The Unreal-Based Social VR Platform Helios Launches in Early Access on Steam

I decided it was time to pay a return visit to the social VR platform called Helios, created by SubLight Games. The game is now available via Steam for US$9.99 under their Early Access program, for tethered PCVR headesets such as the Oculus Rift, HTC Vive, and Valve Index, and the company recently announced via Twitter:

Helios is now available for Early Access purchase for all who wish to join our little Social VR revolution! Everything made through Early Access purchases will go towards making Helios a viable and robust alternative to what is currently on the market!

Helios is unlike most other social VR platforms on the marketplace, in that it is based on the Unreal game engine (most other social VR platforms use Unity). It is also interesting in that it has attracted a significant number of former Sansar users—in some cases, even porting entire worlds from Sansar over to Helios! I think the attraction for former Sansar users is the way that Helios is catering to world builders, in a way that is similar to the early days of Sansar.

I immediately recognized C3rb3rus’ 2077 sci-fi world, which was ported over from Sansar to Helios!

The platform definitely is a creator-centered space, with a small but passionate community of geeks who want to see what they can do, even perhaps push a few boundaries! Here, a group decided to stress-test a free world downloaded from the Unreal Store by dropping hundreds of cheese wheels!

Cheese wheels!
An aerial view of the cheese wheel testing

The Community section on the Helios Steam page offers up some examples of worlds that have been created:

Here’s an early access trailer, showing you some of the features of the platform. I was particularly surprised at the modular avatar support (i.e. dressable avatars)!

For further information about Helios, you can visit their website, join their Discord, or follow them on social media: Twitter and YouTube. SubLight Games also has a Patreon; if you feel like throwing some coin their way, I’m sure they’d appreciate it!

Helios: A Brief Introduction

I just heard about a brand new social VR project, a small indie project called Helios, and since this is a blog about social VR, I thought I’d let you all know about it.

Actually, there’s not much to see yet over at the Helios social VR project. No website yet, basically just a Twitter feed and a brand-new Discord server (here’s the invite).

According to the FAQ on their Discord:

What is Helios?
Helios is a Social VR game made with Unreal Engine 4 by SubLight Games.

Why are you using Unreal Engine?
Unreal Engine will allow Helios to offer a more immersive, interactive, and creator friendly offering than anything currently on the market today.

Will I be able to make my own avatar and use it in game?
Yes! Helios is being designed from the ground up to be as creator friendly as possible. Functionality has already been added to allow you to do this.

What stage of development is the game currently in?
Helios is currently in a closed Alpha stage. The bare bones are there and new features are being added often.

If you are interested in joining the closed alpha of Helios, you can send a request for a Steam activation code to user Rareden (the lead developer) on their Discord server. Apparently, the developers hold organized community tests once a week on Fridays at 11:00 p.m. EST.

Helios is also unique in that almost all of the other social VR platforms on the market either have a custom game engine (e.g. Sansar) or use Unity (e.g. VRChat). Helios will be based on the Unreal game engine.

Here’s a 46-second video pulled from their Twitter feed, showing off one of the imported avatars. Here’s a still from that video:

It’s quite a complicated-looking avatar, with feathers and all, which is quite intriguing! And (of course) I have added Helios to my ever-growing list of social VR/virtual worlds.

Why Linden Lab Is Building Its Own Engine for Sansar, Instead of Using Unity or Unreal

Inara Pey has done her usual excellent job of expertly summarizing last week’s Sansar Product Meetup, where the topic of discussion was why Linden Lab decided to build their own game engine for Sansar, instead of using an off-the-shelf engine such as Unity or Unreal.

So, rather than reinvent the wheel, I am just going to point to her blogpost, and tell you to go over there and read it all. Among the Linden Lab staff present at the meeting were:

  • Richard Linden, Sansar’s Chief Architect
  • Jeff Petersen (aka Bagman Linden), Linden Lab’s Chief Technology Officer 
  • Landon McDowell, Linden Lab’s Chief Product Officer

So you can get the scoop straight from the people directly involved.

While I think the reasoning for this decision is very sound, the unfortunate fact remains that since Linden Lab is a smaller company with limited resources, feature development will tend to lag behind off-the-shelf engines like Unity and Unreal, which have bigger development teams and lots of users. However, as mentioned in Inara’s notes, backwards compatibility of user-generated content (UGC) is a key issue that needs to be addressed in any successful virtual world. I still think that Sansar is on the right track.