How Schell Games Rebuilt ‘Among Us’ From the Ground Up for VR
Today, Innersloth LLC, Schell Games, and Robot Teddy launched the hotly-anticipated Among Us VR, taking the classic game of subterfuge and deception to an immersive new level. Far from a port, the game has been completely rebuilt from the ground up and redesigned with VR in mind.
We sat down with Among US VR Project Director Mike Traficante, Lead Producer Jennifer Rabbitt, and Design Director Michal Ksiazkiewicz to learn more about the work that went into translating the beloved third-person POV original game into a fully immersive first-person VR game
So to kick us off, tell me a little about yourselves and how you got your start in the games industry.
Jennifer Rabbitt: This is actually my first venture into the games industry—not Among Us VR, but Schell Games. My background is in project management, and I’ve worked in various industries, from telecom to consulting, and then made my way over to games. There was just a point in my life where I really wanted to refocus my goals, align with just some of my own personal growth, and seek out somewhere that had very similar values to what I had. That’s how I ended up at Schell Games and got to take along a lot of my transferable skills. Even just having worked in corporate before with some of our clients, that has worked out really well for me, but that’s how I’ve made my way over to Schell Games and the games industry. And I’ve been here five years. I’ll pass it over to Michal.
Michal Ksiazkiewicz: I got into the game industry via my passion for web design and the magical era of Flash gaming on the internet—a long time ago now. I was just doing the math on my management, and it’s been 15+ years. Mike T.?
Mike Traficante: How did I get into the games industry? I guess quite by accident. About 16 years ago, Schell Games was looking for someone to put together a task management system akin to Jira, because Jira wasn’t widely available or accepted or maybe didn’t exist then. I was brought on to do that, and Schell continued to grow around me. At some point, they needed all hands on deck to work on a new online series, and I got drafted into that where I learned how to do Flash web development. I never sought out a career in gaming, but I’ve been a lifetime fan of gaming and just lucked into it, I guess. I’ve been playing video games almost for as long as there’s been video games, since the late ’70s.
How did you go about reimagining Among Us for VR?
MT: We wanted to preserve the core and the heart of Among Us, which we discovered through play was mostly about the social interaction. It’s really a game about getting together with people and being granted permission to lie to them, and the fun that comes from that. What we discovered right away when we started working in the VR space was that when you’re in person with other people, you can see their face, you see their face mask and their hands, you hear their voice and it’s directional, and it’s just so intimate that the lying deal is either so good or so super awkward, depending on your psychological makeup—but it’s so real in a way that the original game isn’t. That was super exciting.
On the technical side, we considered some tasks that were going to be awkward because they were designed for a mouse and we have hands in VR. So we abandoned some tasks, and we made some new tasks that were better suited for VR. But really it was about preserving the heart of a game that’s about lying to your friends and preserving that fun.
MK: We definitely did a lot of tests of various approaches to problems, even as fundamental as locomotion. We explored third-person movement, we explored teleporting, and we explored stuff that we were concerned might be a barrier. Among Us is a game that can take a while to play, and playing for a while in VR can cause discomfort for some people. The more we explored, the more we realized that, like Mike said, the core premise of Among Us is all it takes, and all we had to do was make sure we didn’t get too much in the way of that and make it as smooth and easy to get into as possible for both people who spend a good amount of time playing the original Among Us and people who are just excited to play something in VR.
And how did you end up making the decision in terms of a first-person vs. third-person perspective? How did that come about?
MK: Correct me if I’m wrong, but we play tested, right? We basically recruited play testers to try different versions, and then we tried it a lot ourselves within the studio. It was a fairly large group of developers here, and we wanted to get as wide a spectrum of opinions as possible. Ultimately, it came down to the fact that the fantasy of playing Among Us in VR was to be the Crewmate—to be aboard a spaceship with one of you being a murderer, and that felt best in first-person perspective. We briefly considered having an option of a third-person setting. But it proved a very tricky thing to accommodate both, and the decision was made to stick to first-person. And I’m happy to say that we’re not regretting it.
