Swing Through a Massive World in ‘Yupitergrad 2: The Lost Station,’ Out Today on Meta Quest 2 + Pro

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The original Yupitergrad was a quirky cosmic platformer that tested your reflexes as you explored a space station using a pair of sticky grappling hooks. But developer Gamedust always had more ambitious plans in mind, which is why Yupitergrad 2: The Lost Station is a much bigger game than the first. It retains the series’ thrilling movement system while also introducing new mechanics and a massive new vessel that’s filled with all sorts of mysteries to solve.

The standalone sequel is now available on Meta Quest 2 + Pro for $24.99 USD.

In Yupitergrad 2, you play as a cosmonaut who can use their momentum to swing quickly through rooms, hallways, and other obstacles. Your plunger-like equipment will also come in handy for solving various puzzles as you work your way through the abandoned space station. Due to the base’s sheer size, you can explore it at your own pace. It has multiple interconnected biomes, unlockable areas, and other secrets that only the most intrepid explorers will find.

But the station isn’t as peaceful as you’d think: An army of aggressively hostile robots will not hesitate to attack if they see you. Luckily, Yupitergrad 2 introduces a combat system that lets you attach different types of weapons to your grappling hooks. You’ll have to combine both your movement and shooting skills to survive these deadly encounters.

To celebrate the launch, we sat down with several people from Gamedust—COO and Head of Production Jakub Matuszczak, Lead Game Designer Dominik Strugała, and Art Director Łukasz Bazela—about all the new content they’ve added to Yupitergrad 2 and why it’s the biggest game they’ve ever made.

When did you decide to make a sequel to Yupitergrad? Was that always part of your plans?

Jakub Matuszczak: After the successful release of Yupitergrad, we embarked on an exploration phase to generate fresh ideas for our VR games. During the internal brainstorming sessions, we did a small game jam that had a range of captivating concepts, including ideas for entirely new games. One idea stood out in particular: integrating gunplay to the spatial movement from Yupitergrad. Later, we realized that multiple inventive ideas fit into the Metroidvania genre—a type of game that’s almost nonexistent on VR platforms. We saw this as a novel concept that had yet to be explored fully in the VR space.

As we dove into the development process, we realized the need to enhance the sense of exploration in Yupitergrad 2. The linear structure of the first game's campaign left us wanting to provide players with a more immersive and non-linear experience. Inspired by the Metroidvania genre, including timeless classics like Super Metroid and Metroid Prime, we decided to incorporate these elements into the sequel. This decision brought a new dimension to the game, creating a world where players could navigate and uncover at their own pace.

While we integrated gunplay mechanics into Yupitergrad 2, it’s essential to note that combat is not the sole focus of the game. Rather, it serves as an engaging element that complements the core experience of exploration. Our aim was to strike a balance between the two, allowing players to engage in dynamic combat encounters while keeping the exploration aspect at the forefront.

Throughout the development of the first Yupitergrad, we faced challenges and had to make difficult decisions due to time constraints and the limitations of our team. We understood that not all of our initial ideas could be fully realized in the game. However, fueled by the positive feedback and unwavering support from our dedicated fanbase, we were committed to deliver a sequel that would provide a more cohesive and enriching experience.

We’re excited to present a refined sequel that seamlessly combines the exhilarating movement mechanics of Yupitergrad with the introduction of Metroidvania-inspired elements in the VR realm. The integration of these novel concepts opens up new possibilities for exploration and discovery, immersing players in a world that’s both familiar and uncharted. Dynamic combat has been carefully woven into the gameplay, ensuring it harmonizes with the core experience without overshadowing the exploration aspect. We’re grateful for the passion and support of our players, as they’ve been an invaluable part of shaping this unique and immersive experience.

What kind of lessons did you learn from the first game, and how did that influence the development of Yupitergrad 2?

Dominik Strugała: One of the key lessons we learned from the first game was the importance of balancing linear level design with the desire for a more immersive and exploratory experience. In Yupitergrad, we had a predominantly linear level design where players progressed through pre-designed paths. However, we noticed that there were little to no possibilities for exploration. That’s why we incorporated semi-open world elements into Yupitergrad 2. We maintained the core linear progression while also introducing larger, interconnected environments that players can navigate more freely. This allows players to discover hidden areas and secrets while maintaining the game’s overall structure. By striking a balance between linear and exploratory gameplay, we aimed to provide a more engaging and satisfying experience for players.

