Website+Hero.jpg

Circle1 is dedicated to being the ultimate Disc Golf simulator for VR. We’ve combined realistic flight-models based on actual disc physics with a virtual experience built from the ground up to focus on immersion and performance on mobile and desktop VR platforms. Circle1 is currently in pre-release and we are working with our community of testers to ensure the quality of our virtual disc golf experience is exceptional.

We’ve spent over a year polishing our custom air-play physics model that closely-represents the complex physical forces that a disc experiences when flying through the air. This model is based on wind-tunnel tests on a variety of real disc golf discs and has been refined with feedback from our community of disc golfers and physicists to ensure our flight simulation reflects reality. 

We hope that you enjoy playing Circle1 as much as we enjoy building it. If you run into any issues or have ideas, we are eager to hear from you.

Quick Info

  • Release Date: When it is “done” - although - we’re not sure if we’ll ever consider it done :)

  • Platforms: Initial release on the Oculus platform with more to follow. Game has been designed from ground up to be platform-agnostic.

  • Development updates: You can follow development progress on our Dev Blog, Twitter, or signing up for our email list below.

  • Early Access: You can sign up as a tester for early access.

Features

  • Realistic Physics Model: We’ve dedicate a year to working with our community of Disc Golfers and consulting with Physicists to build an exceptional flying disc simulation. In Circle1, every disc is modeled to have its own personality and flight characteristics, based on real-world physics and wind-tunnel tests. Building the most realistic Disc Golf experience ever created isn’t just a goal of ours - it’s an obsession.

  • Throw Line: Use the Throw Line to set your desired release point and angle, and the Throw Line will help correct slight inaccuracies induced by a VR tracking to simulate your desired release. Circle1 rewards good form and accurate releases without penalizing the player with the limitations of VR.

  • High-performance: Circle1 has been built from the ground-up with a focus on performance. Every part of the game - from the physics simulation to the lighting - has been designed for modern VR headsets. The Oculus Quest 2 version of Circle1 currently runs comfortably at 90 FPS.

  • Platform Agnostic: This game is being built with all modern headsets in consideration. Although the our current release is targeting the Oculus platform - this is in no way a limitation of the technology or implementation that prevents Circle1 from being played on other VR headset. It is our goal to bring Circle1 to all popular VR platforms.

  • Procedural Disc Textures: Every disc in Circle1 has its own personality. Each disc’s skin is procedurally generated using similar techniques used in real-world disc dying.

  • Target Physics and Sound FX: We’re taking special care to model and simulate the reaction of a disc and a disc golf target. This not only includes modeling the physical effect of a collision on different areas of a target, but also manually recording hundreds of audio samples to simulate the sound of disc impact.

  • Custom Music: Circle1 has partnered with artists to produce custom music for the game menus and practice areas.

 FAQs

  • Will this support platforms other than Oculus?

    • Yes! We have every intention of extending Circle1 outside of the Oculus ecosystem. The first release will support Oculus Rift and Quest, but we will be exploring support for other devices as soon as possible.

  • What about real-time multiplayer?

    • We think that playing with your friends is one of the best parts of Disc Golf. Due to complexity, the initial release will allow you to challenge friends with an online scoreboard and course stats. We have every intention to work on real-time multiplayer support as soon as the initial release is complete.

  • Is this a fully accurate Disc Golf simulator?

    • No, this won’t be able to simulate your real-life Disc Golf experience 100%. Things like release point & the weight of a disc in your hands are not going to transfer well into a VR experience. Additionally, throwing at full driving speed makes it difficult for the controller to be tracked accurately for disc angle and position on release. We also believe that throwing full-speed inside a house can quickly become a dangerous habit. Instead, we’re focusing our time (and device performance) on accurate disc simulation, and then providing multipliers for throw velocity. Our goal is for a good form at half-speed to be rewarded, so that avid disc golfers can still enjoy a simulation-like experience in a safe, VR-capable, way.

  • I have ideas! Who can I tell?