MT: Through all of our play testing, we’ve been tracking and paying really close attention to discomfort in VR. One of the things we do is we will ask testers before they go in, “How likely do you think you are to be uncomfortable?” And then we’ll ask them after, “How uncomfortable did you get?” And we’ve had excellent results, so that’s been really encouraging because we definitely worried about it, which is why we tried the third-person perspective—to try to make it as comfortable as possible—but it seems like certainly one thing that we managed to do a really good job of. That feels good.
MK: One of many, many things we managed.
MT: Of course. One of many good jobs, yes. Thank you.
How did you go about ensuring that Among Us VR would be a compelling experience both for die-hard VR fans and then also fans of the original game? I know you spoke about preserving the core experience, but how else did you tackle that challenge?
MK: Yeah, I had something else that comes to mind is preserving as much of the style and feel of the original game as possible. What we saw people really enjoy is that magical moment of being transported into a world that they’re familiar with—that they spent many, many hours traversing in the original version and then just suddenly being right there and being able to look up and see what the ceiling looks like, things like that. We wanted to pay as much attention to detail as we could to the original material—that was a big part of making sure that we didn’t turn Among Us fans away. And we’re in a really close relationship with the InnerSloth team and made sure that we understood what was important to preserve and not mess with from their perspective.
JR: It was really nice. It gave design a lot of room at the beginning here since this was a multiplayer game. In pre-production, there were a lot of challenges that we had to get off the ground on the technical side of things. While our engineers were off and running in their own section, design was able to do a lot of play testing. We were able to do a lot of syncing up with Robot Teddy and InnerSloth and figuring out just what this should be. We got to really stay close with them. Even from the get go, we called it a co-development relationship, and we wanted to preserve what made the game so good. And even if you had taken time and stepped away from playing during the height of COVID, this game is still this familiar home that you can get back to.
One of the things InnerSloth and Robot Teddy wanted to make sure of was that this didn’t turn into a horror game. And we certainly realized that this could easily head into that territory with just how intense it is. Even the original version is just really intense. Depending on your personality, if you’re the Impostor, it can be more intense, or if you’re the Crewmate, it could be more intense. And then once you make that first-person switch, that intensity ramps up all on its own, so we definitely wanted to make sure we kept that light and cheekiness and playfulness that we felt the original game had. Keeping that intact for the VR version was really important for us and became very core to what we did.
MK: I guess on the VR veterans part of the question, we certainly focused a lot on people who are VR players first. One thing that stands out is the amount of customization and settings that we put in the game. What we’ve researched and experienced through play testing as far as what the player preferences are, it became clear that everyone’s slightly different when it comes to what works for them in VR. Having options for veteran players who maybe have been playing for many years and are used to something specific and that’s what their bodies and minds have adjusted to was important to cater to. We had to make sure there’s a particular sequence of settings that works for them.
JR: Yeah, having played the PC version was not a prerequisite. We wanted to make sure that you didn’t have to put hours into the PC version in order to play this. You can be a total novice, never heard of Among Us, and still be able to put on the headset and have fun and enjoy this. We really leaned into VR as a medium and everything that it offers. I think that’s why Robot Teddy came to us. We’ve been creating VR experiences for years now and have had so much success and so many learnings and a knowledge base already with that VR customer. They came over to us for that expertise and consultation of what works for VR and what doesn’t. There was the knowledge base for us heading into development that we got to capitalize on.
MT: Yes. All of us have either worked on or work next to people who’ve worked on I Expect You To Die or Until You Fall, right? We have first-hand experience. We’ve actually borrowed some code. The way you pick things up and move things around, it’s very reminiscent of I Expect You To Die because that felt really good. We’ve got sort of the blinders and the discomfort mitigation stuff from Until You Fall, so you can move around fast without getting uncomfortable. We’re just lucky that we work at Schell Games with so many people who’ve done so much of this stuff before, so they could share knowledge and even share technology with us.