Furthermore, we took into account the difficulty level of the first game. While some players appreciated the challenge, we also received feedback that the game was too difficult to conquer for a significant portion of our audience. To make Yupitergrad 2 more accessible and enjoyable for a wider range of players, we decided to introduce a health system. By providing health to the players, we aimed to strike a better balance between difficulty and accessibility. Players will now have a chance to recover from mistakes and progress further without feeling overwhelmed. However, we made sure that the game still retains its challenging aspects to keep the thrill and sense of achievement intact.

Why did you want to add in weapons and combat this time around?

DS: It was yet another lesson we learned from the first game. There was a desire for more varied gameplay mechanics. In Yupitergrad, the focus was on traversal and puzzle-solving using the grappling hooks. Yet something was lacking. So after thorough consideration we introduced a combat mechanic in Yupitergrad 2. Players now have the ability to engage enemies and utilize a range of equipment throughout the game. This not only adds a new layer of gameplay depth but also provides a more dynamic and action-packed experience for players.

How did you approach the design of the new space station?

DS: In the beginning, we focused on creating distinct biomes within the space station. We wanted each area to have its own unique atmosphere, visuals, and gameplay elements. By establishing these biomes we aimed to provide players with a diverse and immersive environment to explore.

In addition to designing individual biomes, we also paid close attention to creating logical connections between them. We wanted the space station to feel like a cohesive and believable location, so we ensured that each biome had logical pathways and connections to neighboring areas. This provides players with a coherent and interconnected world to navigate.

During the design process, we encountered a challenge with navigating such a vast space station. To address this, we introduced Points of Interest (POIs) as nodes throughout the map. These POIs served as key locations within the station where corridors converged. By strategically placing these nodes, we created clear and easily recognizable landmarks that players could use as reference points when navigating the space station. This helped to alleviate confusion and improve the overall flow of exploration.

We developed the layout of the entire map using these elements. This involved carefully plotting the placement of each biome, determining the routes between them, and ensuring a smooth and intuitive progression through the space station. We wanted players to have a sense of exploration and discovery as they moved through the various areas.

As we progressed, we systematically filled the map with new levels to connect these dots. Each level was designed with a specific purpose, such as advancing the story, introducing new gameplay mechanics, or providing unique challenges. By connecting these levels to the overall layout, we established a cohesive and engaging experience for players as they journeyed through the space station.

Finally, we recognized the potential frustration of traversing such a large place, especially after acquiring all the necessary equipment. To mitigate this, we incorporated a few shortcuts throughout the map. These shortcuts allow players to bypass certain areas and quickly access previously visited locations. By doing so, we aimed to reduce frustration and provide a better experience for players who have obtained all the required equipment.

Like the first game, Yupitergrad 2 has a unique and colorful art style. What were some of the inspirations behind it?

Łukasz Bazela: The visual style of Yupitergrad 2 strongly refers to the first part—it’s a natural extension of it. The game is still based on a cell-shading style with a strong black outline, but it’s a fresh, more intense version of it. When developing the visual direction, we set two main goals: to create a unique world (we call it “plungerpunk”) influenced by retrofuturism, and to build on the color-coding surfaces from the first game—making it easier for the player to navigate our adaptation of the Metroidvania genre. We kept these two main guidelines in mind throughout the development process, and each asset produced was assessed accordingly.

While working on the visual side of the game, we observed how people from a few decades ago imagined how the future would look like. Movie inspirations were The Road to the Stars (1957) and Cosmic Voyage (1936)—well-illustrated ideas of retrofuturism, or in other words, building imitations of advanced technology using unadvanced tools in an analog, mechanical way. The scenography from the aforementioned films turned out to be a mine of ideas, an unlimited field for exploration. One idea led to associations with several more. Stanisław Lem’s literature also proved to be excellent inspiration during the creative process. The descriptions of technology contained in his books stimulated the imagination, and like the films above, perfectly illustrated the envisioning of modern technologies long before their creation.

Every space or game element we developed was considered in the context of the main mechanics, such as movement. The question always was, “Could someone with grappling hooks instead of hands move freely, or operate a given tool or interaction here?” That whole concept has been enriched with a hint of Slavic improvisation—some elements of the station are incomplete, like having missing screws or protruding panels. Other things within the station are held together with tape or tied with string. This isn’t accidental or careless: It’s a well thought-out intention. This idea perfectly contrasts with super modern stations or technologies that we see in contemporary pop culture. This makes our game unique, and both surprising and entertaining the player while introducing an intriguing and extraordinary visual narrative.

The second extremely important pillar is the previously mentioned color coding. In close cooperation with the design and UX department, we make sure that the player receives clear instructions on how to properly navigate the space station. In addition to the well-known blue color for adhesive surfaces, we focused on other important hues that correlate with the available equipment. Each color has its own unique message that helps the player understand how to use it correctly. This is, of course, a solution known from this genre of games, but we have translated it in a fresh way to the world of VR.

