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Indie Developers, don't submit to Oculus Store, it's a waste of time.

Anonymous
Not applicable

This post is addressed to all indie developers who are thinking to submit their projects to Oculus store.

If
you are a developer that is looking for unbiased reviews of your
project, or is experimenting in a concept, to submit to Oculus store is a
guaranteed waste of time.
You will lose time by preparing all your
assets and build, reading guidelines that are not consistent (name
changes are frequent for the assets required). But most important, you
will not get any feedback, because those guys are too busy (looks like
working at the Oculus review team is a part time job anyways).

If you took your time, knowledge and passion in something, why should
you waste your energies to submit to a store with dark practices?
Nothing is clear, no one knows, no feedback and no interest.

"Approved for Keys Only" – the perfect way to hide your precious
creation from the world. You will not get any feedback from them or
users, your app is simply not there.

They are not doing us a favour. It's us developers who make a favour to
them! As if the quality of their free apps were that high! – AAA stuff.
I was disgusted to find out the large amount of crap. Then you wonder,
but how on earth that got approved? There is no logical reason to
approve something like that. Take a look for yourself, you will find
apps that clearly have no clue, not even following VR best practices
regarding locomotion, let alone graphics knowledge. Some of them doesn't
even work at all!

Compare it to yours – are you disappointed?

At this moment, we should turn to Steam or the next big store – perhaps
the Windows MR because to treat devs like this is not good thing. I have
been using Oculus (at my work we have all the headsets, it's a pity
because it's a good hardware but after this, my company is turning away
from it, we got now the Vive Pro and MR headset with their respective
stores.

To all indie devs, we are the ones in control, and we are going to change this!
16 REPLIES 16

elboffor
Consultant
Sounds to me like you got your game rejected due to low quality or because it aint finished.
Steam is a shit show and anything makes it live over there, oculus is curated for a reason.
This is my forum signature.
There are many others like it, but this is mine.

falken76
Expert Consultant
Steam has a ton of good games as well, but Oculus does have strict standards.  If you don't meet them, that's an incentive to optimize your game which I'm sure is the intent.  In the interim, just release it on steam and see how it goes.  The reviewers will let you know what they really think of it.  There's a much larger audience over there, I hope you made it to be compatible with other headsets. There's no need to change anything, Oculus having high standards for their store is a good thing and Steam is a great place to release a game.

Digikid1
Consultant

morfevs said:

This post is addressed to all indie developers who are thinking to submit their projects to Oculus store.

If
you are a developer that is looking for unbiased reviews of your
project, or is experimenting in a concept, to submit to Oculus store is a
guaranteed waste of time.
You will lose time by preparing all your
assets and build, reading guidelines that are not consistent (name
changes are frequent for the assets required). But most important, you
will not get any feedback, because those guys are too busy (looks like
working at the Oculus review team is a part time job anyways).

If you took your time, knowledge and passion in something, why should
you waste your energies to submit to a store with dark practices?
Nothing is clear, no one knows, no feedback and no interest.

"Approved for Keys Only" – the perfect way to hide your precious
creation from the world. You will not get any feedback from them or
users, your app is simply not there.

They are not doing us a favor. It's us developers who make a favor to
them! As if the quality of their free apps were that high! – AAA stuff.
I was disgusted to find out the large amount of crap. Then you wonder,
but how on earth that got approved? There is no logical reason to
approve something like that. Take a look for yourself, you will find
apps that clearly have no clue, not even following VR best practices
regarding locomotion, let alone graphics knowledge. Some of them doesn't
even work at all!

Compare it to yours – are you disappointed?

At this moment, we should turn to Steam or the next big store – perhaps
the Windows MR because to treat devs like this is not good thing. I have
been using Oculus (at my work we have all the headsets, it's a pity
because it's a good hardware but after this, my company is turning away
from it, we got now the Vive Pro and MR headset with their respective
stores.

To all indie devs, we are the ones in control, and we are going to change this!


Hmm....so your game got rejected eh?  Improve it then and stop yer bellyaching.

Chazmeister
Rising Star

falken76 said:

Steam has a ton of good games as well, but Oculus does have strict standards. 



To be fair, as with Steam, there's a fair bit of so so crap on the Oculus Store too. I wouldn't call everything on there as having a high standard. Just read through a few reviews, there's plenty of buggy barely working games on there right now.

Does rather sound like Oculus need to improve their feedback process for submissions though. I mean if this dev did get their game rejected, it might help if they were actually told why, so that they know what to improve and fix.

falken76
Expert Consultant
I was referring to performance, i.e. I do believe the games on Oculus home must be able to maintain 90 FPS in order to be accepted whereas Steam does not have a requirement like that.  As far as content goes, I think Oculus home has a bunch of garbage listed for sale.  Straight up crap, but I'm sure it runs at 90 FPS.  I personally like the content from Steam much better, the best games in OH are from steam as far as I'm concerned.

Anonymous
Not applicable
Same problem here, I have a utility app which granted is pretty basic at this point, but Steam was very eager to put it on their platform and I got some good feedback.
My advice is start on Steam and based on user feedback and your experience keep enhancing your game until you have at least 20 positive reviews on Steam, if you get there then submit to Oculus and I'm pretty sure they'll approve it. Just don't keep begging them, they see themselves the Rolex of VR heh.

TomVR
Protege
watch carmack's keynote from OC5, he gets into a bit why apps are rejected

https://www.youtube.com/watch?v=VW6tgBcN_fA

Anonymous
Not applicable
If your game meets the VRC then it clearly wasn't of good enough quality by the sounds of it I'm afraid. You should try giving Carmack a shout and see if he can give you feedback, although he's probably going to be snowed under with those since he mentioned it. He's probably regretting it already lol 😄 😄 😄

Fazz
Honored Visionary
Why didn't you message @cybereality instead of telling other devs what they should do. Just because you had a bad experience doesn't mean everyone else has.