Did you encounter any technical challenges while optimizing Among Us for a mobile chipset or enabling cross-platform play, and if so, how did you overcome those obstacles?
MT: I don’t know that we encountered any obstacles exactly because what we did do was keep a very close eye on performance at all times from day one. We were super concerned with having to make sure this hit frame rate. In all of the janky, broken moments that we’ve had playing our own game, I don’t think there was ever a time where frame rate was any kind of issue. It was always running at 68 fps at the lowest. We just paid attention to that. We have very strict rules about it. We care where the rooms are. We have a portal calling system, so the rooms that you aren’t in aren’t rendered at all. We considered having 15 characters, and we made the choice that, no, 10 is going to be plenty because 15 won’t render well. We have a fancy shader so that we can have 10 players running around. We tested this. We all got in the same room at the same time, all 10 of us, and made sure frame rate was stable. We never got to that awful point where we had to say, “Oh, wow, we have to rip this out. We have to change the way this works.” We just built slowly and carefully in nature. We were never not making the frame rate. We’ve all worked on games, so we all sort of knew that, like, let’s focus on this from day one because it’s going to be a big deal and we don’t want to have to tear this apart if we don’t make frame rate. So that’s really the magic—and we just never looked away from it.
JR: We built up one room almost to its final stage really early on. That was part of our pre-production goal as well. As Mike was saying, understanding the amount of players we could have was important, and at first we didn’t know what that was. We didn’t know where we would be capped out, and we weren’t putting any limitations on ourselves except to answer that question: Where do we start to hit that performance dip? What makes sense for this product? We just so happened to land on 10, which is what that original version started at, so again, tying that back to just the OG very beginnings of the InnerSloth game. I just felt it was very kismet, if you will, like, “How nice that it ties together still back to that original.” People can again remember that nostalgia of when they first started playing, and it just worked really well, but we certainly didn’t go into it with any sort of number in mind, like we have to target this amount. We just really wanted to understand what those limitations would be and what makes sense for this product.
MK: Yeah, and I just want to emphasize how much amazing wizardry and stuff (that flies completely over my head) has been put into things as simple as UI. I can’t even go in there and change the UI because the way it works is not just one shader, but like a plethora of shaders that make it both performant and legible and customizable and allowing localization—it’s an incredible feat of engineering and technical design, what we’re able to pull off and then squeeze out of these mobile headsets.
MT: We’re using a system where we use TextMesh Pro but then we point a separate camera at that and we take screenshots of the text and bake that all down to textures and stuff, so when you’re actually playing the game, there is no text. There’s no text object anywhere. It’s all textures and shaders because it’s way faster.
And then tell us about the VR mini games. What can players expect to see there?
MT: These are Michal’s babies, I feel like.
MK: Sure, I can start. We definitely wanted to stay true to the purpose and the design intent of mini games in Among Us, period. They’re not intended to necessarily be challenges on their own. They are, as far as we’re concerned, distractions—things that make you not pay attention to who’s sneaking up behind you or who is running in the opposite direction that you thought they were running. And translating that into VR, we also knew that we wanted to make sure they feel satisfying in the VR environment where you want to be doing stuff with your hands—you want to use the fact that you’re in a 3D environment. Whenever possible, we try to strike a balance between that and making the mini games recognizable to players who have played the original game. There’s a bunch of games that, even though they’re technically the same mini game, they’re very different in VR, either for the sake of how you interact with them or just even how they’re designed because we felt they needed to be either simpler or they needed to be a little more exciting or we really wanted to pull off and sell a fantasy of when you’re in navigation, you’re actually flying the spaceship, so we wanted to let you put your hands on the yoke and move it so that you can feel like you are in the captain’s seat.
The first thing we wanted to leverage is what jumps out at anyone who’s introduced to the idea of taking Among Us and putting it in VR, which is the field of view. Instead of having the top-down 360-degree vision that you have in the original game, you only see what’s in front of you, so very early on, we recognized that a game that makes you stare at a single point and doesn’t let you avert your eyes from it is really powerful and surprisingly stressful. On the flip side, a game that in the original version would just take over your screen and make you stare at it, like downloading files, you can just run up to press the button and then turn around and start very intently paying attention to your surroundings while you’re waiting for the file download to complete. That just felt super satisfying to have that very different field that it has while preserving 90% of the game.