The combination of the two elements mentioned above allowed us to create a captivating world. Things taped together, tied with strings, a huge space station where you move around using “space suckers”—doesn't that sound like a lot of fun?

What’s your favorite part of the game and why?

JM: There are many reasons why I'm a big fan of Yupitergrad 2. One of them is something which was already present in Yupitergrad—the flexible and precise movement system really stood out to me, even when compared to similar games in VR. With Yupitergrad 2, we've built upon that foundation and added several creative elements that enhance the overall experience, including the non-linear exploration through a vast space station.

One of my personal favorite moments in Yupitergrad 2 is the late-game phase, where the entire map is almost fully opened. It’s incredibly exciting to think about and choose the best route to reach my objective. I find myself turning on the map and carefully analyzing the options: Should I take the challenging platforming shortcut, navigate through thrilling arenas while fighting enemies, or opt for the jetpack and take the longest but easiest path through the ventilation shafts?

The reason this decision-making process is so enjoyable is that the movement mechanics are far from tedious. They’re incredibly smooth and responsive, which adds to the fun and fluidity of the game. The team has really done a fantastic job in ensuring that the movement system complements the gameplay and makes each decision feel exhilarating.

DS: I was always a fan of Metroidvania titles, so my favorite part of the game is the possibility of exploration and finding available routes. Especially when it’s connected to the key-lock system, where the game itself is guiding the player through the game. Acquiring new equipment and looking for new spaces available for exploration is the most rewarding part of the whole experience.

LB: The most interesting element of the game that I really like is exploring new spaces and their content. The structure of the game, and thus the entire station, is divided into larger and smaller rooms, with corridor connections between them. These rooms, apart from gameplay aspects, also serve as reference points for navigating the environment. Thanks to this, the content, complexity, and level of creation are at a very high standard—rich visuals and environments that’ll surprise you (like Big Sundew, one of the POIs) and make you smile, which will encourage you to explore all the nooks and crannies within the space station.

How do you plan on updating Yupitergrad 2 in the future?

DS: Our plans for updating Yupitergrad 2 revolve around two key aspects: providing quality of life updates for our players and developing a new game mode that enhances one of our core mechanics.

Firstly, we recognize the importance of improving the overall player experience through quality of life updates. These updates will focus on addressing any existing issues and enhancing accessibility to make the game more intuitive and enjoyable. We want to ensure that players have a smooth and immersive experience while playing Yupitergrad 2.

We’re also committed to introducing a new game mode that further strengthens the core mechanics. While I can’t provide specific details at this moment, we’re exploring options that’ll elevate either the movement aspect, akin to the Time Trials or Gymnasion in the previous game, or the combat aspect. Our aim is to create a game mode that enriches the overall experience.

Anything else you’d like to share with our readers?

JM: I’d like to invite you all to play Yupitergrad 2: The Lost Station. Our team has invested a huge amount of effort and passion into crafting a new experience that builds upon the foundation of the first game while introducing fresh twists and surprises. We wanted to expand on the core ideas of the original game and offer players a truly immersive and thrilling adventure.

In Yupitergrad 2, we've added a plethora of exciting new features, with a strong emphasis on exploration and combat. Prepare to swing into an uncharted space station and engage in thrilling battles that’ll test your skills—all with a great soundtrack by Piotr Surmacz, and with your AI companion AIsha commenting on the situation in her humorous, one-of-a-kind way. We've made it our mission to elevate the overall quality of the experience, ensuring that every moment in the game is filled with excitement and wonder.

I'm proud to say that Yupitergrad 2 is the biggest game we've developed at Gamedust so far. As fellow VR players, we share the same passion and desire to create games that we ourselves would love to play. We’ve poured our hearts into this project, and we sincerely hope that you’ll enjoy it as much as we do. Our ultimate goal is to share our love for VR and contribute to the VR community by delivering top-notch experiences.

So join us on this incredible journey as we explore the boundless possibilities of VR and most importantly, have fun!

Uncover the mysteries of Yupitergrad 2: The Lost Station today on Meta Quest 2 + Pro. And for a limited time, you can save some cash and grab both Yupitergrad and Yupitergrad 2 for just $29.99 USD in the Yupitergrad Pack!*

*This offer is valid on purchases at Oculus.com from July 13 10:00 AM to July 27 10:00 AM PT. Cannot be combined with other offers or discounts. Discount automatically applied at checkout. Not valid on prior purchases. Not valid for cash or cash equivalent. Meta Technologies, LLC reserves the right to cancel or modify this offer at any time without notice.