Inspiration
I’m obviously passionate about VR, but what really hooks me is hands interaction and mixed reality. With Line Breaker, I wanted to make a casual experience that doesn’t isolate the player from their surroundings. I pictured party nights where one person is in-headset, but everyone else is still involved, watching, reacting, laughing, and lining up for their turn.
The experience I’m chasing
I love competitive games with that “anything can happen” vibe. In multiplayer, I’m aiming for Mario Kart-style dynamics, where you can go from last to first with one great play. And in single player, I can easily imagine groups of friends passing the headset around, each trying to beat their friend’s best % progress and claiming bragging rights with a clean run.
How we built it
We’re a small team: one developer, one audio designer, one 3D artist, and me as the designer. We focused on getting the core loop and feel right before anything else. We launched an early access build primarily to test ease of control, clarity of feedback, and how quickly new players could understand the avatar movement. We also started implementing the multiplayer mode, but unfortunately is still in beta and buggy
Challenges
Hand controls: finding the right balance between responsiveness and avoiding false positives. Multiplayer synchronization: we’ve made progress, but it’s still an issue and one of our main priorities.
What’s next
We’re continuing to refine hand-tracking reliability and stabilize multiplayer performance. Beyond that, we want to add a Map Creator Mode which we already have internally to allow player to create their own challenges and send them out to friends or followers.

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