While satisfying and taking advantage of the VR control schemes, the very important goal that we wanted to preserve was that you should be able to figure out each one of those mini games as soon as you approach it. All you have to basically go off of is the task name that says “align engine” and whatever it is that is in front of you in terms of physical or 3D UI. I think we basically got there with almost every game. There are definitely mini games that we see players get confused by more than others, and I feel their saving grace is that, after that initial moment of, “I don’t understand why this didn’t work?” or “I did something wrong, I guess, but I don’t know what,” it seems like it doesn’t take players too many tries or too much to figure it out, and once you figure it out, the game becomes trivial, right? The game becomes not about skill or precision or dexterity or anything like that. It’s basically a gimme from that point on, and we’ve noticed a lot of play testers express that moment as one of their favorites. Like, “Oh man, it was so satisfying to figure out the mini game. I was able to just get it.” It's that feeling of “I’m a genius,” that we’re always looking for, even in games like I Expect You To Die. As soon as the play tester says, “I’m a genius,” we know we’ve nailed something. That’s the feeling we’re going for. We had really great reception for how the mini games feel in VR, both during play testing and stress testing that we’ve done, beta testing—the only downside is that we didn’t get to do more of them. That will hopefully come in the future as we expand and have even more variety.
I don’t know if there’s stuff I missed, or do you guys have favorite mini games?
MT: I have a least favorite one.
MK: Yeah, which one?
JR: What is it?
MT: It’s the start reactor, the Simon Says thing.
JR: Wow.
MT: I have bad short-term memory, I fail it so often. But I think what’s beautiful about that and with me, where some of the games are a little hard to get your head around the first time you approach them, what tends to happen is people just tell each other what to do because there’s always someone who’s played it before you that’s willing to just talk to you and excited to share their knowledge. And then the other best part of that is because it’s primarily a game about lying and subterfuge, it then becomes part of the metagame, part of the strategy, to go up to the Simon Says game if you’re like, “How do I do this?” even though you’re the Impostor, it also just plays into the fact that this is a game about lying. I have many times, even during the stress tests, just gone up and played with strangers and just stood in front of the Simon Says game and be like, “I can’t. I can’t get it.” And someone will explain to me how to do it. Then, as they’re walking out, I kill them, and it’s so incredibly satisfying. And to me, that’s where the joy is. The joy is not in doing the task. I kept saying during development, like, this is not a game about repairing a spaceship, right? That’s not what it is. And I think we stuck to that, and it’s just great.
MK: Do you have a favorite or least favorite, Jen?
JR: I don’t know, but I do like the Simon Says one. I do.
MK: The thing about that is that we did simplify it from the original version. So even though it is very reminiscent of Start Reactor in the original game, it’s actually simpler. The reason for that is basically related to the whole translating into VR, right? Like the Simon Says in the original game is very straightforward, but putting it in VR adds all these variables that actually make it trickier, like you have to be careful so you don’t accidentally press a button, right? You have to pay attention to your surroundings, and that distracts you. As soon as you look away from the screen, you know you’re forgetting what’s happening there. It was both satisfying but also felt super justified to make a few games from the original version that I always found frustrating a little less frustrating in VR. And even though maybe the end result isn’t necessarily net less frustrating because now you’re also dealing with VR, I was happy with how some of those turned out for sure.
That’s awesome.
JR: I think all three of us have been in development in VR long enough to recognize just how satisfying simple tasks can be in VR. There’s so many pitfalls of overcomplicating things, especially for the folks that will be more on that die-hard Among Us spectrum but don’t have the headset yet and this is going to be their first entry into VR. I think that’ll really speak to them where it’s just like, “Oh my gosh, I didn’t have to put in hours of VR play to really understand what to do here.” Hitting that mastery early on with the mini games also motivates you to just want to keep going back in. You’re not hitting any levels of frustration where you’re rage-quitting or anything like that.
