Released Title · File No. 001

VR Paintball Blast

Twenty players. One local network. Paint that stays exactly where it lands — on the walls, on the crates, and all over whoever you just hit.

VR Paintball Blast key art: cartoon kids in goggles firing paintball markers around a giant splattered logo
2–20
Players
2
Game modes
2
Maps (more coming)
24
Playable characters

Exhibit B · Description of Play

The game

Bright, loud, low-poly paintball for groups. You are handed a blaster with infinite ammo, you pick a character, and you spend the next twenty minutes covering strangers in paint. There is nothing to learn first.

The centrepiece is the paint itself. Every hit is rendered directly onto the surface it struck and stays there, layering red over blue over red as the match goes on, so the arena visibly tells the story of the fight. Get hit and you are out for a moment — ghosted, unable to fire — then you respawn and go again.

Teams are red versus blue and the game balances them itself as people arrive and leave, so staff never have to referee the sides. Nobody is ever locked out of a match that is already running.

  • Capture the Flag — red versus blue on Shipping; only captures score.
  • Free-For-All — no teams, everyone against everyone, on Forest.
  • Drop-in / drop-out — join or leave a live match at any time.
  • Automatic team balancing — handled server-side as the roster changes.
  • Host migration — if the hosting machine drops, the match continues on another.
  • Proximity voice chat — hear nearby players positionally, plus a push-to-talk team radio.
  • Stun grenades — a thrown pop that eliminates every enemy in about a 1.5 m radius. Friendly fire is off, so you can't catch your own team.
  • Smoke grenades — a dense cloud roughly 6 m across that hangs around for half a minute. Genuinely useful for a flag run.
  • Grenade launcher — a five-shot pickup that lobs stun grenades on a high arc.
  • Infinite ammo — no reloading, no pickups, no explaining.
  • Haptics on every shot — and on every hit you take.
  • 24 characters — chosen from a carousel before the match.

Exhibit C · Technical Schedule

What it supports

Game & network
PlayersUp to 20 in a single match
NetworkingLocal network (LAN) only — one machine hosts, the rest join. No internet connection required.
MatchmakingAutomatic LAN discovery — running games appear in the browser by themselves. No accounts or sign-in.
Game modesCapture the Flag (Red vs Blue) · Free-For-All
MapsShipping · Forest  (two more in development)
Voice chatPositional proximity voice + push-to-talk team radio
LocomotionTeleport only. No snap turn — players turn physically.
Play spaceRoom-scale, standing. Height auto-calibrates and can be re-set in game.
Age suitabilityDesigned for ages 8 and up; no blood, no gore, cartoon paint only.
Per-machine requirements
OSWindows 10 / 11 (64-bit)
GPUNVIDIA RTX 2080 or better (equivalent AMD accepted)
CPU6-core, Intel Core i5-9600K / AMD Ryzen 5 3600 or better
Memory16 GB RAM
VR runtimeSteamVR or OpenXR
HeadsetsValve Index · Meta Quest (Link / Air Link) · HTC Vive · Windows Mixed Reality · HP Reverb G2
EngineUnity 6, Universal Render Pipeline — shaders and LODs tuned for sustained arcade load

One machine per player, all on the same network. The host machine also plays.

Exhibit D · Operating Instructions

Controls

Shoot, grab, teleport, talk. Both hands work identically — the blaster goes in whichever hand the player prefers.

TriggerFire paintball — or, with an empty hand, pick up what you are reaching for
Squeeze gripThe other way to pick up — grab and hold an item (blaster, flag)
Push thumbstick forwardAim the teleport arc — release to teleport
Hold A (either hand)Team radio — push-to-talk to your team
B buttonDrop the held item
Click both thumbsticks togetherRecalibrate height
Click left thumbstick aloneOpen / close the settings menu

The Index grip is force-sensitive: a firm squeeze grabs, relaxing does not drop.

TriggerFire paintball — or, with an empty hand, pick up what you are reaching for
Grip buttonThe other way to pick up — grab and hold an item (blaster, flag)
Push thumbstick forwardAim the teleport arc — release to teleport
Hold A (either hand)Team radio — push-to-talk to your team
B / Y buttonDrop the held item
Click both thumbsticks togetherRecalibrate height
Click left thumbstick aloneOpen / close the settings menu

Covers Quest 2, Quest 3, Quest Pro and Rift S over Quest Link or Air Link, plus the HP Reverb G2 — they share the same button layout.

TriggerFire paintball — or, with an empty hand, pick up what you are reaching for
Hold grip buttonThe other way to pick up — keep it held to carry the item
Release the gripDrop the held item
Press trackpadAim the teleport arc — release to teleport
Hold right MenuTeam radio — push-to-talk to your team
Press both Menu buttons togetherRecalibrate height
Press left Menu aloneOpen / close the settings menu

Wands have no A or B button, so the Menu buttons cover talking and height, and there is no dedicated drop button — carrying is hold-to-keep. If you picked the item up with the trigger rather than the grip, squeeze the grip once and release it to drop.

TriggerFire paintball — or, with an empty hand, pick up what you are reaching for
Hold grip buttonThe other way to pick up — keep it held to carry the item
Release the gripDrop the held item
Push joystick forwardAim the teleport arc — release to teleport
Hold Menu (either hand)Team radio — push-to-talk to your team
Click both joysticks togetherRecalibrate height
Click left joystick aloneOpen / close the settings menu

Original Windows Mixed Reality motion controllers — a button grip and no drop button, so carrying is hold-to-keep. If you picked the item up with the trigger, squeeze the grip once and release it to drop. The HP Reverb G2 has A/B/X/Y buttons and follows the Meta Quest layout instead.

Height reset needs both sticks (or both Menu buttons) on purpose — one stick alone opens the settings menu, so a single accidental click can never yank a player's height mid-match.

Throwing a grenade

There is no separate throw button and no timer to watch. You wind up and let go, exactly as you would with a real one — and if you change your mind halfway, you just don't release.

Pick one up Grip or trigger, like any item. Picking it up with the trigger primes the throw in the same motion, so reach, grab and throw is one gesture.
Pull the trigger Primes a grenade you are already holding. Nothing is ticking yet.
Release the trigger while swinging Throws it. The grenade leaves your hand with the speed of your swing and the fuse starts — about 1.5 seconds, or sooner if it hits something hard.
Release the trigger while still Cancels. The grenade stays in your hand and goes inert until you press the trigger again.
Drop it instead Drops an inert grenade, even if it was primed. A dropped grenade never goes off at your feet.

Only a committed throw ever starts the fuse. Dropping it, being eliminated mid-wind-up, or a slow release all let go of a dead grenade — which is why nobody has to be taught how to abort. A flat throw also gets a small upward nudge so a natural forward swing arcs instead of hitting the floor a metre away.

EVERY HEADSET

Turning

There is no snap turn or stick turning by design. Players turn their body — it is the difference between a fun first session and a queasy one.

EVERY HEADSET

Reloading

None. Ammo is infinite and the trigger always works, so there is no failure state a member of staff has to come and explain.

EVERY HEADSET

Menus

Point at the floating panel with your controller and pull the trigger. Same trigger as firing, so there is only ever one button to teach.

Section IV · Correspondence

Want it in your arcade?

Tell us how many headsets you run and what they are, and we will tell you straight whether Blast is a good fit.

info@respawnbureau.com