Creator of Loop One: Done, a Mixed Reality automation game.
https://LoopOneDone.com
Jonas Sandstedt
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Funny note, the server racks in the background is very temp. It's just a blown up CPU chip texture that I blew way to large 😅. Will make some proper blippy bloppy lights later.
This was my first attempt at doing a time-lapse in L1D. Added a second camera that I recorded in the Unity Recorder plugin through a render texture (was the only thing I managed to get working) while still playing in VR. Except impossible to align due to it record a the right eye, I worked fine.
Looking for a new VR game to play during #SteamNextFest? Check out my chill (but slightly addictive) automation game Loop One: Done
Next Fest is starting now, and I’ve spent *a lot* of time making a demo for it. I’ve now built up a pipeline allowing me to ship updates on both Quest, Steam and Steam Demo in the same project, and released a first update of the demo this night with some improvements and bug fixes.
Who are you gonna blaim when you are both the producer, developer, publisher and PR firm yourself 😫. But go test the demo!
Anyone else participating in #SteamNextFest? Please share your game here!
Loop One: Demo is now playable on Steam VR during #SteamNextFest. Everything you see in this video has once been recorded by my own hands, each drone and each robot. It's very relaxing to build up an entire factory to refine materials.
Play now 👉🏼 store.steampowered.com/app/4785090/... #IndieGame
People usually say that you are the best marketing person as you know your product best. But SuperDuperWuperVR does
a such better job at catching you and communicating what my game is about, then I’ve managed to do myself. Please go and show him some support!
youtube.com/shorts/vpiYu...
L1D: Build, automate, and optimize. Record drones to create loops, refine materials to earn more money, and get research tokens to unlock new stuff to expand your factory.
Play the demo during the last couple of days at Steam Nextfest!
#ScreenshotSaturday
store.steampowered.com/app/4785090/...
In gamedev, we're used to sound coming from single points in space, but how do we handle sound coming from an irregular shape?
In this article (with plenty code snippets), I go into details with the Point Cloud Sound technique I'm using for water and foliage:
blog.runevision.com/2026/06/poin...