embark on perilous quests that grant new abilities to aid your fight. As you descend, you’ll slowly unravel the sinister designs of the Necromages of Ozmot, who seek to resurrect the long-vanquished Red Dragons and plunge the world into fire and ruin.

Do you have the courage to solve the crypt’s riddles, face its horrors, and reclaim legendary relics before they fall into enemy hands? The fate of Levita and perhaps all of Dorin, rests on your bow, your blade, and your will. Enter the dungeon. Claim the magic. Stop the unthinkable.

Firedrake: Wizard’s Warren is Chapter 3 of the long-running Firedrake VR series, with previous chapters released on GearVR and Oculus Go. This new chapter represents a complete ground-up rewrite of the engine, systems, and assets—transitioning from early 3DoF VR to a full 6DoF immersive environment featuring climbing, jumping, flying, physics interactions, and deeply tactile item interaction.

Firedrake is an intense VR experience. It has fast-paced movement, brutal melee combat, sudden jump scares, and mature themes woven throughout. It is absolutely not for the faint of heart.

This adventure has been built quietly in 1.75 years of “stealth mode” by a solo developer, with about 70% of the environment and art complete before the Meta Hackathon began. The hackathon phase focused on VR player interaction systems, environmental Interactions, physics, combat feel, puzzle logic, and, especially around the Meta SDK, Meta’s XR tools, and Meta-assisted code generation workflows.

This is an update to the app as most level design and initial setup was completed before the hackathon started.

Work Completed Prior to the Hackathon

Environment & Level Design – 90% Complete Over one year was dedicated to building the world:

  • 15 interconnected dungeon zones and surface regions.
  • Roughly 50/50 mix of Asset Store content and custom art.
  • Custom models built in Blender; all textures hand-painted in Photoshop.
  • No AI was used for any artwork, textures, or models.

Core Player Framework -60%

  • Prototype player controller with inventory slots, HUD, jump, step sounds.
  • Basic climbing and traversal experiments.
  • Early work on a physics-based interaction layer.

Combat System (Initial Prototype) -50%

  • Built using Emerald AI 3.0, which was mid-production replaced by Emerald AI 2024—requiring all AI/player integration to be restarted.
  • Prior to the hackathon, combat was around 40% complete but not VR-refined.

Sound Design – 80% Complete

  • Majority of core sounds implemented.
  • No spatialized 3D audio yet; all audio was 2D at this stage.

UI, Splash Screens, and Art – 85% Complete -Complete style guide and menu aesthetic. -Wrist-popup UI was only in rough prototype form.

Quest Subsystem – 10% Complete -Early-level prototype of quest tracking and item collection logic.

--

Hackathon Phase – What Was Built

The Meta Hackathon work centered around interaction fidelity, combat feel, player feedback, AI cleanup, systems design, and Meta SDK integration throughout major gameplay mechanics.

Player Controller Enhancements

  • Fully revised combat feedback system.
  • Sprint/Stamina system with recovery states.
  • Improved VR locomotion feel through refined physics step/jump audio.
  • Meta haptics support integrated for meaningful impact feedback.

Combat Overhaul Combat moved from a rough prototype to a polished, VR-appropriate system. While the long-term goal is a full physics-based dismemberment system, for the hackathon a reliable, tuned hit-registration system was implemented.

Key improvements:

  • Impact recognition and enemy feedback tuned heavily.
  • Sound, vibration, and physics responses revised for VR presence.
  • Extensive balance passes for timing, feel, and VR realism. Meta SDK Integration
  • Meta Haptics API used for combat impact feedback on controllers.
  • Meta 3D Spatialized Audio used for directional weapon and enemy impacts.
  • Player-to-environment impact sounds tied to spatial audio emitters.

AI Cleanup

  • Significant logic for defeated AI built using Meta’s Lambda AI coding sessions, reducing CPU overhead during large encounters.

Health Potion System

  • Fully implemented 3D item, sound effects, and VFX.
  • Restorative system tied into combat and damage pipeline Via Meta Lamda.

Death & Respawn

  • Built new respawn flow, including logic, checkpoints, and player state restoration.
  • Existing combat code extended using Meta Lambda AI–generated code for rapid iteration.

Audio Overhaul A full audio pass was completed:

  • All weapon, player, and environment sounds refined.
  • 3D positional audio added using the Meta XR Audio SDK.
  • Mixing and attenuation updated to support Quest mobile VR ergonomics.

Quest Subsystem (Hackathon-Rebuilt)

  • Collectible and pickup logic system created.
  • Quest progress tracking and HUD notifications added.
  • Event-driven architecture for story integration.

Save System

  • New game state save/load system implemented during the hackathon for player persistence, quest advancement, and collectible tracking.

Paper Interaction System (Major Challenge)

One of the most unexpectedly challenging systems: picking up, holding, dropping, and fluttering pieces of paper in VR. This system went from chaotic to surprisingly immersive.

  • Custom gravity and drag algorithms.
  • Realistic flutter physics during drop events.
  • Accurate grabbing, alignment, and hold pose using the Meta SDK Grabber System.
  • Fine-tuned collision and sound interactions.

Breakables Subsystem

Prototype expanded into a full production-ready system. ~90% of this system was completed during the hackathon. Includes:

  • Throwing mechanics
  • Impact detection
  • Breakable meshes and debris
  • Break sounds
  • Lighting responses

Loot Chest Mechanics

  • Implemented interactive treasure chest, physics-based lid, and internal loot spawning.
  • Integrated with Meta Grabber API for lifting and manipulating items.
  • Built satisfying VR sound/feedback profiles.

