Inspiration

All of us at Raikiri are huge fans of the over-the-top edgy-swordfighting combat-spectacle games and anime. We love games such as Devil May Cry and Metal Gear Rising: Revengeance. We believe that VR games have a lot of untapped potential, but none of the current combat games truly offer the power fantasy of being the greatest martial arts master in the world, capable of beating hundreds of enemies all by yourself. That is why we created Just One Man. In our game, you get to do just that.

What it does

Just One Man is a hack-and-slash game where you are the OVERPOWERED VILLAIN. We deliver the player an easy-to-learn, but hard-to-master arcade game, where they get instantly the satisfaction of punching and slicing heaps of enemies left and right, all the while listening to banging soundtrack. However, while the basics are easy to learn, we have integrated many systems to allow the player to do crazy tricks and invent their own stylish combos while executing the enemies. The more variety you get to jam into your combat style, the more points you accumulate. We also introduce a wide difficulty selection, where the true masters of the game get to sweat blood and tears to beat the hardest ones.

How we built it

We are using Unity to build our project. We first and foremost target the Meta Quest family of VR headsets (2, 3, 3s).

Challenges we ran into

The main challenge for us was to avoid what we feel like makes all the other VR combat games feel dull. We wouldn't want to create physics based jarring and clunky combat. We wouldn't want to create Wii sports -esque wrist brains-off flicking combat. We went and did something in between, easy to learn arcade style system, that doesn't allow cheesing, but rewards for cool stuff.

Accomplishments that we're proud of

Truly the best feeling melee combat system out there. Of course people have different opinions, but we think that this sort of arcade melee combat is missing from the VR gaming market.

In addition, we have basically zero cases of motion sickness. From hundreds of live play tests, only a couple have mentioned any sort of motion sickness issues and cause for those we have been able to locate and fix. We are aiming for as accessible game as possible.

What we learned

VR development is crazy hard and insanely slow. Of course, we are an inexperienced team and this is our first game, but it still is surprising how the simplest things can take ages to polish into perfection in VR. Were we doing a mobile game, we wouldn't need to consider if our UI element being two pixels to the right rather than left causes our players to vomit.

What's next for Just One Man

We are aiming for Early Access release during Q1 2026. After that, we'll start accelerating towards full release.

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