Author: markseem

Devlog #4: Why Our Kickstarter Video Was So Shaky (But the Game Isn’t)

February 08, 2026 If you watched our gameplay footage and noticed the camera jumping around, you weren’t wrong Some Android phones, especially low-cost models, don’t have any stabilization, neither optical nor digital. When we recorded screen captures using AR, even tiny hand movements made the scene shake like crazy The good news? It doesn’t affect…
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Server and user account system in the works

January 25, 2026 We’re moving from a simple on-device prototype to a true multiplayer-ready system.Here’s what we’re building right now: Stay tuned – Reality Rift is going live.

Devlog #3: The Hidden Impact of Android OS Updates

January 11, 2026 In early development, we assumed that once libraries like ARCore or Unity plugins worked – they’d just keep working. Spoiler: they don’t. Every major Android system update risks breaking or disabling parts of the stack. We’ve had features stop working overnight because of changes in how permissions, sensors, or camera systems are…
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Trying to place coins in a line — and GPS limitations

December 28, 2025 We wanted to create a line of coins, placed between two coordinates. But GPS has issues: it doesn’t handle small, slow movements well. Walking casually on foot? The location data gets fuzzy. So we turned to plane detection — letting ARCore recognize flat surfaces like sidewalks, roads, or grass. AR planes gave…
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Devlog #2: AR Doesn’t Work on Every Phone

December 13, 2025 When we say “AR game,” people imagine that any smartphone can handle it. But here’s the truth: many budget Android phones don’t support ARCore, Google’s AR library. Without it, the phone can’t recognize the floor, detect surfaces, or anchor objects in space. We’ve seen this on devices under $150 and on older…
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Adding GPS brought real-world math challenges

November 28, 2025 Later, we integrated a geolocation library so we could place game objects on real-world map points. That’s when the fun (and math) really started. When the AR scene launches, Unity creates a local coordinate system – and it’s not aligned with the real world. For example, the in-game X-axis might point south…
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Devlog #1: Why We Stopped Using the Compass

November 15, 2025 In the early stages of development, we experimented with using the phone’s digital compass to align the game’s internal coordinate system with the real world. The idea was that when the game starts, the X-axis in Unity would point to true north, allowing all virtual objects to be properly aligned with real-world…
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The first version of the game worked without GPS

November 01, 2025 In the very first Reality Rift prototype, we made a bold decision: no GPS at all. The original idea was simple — you launch the game, and through your camera, a rift between worlds appears. A character steps through and starts following you, using only AR tracking. We skipped the GPS library…
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Meet Alonso de la Mancha — the first character now live in the Reality Rift app!

October 19, 2025 Visual Progress – From Sketch to 3D Our art team has completed the full-color illustration of Alonso, including the T-pose required for future animation. This is a major milestone that allows us to capture his personality, expressions, and movements in detail. Based on these materials, we’ve already started work on his 3D…
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Coin-to-Sword Prototype Is Live – AR Progress You Can Hold

October 04, 2025 In Reality Rift, movement is magic, and now it pays off. Our team has completed the first interactive AR loop. Players can now collect floating coins in the real world using their smartphone camera and exchange them for an in-game sword. This feature is live in our Android tech demo and represents…
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