Inspiration

I want to create something players come back to daily, weekly, and even monthly. Not something they play once before the headset ends up back on the shelf.

Hands first has been my credo for over 3 years. I have been working on this project in my spare time alongside a full time job and family. I also did several testing sessions with friends and family to make sure the hand tracking interactions feel right.

I already have some experience creating games that keep people coming back. Almost 10 years ago, I created Orcs X as a mobile passion project. It reached around 1.5 million free to play installs. It was never quite enough to turn into a full time business, but I worked on it full time for about two years and built a great little community around it.

With Orcs Hands ON!, I want to bring that world into VR and let players become part of their tribe’s everyday life.

The bigger goal is to bring some of that existing audience with me to Meta Quest and VR and build our new home here together.

What it does

Orcs Hands ON! is a fantasy VR Idle Clicker RPG for Meta Quest, built around hand tracking (ONLY!) and incremental progression.

Chopping wood is at the heart of the experience. With your own hands, you take part in the work that helps your village grow. You brew potions, upgrade your tribe, lead your fighters, and uncover the island’s secrets. Each small task contributes to something you can see and care about: a growing home for your orcs.

Your tribe keeps working while you are away. When you return, idle rewards help you take the next step, whether you have time for a short visit or a longer adventure. Multiplayer hubs give you a place to meet and chat with other Chieftains along the way.

How it is built

I develop the game in Unity using OpenXR and Unity Gaming Services for cloud saves, analytics, inventory management, and more. The experience is designed to be fully playable without controllers, so your hands become your connection to the village, its tools, and its inhabitants.

In 2025, I started using more and more AI workflows for asset generation and coding.

Since early 2026, I rarely touch code anymore and have been learning the art of the vibe.

I am in a good position to add multiple vibe coded experiences through Unity’s Addressables system without bloating the initial build. Content is downloaded remotely as you progress, which helps keep the world scalable.

The content is split into smaller pieces using Unity prefabs rather than full scenes. I can load content in and out cleanly as the player moves through an ever expanding world.

I am still learning it!

Design challenges

Technical design challenges

The initial XR interaction systems were not exactly what I was looking for, so I built my own interaction components using small colliders on each fingertip.

The official tools have improved a lot since then, so I now use a mixture of both approaches, especially because the newer systems have better support for detecting layers and interaction states. So now I have multiple tools at my hand ;)

Keeping performance on point is another challenge, but I think my modular approach is a huge advantage here. Content is split into clear, smaller chunks instead of large levels, which makes it easier to load, unload, and optimize only what is needed at any given time.

Game design challenges

The central challenge is making progression feel satisfying through physical interaction. Chopping wood needs to feel good in the moment, and the wood you collect needs to matter to the tribe you are building.

Hand interactions need to be easy to understand, comfortable to repeat, and supported by clear visual and audio feedback. I want everyday tasks to feel inviting, even during a short visit.

I also want returning to the game to feel like coming home. Daily play should be motivated by curiosity, affection for the orcs, and meaningful goals. The tribe keeps making progress while you are away, ready for your next visit. And motivating by a good old leaderboard :)

The links below

The first link is the current open Beta Channel. Feel free to join!

The second link is the store page. I think I messed up a little by not selecting “Coming Soon,” but there should still be a wishlist button.

The launch is planned for 11.11.2026.

Built With

  • addressables
  • ai
  • c#
  • codex
  • consitency
  • github
  • handtracking
  • love
  • meshy
  • metasdk
  • openxr
  • passion
  • rider
  • unity
  • unityservices
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