Inspiration
Worldforge is inspired by Celestial Alchemy — the idea that orbs are planet seeds, and throwing one through a gate ignites it into a real world. I wanted a calm, hands-first VR game where you feel like a Worldforger in an ancient observatory, creating worlds with a simple throw.
This is my first standalone VR game, and my first time building with hand tracking. I learned Unity, Meta Building Blocks, and hand tracking from scratch to make this, and I did all the art myself. I wanted to prove I could finish a full game on my own, hands-first, with no controllers, and get it into a real competition.
What it does
Grab a planet seed, throw it through the rotating Celestial Gate, and forge a new world. Score 10 points through the open rings, 25 for a bullseye, build a combo up to x5, and climb S/A/B/C/D ranks across 3 waves in 3 minutes. Fully playable with bare hands, seated, no controllers required.
How I built it
Built in Unity 6 for Meta Quest 3 / 3S, using Meta Building Blocks, hand tracking, and C#. I made all the art, rings, and world assets, and wrote the scoring, wave, respawn, and UI systems. Music is 'Wildflowers' by Scott Buckley, CC BY 4.0.
Challenges
Getting the rings to score correctly from both sides, making the title screen grab work with hands only, and getting the ring speeds to reset cleanly after PLAY AGAIN. I also had to fix the Unity package name and Target SDK to upload to Meta.
Accomplishments
A complete, playable game: title screen, 3 waves, scoring, combo, ranks, best score, sound effects, and music, all hands-first.
What's next
Rank-unlocked planets that fill a collection tablet in the observatory, unlockable orb skins, and a versus mode. Target launch date: 2027.
Created by KD KD Studio Music: 'Wildflowers' by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au
