


Stepping onto the beach, I found a half-dozen teleportation nodes, each of them featuring their own individual activities there was a sand castle-building station with block-based logic challenges, a cabana stocked with a grilling supplies for madcap food prep alla Job Simulator, a dock-side shop where you can buy items with sand dollars and receive mini-quests to get you exploring the cute, if not crowded, beach cove. A simple wave started the demo, and I was off to a cartoony seaside rife with possibilities.
#VACATION SIMULATOR SANDCASTLE BEGINNER PRO#
Putting on the HTC Vive Pro headset, I was greeted by a familiar-looking floating robot buddy, a staple quest giver and all-around source of goofiness first introduced in Job Simulator. The robot beckoned me to wave to him, something new the studio added to make the robots more interactive. This, I would learn, would change a few fundamental things about the growing Simulator franchise it allowed for more diverse play spaces in a single level.

Vacation Simulator, I was told by CTO Devin Reimer, features an iteration on the studio’s node-based teleportation system developed for Rick and Morty VR, which allows you to traverse a few objective-based ‘stations’ instead of standing in a dedicated level like in Job Simulator. Called Vacation Simulator, I got a chance to go hands-on with what aims to be a longer, narrative-driven sequel in the growing franchise. Owlchemy Labs, the studio behind the hit VR parody game Job Simulator (2016) and Rick and Morty: Virtual Rick-ality (2017), debuted their upcoming game here at GDC 2018, an aptly named sequel to Job Simulator that delves into the imagined world of what vacations must have been like for us humans before all the jobs (and presumably vacations) were automated away.