MK: Just think about filling the engines, right? Like we’ve taken a game where you just click your mouse and hold down a button and now you’re literally pumping a pump, right? And it’s equally simple and obvious, but it just feels good.
We talked about this a little bit, but how did you go about dialing in the comfort settings for the game?
MT: I guess “play testing” is really the short answer to that. Like, I mean, how often did we play test this, like once a week?
MK: We play tested this at least or on average, I would say, once a week is a fair estimate of when we’d run a full game of 10 people, right, where most of them haven’t played or all of them haven’t played the VR version before and only some of them are familiar even with the original Among Us. That pool of players definitely got slimmer and slimmer as time went on because it was just hard to find people who never played Among Us. But yes, we did a ton of play testing and observed and asked a bunch of questions, like what do you use to move around? What do you use as your camera setting? What do you prefer to do as your turn mode, snap turn vs. smooth turn vs. turning with your head.
Basically it was about just providing people with options. We actually had an interesting moment when we started stress testing the game, where we gave thousands of people access to the game and had hundreds of them playing simultaneously. We realized that a ton of people switched their settings, and the question was brought up: Is our default setting just wrong? Should we change what the default is in the game? And it was kind of late for that, but then we realized we were dealing with a very specific demographic of players who are reaching out to be part of a beta test, right? And ultimately, we kind of settled on what worked for us in our internal, smaller-scale weekly playtest with people who are maybe less familiar with Among Us VR. It’s hard to estimate how that will break down in the release, but it seems like, you know, if you’re VR-savvy, it’s not a problem—you’ll go into settings and you’ll find what works for you. And if you’re not VR-savvy, we’re pretty confident our default settings will work well for you.
Speaking of play testing or even demoing the game, what kinds of reactions have you seen? What’s the best, funniest, or most unusual reaction you’ve seen to the game?
JR: I don’t know if it’s unusual but just the art in general, like this 3D art. And again, because this is something that has been played on the PC version, the second we’re seeing people get in it—that moment has just been amazing to experience alongside people. It’s very exciting for us to see that we’ve done this justice for everybody. They’re so excited to be here, and they’re recognizing things. There’s details that we thought nobody would ever realize that they’re picking up on. The appreciation of us building this world in 3D for people to actually stand in and walk through—I can’t thank the 3D art team enough for doing this justice.
MK: In our first stress test, I remember a quote stuck with me of someone running and going, “This is magical!” That was as great as we could hope for, and it’s what this feels like, right? It’s like you’re literally transported into another dimension of this game that lives in people’s heads so vividly. They could have spent so many hours not just playing it but looking at memes and fan art and having dreams about it, whatever it is, and suddenly you’re given a whole new dimension to experience it in. It really brings joy to people, and it’s always the most satisfying thing to see as a developer I think, that people enjoy what you’ve made.
JR: And I think especially because that art style, it’s not complex and it’s like a pinch of cartoony and what have you, but it’s still so cool when you get into it, and it’s so beautiful. And so having stuck very much to that original art style and bringing that to life I think was the right move there. It just makes it more charming, if you will.
MT: Yeah, that’s what we like: running around with strangers in there and having them literally there shouting, “I’m inside of Among Us!” It’s like, we did it.
JR: During every stress test that we run, it’s interesting to see how long it actually takes to kick off a game. And it wasn’t until our later ones, our most recent ones where we’ve had repeat players that have seen it already, so in earlier tests, people were just running around—like not even paying attention to starting the game, not even doing their tasks, they’re just exploring that environment. It goes back to just simple things being so satisfying in VR because it’s such an immersive medium that the game play is almost second, right? And the players are like, “I just need to explore. I need to experience this. What do my hands do? Do you see my hand?”
MT: “I’m pointing at you—can you see me?” It’s so cool. It’s crazy to see adults turned back into children for a little while.
