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Game contextLatest: IGF Team
| ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan. | Status | Notes Latest Contributor: IGF TeamEdit notes |
|---|---|---|
Updated: Jul 14, 2026Developer scaleThe operating scale of the game's developer. | ||
Updated: Jul 14, 2026Publisher scaleThe operating scale of the game's publisher. | ||
Updated: Jul 14, 2026Publisher statusHow the game's publishing relationship is classified. | ||
Updated: Jul 14, 2026Creative controlWho appears to retain creative control of the game. | ||
Updated: Jul 14, 2026Release statusWhether and how the game has been released. |
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9 itemsAbout the Game
FULL HTC VIVE SUPPORT COMING SOON!!!!!
****May 2017 update****
I have been re-mastering the old DK2 version of this game and am currently adding HTC VIVE support. I am adding a few videos of some progress, just see above. ****
Virtual Insanity is a first person psychological horror game and was created from the ground up for VR.
Enter a nightmare where you will lose your sense of reality. Have you lost your mind? Or has the world around you gone mad?
This is a single-player game.
Built from the ground up for the VR.
I started creating this game in October of 2015. This is my first full game and 3rd Unity project, I spent 7 months working on the current release, but have been remastering it for VIVE/room-scale ever since, by myself, and started it with less than a year of Unity and game design experience.
****May 2017 update****
I have been re-mastering the old DK2 version of this game and am currently adding HTC VIVE support. I am adding a few videos of some progress, just see above. ****
Virtual Insanity is a first person psychological horror game and was created from the ground up for VR.
Enter a nightmare where you will lose your sense of reality. Have you lost your mind? Or has the world around you gone mad?
This is a single-player game.
Built from the ground up for the VR.
I started creating this game in October of 2015. This is my first full game and 3rd Unity project, I spent 7 months working on the current release, but have been remastering it for VIVE/room-scale ever since, by myself, and started it with less than a year of Unity and game design experience.
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