Welcome to FastHands, your ultimate parkour playground. Run, climb and glide through quantum courses - solo or with friends (6 player). Climb the leaderboards and uncover strange anomalies that hint at a deeper secret the company doesn’t want you to find.
Optionally play with hand tracking for maximum immersion.
Ganymede, Jupiter’s most boring moon. We blew it up, harvested and entangled all its lovely Quantumite and replaced it with the FastHands playground. Hurrah!
We won't bore you with the technical babble about quantum mechanics and superposition state. Just know: courses form as you progress, everything can change at any moment and your reality might not match your friends'.
We blew up a moon for this. Don’t waste it.
Chat in our discord channel or contact us details: www.x82hub.com/fasthands
comfort | ⦾ Intense |
age rating | 13+ Teen |
website | x82hub.com |
developer | X82 Ltd |
publisher | X82 Ltd |
connection | Internet not required |
app version | 0.76 |
languages | English |
Hier mein test.....https://youtu.be/2jgdtKzRj40......
This shows a lot of promise. I love platformers/Parkour games, and the feel of flying around in VR. However, it needs some polish as well as more content before it's a 5-star game.
Some things I noticed:
- Climbing with my palms seems to work better in hand tracking mode
- The "spider-climbing" with the fingers didn't seem to work at all. I wiggled my fingers as instructed...nothing happened.
- Running/locomotion doesn't work very well in hand tracking. I could only drift forward very slowly. It seemed to be much more effective when I was holding the controllers.
- The game force-closed during my first playthough
- A few times the screen started slowly spinning in circles, as if I was smooth-motion turning. This was in hand tracking; I didn't press anything and I'm not sure why this happened.
In my opinion, this next one is huge...
- The background is blurry. Even worse, it unfortunately is truly just a flat 2D backdrop. To REALLY create immersion, it needs to be part of the actual environment (like in TO THE TOP) Buildings in the foreground should move faster than those in the distance, etc. When falling, there is no change in the flat, 2D background. Instead, it should look like one is falling toward it. The "particles" moving away from you just doesn't cut it. I imagine it might be a lot of work to change this, but it desperately needs it.
The game also needs more content and variation in worlds, etc.
Overall, this game could be amazing, but it needs a lot more polish to get there. I'm excited to see where it goes.
Incredibly fun parkour with hand driven movement that feels as natural as Orion Drift's