And speaking of hands, what went into the design of your single- and two-handed locomotion modes?
MT: There’s a bit of a story there. It all starts with our commitment to accessibility. We wanted to make the game play accessible to as many people as possible. And our hope was that we could come up with a single-handed control scheme that was just as good as anything else that would serve everyone’s needs perfectly. I think we did come up a little short there. It works, and it’s great because if my battery dies for one hand, I can switch modes and still get around just fine. But what’s great is we approached it that way and then we introduced the second mode because we spent so much time on the single-handed, we already had it, and it’s just an awesome accessibility feature. You absolutely don’t need two hands for this game.
JR: Just being able to dial in the settings, right? I actually play one-handed, and I have no idea why. It just feels better for me. It’s just one of those features that you can tailor and customize to whatever feels right or feels best for you in VR. So that’s nice, especially given that people want to play around and figure out what feels best. If you’re not as experienced with VR, you haven’t spent hours on it, it gives you those options.
MT: And it’s not the only example, right? Because we were on this path already, we also let you interact with things at a distance. So if you can’t reach for whatever reason, you can play the game because we can give you a laser pointer to let you interact with everything without getting too close to it. We have some threshold on it, so you can’t cheat, like you have to actually engage with the task area. But you don’t have to reach forward and touch things. We also allow you to turn that laser guide off if you want the immersive experience of pressing buttons. It really does all go back to options and customization. There’s so many different people, they all want to play differently, and we were just trying to accommodate that so everyone can have the best experience.
That’s great. So how long was the game in development all told, and are there any favorite anecdotes that you have from the development process that you’d like to share?
JR: So we actually kicked this off in August 2021 officially with Robot Teddy and Innersloth. We jumped right in and certainly had the deadline of Holiday 2022 in mind. So it’s been a little over a year in development. I think development has been really interesting in that you’re building up a team, right? Like this is based on a relationship and trust. Michal, Mike and myself have been on since day one as directors, and there’s a couple other directors on board with us in this crew as well. So you feel like you get to know a person, and then you’re having to build this game that’s about lying and deception. I feel like we’ve played enough too where you feel like you know what this person would do, and all of a sudden, they’re acting differently or they’re making different choices in the game.
One time I was playing with my Art Director, and as I was finishing up one of my last tasks he called an emergency meeting—and I was convinced he was sabotaging me. I was convinced he did it on purpose, and meanwhile, he’s saying, “I didn’t! I just didn’t know where you were. I was worried you got murdered.” And this is our Art Director that I’ve been working with, you know, since day one, and I was like, “It was you! You’re the Impostor!” I was convinced he was just trying to ruin my progress in finishing my last game. And he really was just looking out for me.
In the throes and in the heat of us playing, I feel like you don’t trust anyone anymore, right? Like all bets are off, no matter how long we’ve worked together or what relationship has been built up. I feel like in the game you’re like, everyone’s after me, they’re out for themselves. Every week, we would spend time together playing the original Among Us. We would play the original game often, and then as we got further into our development, we would play the VR version. And we actually have just recently gone back to playing the original version again. We’re starting another cycle here, and it’s been interesting being in the throes again multiple times a week, playing this game with each other where you’re just like, “I don’t know if I can trust you in this way.”
MT: Yeah. I think playing the game as a team was kind of the collective biggest highlight for me. It was super exciting to be there for the first time that it worked together. Even before we could speak or we would be in a voice meeting in the background but standing in this virtual environment and being able to see each other and doing the same thing that our players are doing in our game, saying like, “Can you see me? I’m waving my hand,” and it’s like, “Yeah, it’s working. Oh my God.” Really, that was a huge, huge, huge moment. And then there’s the fact that the metagame of Among Us continuously evolves over time. It isn’t just that you stop trusting everybody—it’s like you now think you understand exactly how they play and what their patterns are. And then it’s being used against you and it becomes just an inside joke. All those evolutions of our internal meta of playing Among Us have been super, super enjoyable and a great and fun experience.