Physical Door Interactions

  • Push-to-open physics doors.
  • Locked puzzle doors.
  • Full sound design pass for hinge creaks, impacts, and latches. Timed Door Puzzles
  • Standard RPG “pull lever / door opens / timed closure” mechanic.
  • Backend puzzle logic generated using AI Vib Sessions via Meta Lambda, guided by extremely detailed functional specs.
  • Custom art and animated components built for the system.

Accessibility in Firedrake

Firedrake includes adjustable comfort movement, clear high-contrast interaction cues, optional haptic and audio feedback, readable subtitles, and simplified Meta-toolkit interactions. These features reduce motion strain and make combat, navigation, and puzzle-play approachable for more players.

Some of thie work was done before the hackathon, but a large portion was done during the hackathon.
I like to just work it in to the base development from the start.

Meta SDK Tools Used

  • Meta Hand system
  • Meta Grabber interactions
  • Meta System Performance Utility for profiling GPU/CPU usage.
  • Dynamic FOV enabled via Meta SDK to stabilize framerate under heavy load.
  • Meta GPU/CPU state tuning, both manual and automatic.
  • Lighting optimizations for mobile VR.

Summary

The Meta Hackathon allowed this long-running project to evolve from a mostly completed environment into a fully interactable, immersive, playable VR RPG—with major gameplay systems finally connected, polished, and optimized using Meta SDK technologies throughout.

In the span of the hackathon:

  • Player interactions were deeply refined.
  • Combat became immersive and VR-appropriate.
  • Puzzle, door, and pickup systems were built out.
  • Spatial audio and haptics elevated every action.
  • Accessibility options were added
  • Performance reached production-quality standards on Quest hardware.

firedrake montage for fun!

Built With

Share this project:

Updates

posted an update

Alrighty! All checked in, now back to the real build.

I sure liked this process. It really focused my dev efforts and I got a lot of good features out of this hackathon that I can use in the main game.

Now, to go refine a bunch of stuff I saw in the final demo playthough that I didn't like! Its the first time I had seen all the elements together in one package and noticed a few things I need to change or work on, play-ability wise..

Anyway, back to it! Cheers mates!

Log in or sign up for Devpost to join the conversation.

posted an update

just spent the day compiling and editing a trailer together.

I was going to use some AI video tools, but didn't have time to learnt the interfaces or figure out which ones are good or not, so I just captured footage from the quest 2 and edited it all together in Premier.

Did a couple passes on it, tightening up the edit on each pass. I usta do a lot of editing, but haven't really in the last few years. It was nice being back int he vid editor.

For the 8 hours I worked on it, (capture, logging nad editing with sound effects, I'm fairly happy with it. It has some rough spots for sure, but gets the idea across and I don't want to push everything up to the time limit!

Log in or sign up for Devpost to join the conversation.

posted an update

Whew! Spent the day fighting the developer dashboard and trying to get a clean build up. Lots of steps to mess up, but I finally got one up in an alpha channel and it passed all the tests. I started this morning at 9 a.m. and its now 7:30 so wow, took a while...

I also did a playtest last night and found my sound code was really bogging down the app on headset (on the quest 2) so I had to pull about half the monsters out of the level. the monster trigger script that keeps the AI's deactiavated till needed, didn't work right. go figure.

I'll have to re-address that for the next go-a-round but for the demo, I was getting a clean 72 fps on the quest 2 with the occasional "fps hick" Good enough at the last minute! hahah!

Log in or sign up for Devpost to join the conversation.

posted an update

Just finishing up the last couple dev/debug cycles before I start the package upload. That always takes a day or two to cleanup. I've never got a clean upload into the Meta dashboard in one shot, first time.

Working on AI polish today and testing play throughs. So far everything is playing great. Not major bugs, a few Pri 2 and Pri 3's have popped up, but they are edge cases and nothing to worry about for a demo (haha famous last words!) Firedrake in Unity 3d.   Build, test, fix, rinse and repeat.  I can get about 20 of these cycles a day...

Log in or sign up for Devpost to join the conversation.

posted an update

Added a new screenshot of some of the wall art hanging about on the walls of the dungeon. Worked on quest polish last night and really got things humming along. the envviroments look great and are optimized now.

Today, polish up the combat and package this thing up and upload it (always start a few days before deadline, as I've learned the pain of waiting to the last minute before) hahaha!

Have to get a good trailer together next.

Log in or sign up for Devpost to join the conversation.

posted an update

So updates. Been nose down, like 10 hours a day banging away on ti all. Building, testing, refinement, build, test, refinement, build test. Rinse and repeat.

I have to build directly to the quest 2 headset to test each time , as I don't have the link or a quest 3 setup. Just the old used craigslist I7 hooked up via ADB to my original (four, five year old???) Start Quest 2 headset. But it works, just take a bit of time to rebuild and deploy to test.

The play mechanics are really starting to feel solid though. in app I spent A LOT these last few weeks of time, really refining these player interactions and have made mass improvements to the overall player interactions within the world.

Combat, both melee and ranged, feels much, much better, impacts and feedback from the static environments is way, way better. and the breakable and haptic feedback system is really great I think.

I've even managed to build out a basic quest system to add collectables that works real well.

I even managed to flush out the firedrake website a bit more , since that was all a mass rush to get online to begin with and a bit of a mess..

Anyway, off to polish up and do some last minute bug fixes and then start the upload process.

As a one man dev team it falls on me to do allt he game design and art work, all the sound design, all the programming, all the testing and ops management, be a build manager and figure out how to upload to the dashboards, be the IT director and keep everything running... I get maybe 2-3 hours a day to do each bit of the job then off to the next one, just the keep this whole circus going! But. What fun its all been so far!

Onwards!

Log in or sign up for Devpost to join the conversation.