Why Early Access? “With Light Strike Array, I'm focused on developing mechanically rich gameplay that embraces the unique capabilities of motion-tracked VR . LSA is designed to be deep, physical, and competitive , but making such a complex and experimental game by myself often means backlogging aesthetic polish. By launching into Early Access, I can battle-test and fine-tune the mechanics with VR gamers thirsty for depth and nuance—and willing to put up with simpler visuals or the occasional bug. With support from players like you, I'll have the resources to polish up the aesthetic so the full release can be a proper spectacle!” Approximately how long will this game be in Early Access? “Approximately 6 to 9 months.” How is the full version planned to differ from the Early Access version? “The full version will be a generally more clean, rich, and balanced experience. I plan on adding a handful of new tools and weapons to afford more playstyles, as well as secondary map objectives (for example, capturable buildings.) The style and aesthetic will be refined over time and are subject to change (within the soft parameters of "crystalpunk.") I'll be improving sound, voice acting, and training levels over time, as well. I hope to continue to support LSA and grow the community through Early Access, release, and the future!” What is the current state of the Early Access version? “The Early Access version is focused on mechanical complexity over aesthetic polish. Some effects, sounds, and user interface elements may be rough around the edges. The Heartbreak, Duel, Tutorial, and some Training modes are stable and playable. Heartbreak and Duel are online multiplayer modes. The Tutorial and Training levels are works-in-progress, but they'll help you learn the basics, and the Training levels provide some single player content as well.” Will the game be priced differently during and after Early Access? “I will likely increase the price for the full launch, as I add content and polish to the game.” How are you planning on involving the Community in your development process? “Community feedback is critical to getting Light Strike Array to be a balanced and competitive experience! Send feedback to @LightStrikeVR on Twitter, post in the Steam Community group, or chat in the Discord. I'll do my best to listen and improve!”

About This Game Light Strike Array is a crystalpunk battle arena inspired by martial arts—and powered by VR. Featuring a one-of-a-kind movement system, a multifaceted team-based game mode, and a wide spectrum of motion controlled weapons, Light Strike Array challenges players in ways never experienced before. Gameplay: Heartbreak

In Light Strike Array two Bands of up to three Shards each fight​ ​to​ ​destroy​ ​the​ ​enemy​ ​Heart​. Each Heart is protected by a powerful barrier called the Corona, which scatters the light of foes that would wander too close. In order to pierce the Corona, the teams must first gather strength by mining a resource called Salt​.



Salt​ is used to crystallize new tools and weapons. Players fight for control of Salt beds scattered throughout the level, which produce Salt​ ​crystals​ periodically. By relaying Salt back to the base and dissolving it in the Well, the Heart grows in strength, and the Band gains access to more powerful tools and weapons. Under the protective cover of the final tool, the Censer, Shards can enter the Corona and strike at the enemy heart! The Torchwave Locomotion System

Light Strike Array features an original locomotion system called Torchwave​. Each map is broken into a series of Cells​, hexagonal platforms under 2 meters across. Normally, players are restricted to the confines of their Cell.



However, by pulling the trigger, a Shard forms a Torch​, which can be cast toward another Cell. If the throw is true, the Shard phases out of reality. Now intangible, the player is invisibly teleported to the destination. When the torch arrives, the Shard rematerializes - but unless they turn around and catch​ ​the​ ​incoming​ ​Torch, they "crash," leaving them momentarily defenseless!



A competitive game is only as deep as its movement system is robust—and VR locomotion is a brave new world. Light Strike Array tackles these challenges together: the teleportation-derived design mitigates the risk of motion sickness, and the physical act of throwing the torch adds a natural skill cost to long-range movement, incentivising players to mix teleportation and local movement. Tools and Weapons

With each completed Pillar of Salt, the Heart forms new tools​ ​for the Band. Light Strike Array features a brilliant spectrum of tools and weapons, each with unique abilities balanced around their physicality. For example, a patient and precise Shard might take the Rod​ ​to intimidate and blast enemies from afar. A more agile and aggressive player might wield the Sword​, a close-range weapon with a wide variety of sweeping strikes. Naturally, for those looking for something more straightforward, there's always the Bow.



Not every tool is a weapon, however! The Vial​ is a portable reserve that dissolves and transports halite crystals in bulk. A catalyst for rapid Salt growth, its usefulness is only limited by your skill with the Torch. For the tactically-minded, consider the Focus​. Weave mystic signs to shape your inner light, and invoke powerful spells to support your allies.



The tools vary greatly in physicality, technicality, and versatility. Only by knowing your allies’ strengths and weaknesses, and picking the right tool for the right job, can your Band outshine all the rest!