JR: Because it’s baked down to that true silliness and cheekiness of this game. And it gives you something to talk about when you get out of the headset—especially because you’re not always in that same space, right? Michal and I might be off in one room doing a task or whatever and Mike didn’t witness that. So there’s still the meeting that happens after the fact of like, “You know what, this is what actually happened,” or, “You missed this and this person, I saw him jumping out!” There’s just so much conversation that transpires after the game is even over that I find fully delightful.
MT: It’s so much fun to play with the team. We sort of went hybrid when COVID was first starting, and at the point where we jumped into Among Us VR together, I hadn’t been in the office yet I think at all. That moment popping into the Skeld II with you guys was, like, the closest I’ve physically been to you in years, and it just felt awesome. It was like, “I’m back with my friends.” It just works, right? It’s super fun.
You touched on this a little bit earlier—what was the relationship with Innersloth and Robot Teddy like?
MT: Robot Teddy had been working with Innersloth, and Robot Teddy connected the dots and got us talking to each other and sort of made this happen. They’re great to work with. Innersloth has been great. They give us lots of freedom, they give us feedback when we ask and when we need it, and it’s just been an awesome collaboration with both of them as partners.
JR: This is our first partnership with them, but we’ve operated in a similar arena before. I always feel like we should be called Left-of-Center Studios. The more crazy the idea is, I feel like that just ends up in Schell Games’ core—especially in the VR world where we really have solidified that expertise, and especially for Robot Teddy and Innersloth who had the ethos of what they wanted to bring to life in mind. It was just this natural, easy collaboration, and they’re an indie studio and so are we. There was even a similar vibe to how we like to work that we appreciated about each other and honestly has been really, really, really good for us to work together in that way and just uphold each other’s value system.
Say someone is going to be playing Among Us for the first time in VR, with none of the background of the original experience. Do you have any advice for a brand-new bean?
MT: Trust no one.
JR: True.
MT: And play the tutorial.
JR: I was about to say that. I feel like everyone skips it, right? I would say, play the tutorial, at least get yourself familiar in that way to then feel more confident. You’ll be fine without it, but I would say you’ll be more confident after playing the tutorial.
MT: It is a good, simple, fast tutorial. I’m not just saying that because Michal is here.
There’s a beauty to that too, right? The simple and fast tutorial means I may actually do it.
MT: Yeah, I mean, hopefully.
MK: It’s interactive, so it’s as if you’re playing the game when you’re doing It. That’ll get you through the basics of how the game works. If you’ve never played Among Us, as far as strategy, you know, it’s really just about trusting your gut. Like if someone seems suspicious, they’re probably suspicious. Part of the fun is to give in to those gut feelings in this game and see how good of a liar someone actually is or how far you can trust them. It’s ultimately a casual game where you’re just trying to have fun. I wouldn’t worry too much about trying very hard.
MT: One tip: Killing someone in Among Us VR is surprisingly loud. And if you try to kill someone behind other people’s backs, you are not going to get away with it. They’re going to turn around and see you standing over a corpse. So now you know.
Good to know.
MT: Yeah, you can hop in the game with us and any one of us might kill you.
Amazing. Any final thoughts to add?
MK: We’ve said here that we boil the game down to the core roots of Among Us. But we are super-duper excited about expanding it and adding things and building on that base. It’s not like we think this is the right way to play Among Us and that’s it. We have a list of close to a hundred things that we want to add to this game, so that is also very exciting.
JR: Yeah, we really want this to be its own standalone product. The original game is four years further in development than we are, so that has a sound journey. And we’re not trying to catch up with them. We really wanted to release the base version to get this in the community’s hands faster, number one. And number two, to develop that specific community, which is going to consist of people that have never played the original game and die-hard Among Us fans. So Among Us VR will develop its own community, and we want to listen to them. We want to give this space and enough flexibility for us to grow it into its own product and be its own thing. This is the starting point. We really wanted to stay true to VR and what is immersive—what works for VR, not just point for point translating the original game. And Innersloth and Robot Teddy are very much on board with that approach.
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