Space Pirate Trainer stands the test of time as one of the best projects ever developed for the medium.
In 2016 it whetted player appetites for what VR could do by immediately transporting people to a platform overlooking a sci-fi cityscape with fantastic music and a small arsenal unlocked for fighting off wave after wave of drones. When Space Pirate Trainer debuted alongside The Brookhaven Experiment near the launch of the Vive, the titles immediately became showpieces for VR parties. Neither wave shooter would make any players sick as you stood in place and fought off enemies with your guns. The Brookhaven Experiment, meanwhile, might see players so stricken with fear they run into a wall or tear off the headset.
Months passed and VR players looked for more content with copycats producing wave shooter after wave shooter. Players quickly began to critique the genre while Beat Saber took the note about not artificially moving the player to become the highest selling VR game in history. Meta scooped up Beat Games as developers explored every type of artificial locomotion possible to give players what they sought while balancing comfort as best they could manage. This is how Gorilla Tag was born, as it turned out moving like a monkey in a game where you play as a monkey is both relatively comfortable and added to the immersion. Then COVID-19 locked people indoors and Meta set out on the path to focus on its Horizon Worlds strategy.
“When they started pushing Horizon on the front page and that was kind of the most important thing of that platform instead of the devs, I think a whole bunch of devs felt that,” Van Welden said. “I felt it even in my sales. I think sales were halved or like thirty percent of my usual sales from that time.”
Van Welden and his colleagues at I-Illusions met in an empty hangar next to his home to play test something astonishing. Across the maximum play area supported by four SteamVR 2.0 laser base stations — 100 square meters with wireless transmitters from their HTC headsets to nearby PCs — the developers at I-Illusions roughed out the design for a game of tag set totally inside virtual reality.
All these years later very few people have been able to play Space Pirate Arena, which developers bundled up inside Space Pirate Trainer for free. Those that have played it, however, experienced something truly incredible. The reasons why people haven’t played it end up being a study in platform prioritization. Setup is tedious, there is no automatic detection of physical obstacles, and the hardware wasn’t made for tracking in outdoor sunlight. If a new VR headset was made with those conditions in mind, though, Space Pirate Arena is one of the first pieces of software I’d like to try.
I spoke with Van Welden for 52 minutes and cut the audio down to just under 35 minutes for the Good VR Podcast using the podcasting platform Riverside. Over its lifetime he sold roughly 1 million copies of Space Pirate Trainer and that helped fund the development of flatscreen snowboarding game Shredders with 14 people now working on it. Our conversation covers that whole journey starting from receiving a headset developer kit from Valve.
When Van Welden sent in one of his builds to Valve the email he received from Chet Faliszek just had two words in it.
“HOLY S**T”
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