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Update notes via Steam Community
Now that KIN has been released, there are some things that you might need to know.
KIN version 1.1 is pretty much the same as it was on the Oculus store with the following changes:

Extras and new features:

  • VR can be launched using either the OpenVR SDK or the Oculus SDK (when launching using the Oculus SDK you'll pretty much run the original version, including Touch and gamepad support through Oculus' input handler.)
  • New 2D mode, this allows you to play the game without a VR headset. You can toggle between 2 camera modes using the camera switch button.
  • New input system that allows for XInput devices and keyboard and mouse input in 2D mode and XInput for VR mode.
  • Some extra assets to spruce up the visuals, extra water effects in the water/beach zone, new flora and fauna in the cave zone, post processing effects like depth of field and bloom.
  • Updated lighting and better baked lighting.
  • Achievements, some obvious ones and some secret / hidden ones.
  • A new UI stack and new UI text assets that should result in better legible text.
  • Tutorial movies in the Help section of the menu, as well as tutorial movie popups in 2D mode, rather than the little droid showing a tutorial projection.
  • Lots of small tweaks, bug fixes, etc.


Launch options and experimental features:

  • Tracked Motion Controller support.
    Experimental / as-is support for using tracked motion controllers for input in OpenVR, this requires you to set the -UseTrackedControllers flag in your launch options. This is not an ideal way to play, but it can be enabled just in case you don't have a gamepad and still want to try it out in VR. Keep in mind that the input system was not written for this and rebinding does not have different icons for left and right controller, and it might be awkward to say the least. Below is an image showing the default mapping for tracked controllers (remapping menu buttons should be avoided as this will interfere with SteamVR, Oculus and MixedReality portal operations.)
  • Keyboard and Mouse support in VR.
    The use of keyboard and mouse in VR can be forced by adding the -ForceMouseInput flag in your launch options. You'll have a cursor that is constrained to the UI panel and the game can be played with keyboard and mouse. Keep in mind forced mouse and keyboard are not extensively tested in VR. The VR mouse speed can be altered using the -VRMouseSpeed x flag, where x is the speed you'd like (default being 2).


What has been delayed but will definitely be added in upcoming updates:

  • SteamInput support.
    We started the ground work for this on 1.1, but it looks like it is a bit more involving if we want to keep backward support for XInput and keyboard and mouse. Keep in mind that when SteamInput is enabled, all input and action binding goes through the steam input panel.
  • A 5th boss fight.
    The cave zone will get its own dedicated boss and will be added to the boss run game mode.
  • Boss run game mode
    We've opted to move this game mode to a next release as we want to make sure the 5th boss is up to snuff and make sure the boss run is spoiler free. So you can play it even without finishing the campaign.


Content that might be added in future patches, but no promises made:

  • We'll take a look at SteamVR Input so we might avoid the awkward implementation we have now.
  • Extra challenge maps and modes. As we mentioned in previous announcements, we have plenty of enemy designs and working prototype mechanics that never made it into the base game for various reasons, but we'd like to see if we can still do something awesome with it.


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