One of my all-time favorite platformers on ANY gaming system is Physmo’s Mos Speedrun ($0.99). Launched in 2011, its focus on speedrunning levels and masterful touch controls had me playing each of its levels dozens if not hundreds of times over and over, hoping to find new routes and techniques that would let me shave just that little bit of time off my final score. I was obsessed, and I loved it. So it should be no surprise that when Physmo began teasing Mos Speedrun 2 with screen shots in June of last year, I was pretty excited. Things were relatively quiet for a while after that, until this past January when we got a proper look at Mos Speedrun 2 with an excellent gameplay trailer. Well, things have been a bit quiet again since then, but now we’ve got ourselves another new look at Mos Speedrun 2 thanks to this new trailer.
As you can see, Mos Speedrun 2 is definitely a more complex affair than the first game. There are tons of new hazards like moving platforms and jelly you can swim through, and Mos has herself some new abilities too like wall jumping and swinging on ropes. It sounds really awesome, and there are lots of additional new details about the game listed in a new developer blog Physmo has going, so be sure to check that out. It sounds like they have a lot of interesting ideas for this sequel. Mos Speedrun 2 should be wrapped up in the next few months so we’ll be keeping tabs on it for sure.

Thinking of getting one but I cannot find any decent headsets suited with a strap
Makes sure the one you get supports Cardboard V2; may take a while for more options to appear.
For one thing, V2 no longer uses a magnet (which interferes with the magnetometer); they now use a physical conducting foam button instead.
Just get an inch-wide elastic band and knife a small slit on either side of the headset, pull the band through and you've got a basic headband. To support the weight of the phone, add an additional band running through the top/front flap and safety pin it to the center of the rear band. At least, that's what I did and it works great.
You can find great VR Headsets already out in the market. Just check that your phone fits to it. The Zeiss VR1 is quite nice for me.
I just got my TEEFAN headset from Amazon, a couple weeks ago. ($22.00)
The bad news? The edges and nose area that press on my face got pretty painful. I easily cured that by lining the contact edges with some cheap foam tape.
The awesome news? Now, with my Nexus 5 smartphone, I'm running around like a wild monkey in a virtual world. It's a great headset, once you slap that foam on there. I highly recommend.
They are still giving these out through the mail our whole family got some last couple weeks.
Cool! Most of the VR apps on the App Store seem to lack the QR-code-reader necessary to calibrate the game for each model of headset. (Google has an online tool for generating these codes, if you design your own headset--like my Lego-built model.) Without that, the world can be super-distorted, like a fisheye lens.
I think most of those predate Cardboard V2 (and thus predate official iOS support.) InMind VR is the best iOS VR game I have seen, and it's nothing like the full game VR Adventure looks to be! (It does support Cardboard V2) Plus, VR Adventure is new, making me hopeful.
Does this use the camera to read QR codes and adapt to different HMDs? (At $1.99 I'll find out for myself later today.)
P.S. Amazon has a lot of real plastic headsets (although reviews make me fear that many use a small FOV). I want to buy one, but for now... Legos it is. I have a forum thread showing my Lego gear and a couple of iOS VR games/demos I've built.
We tested the game with all kind of VR Headset already including the new Zeiss it also work without ANY magnetic controller. As we knew about the issue!
Awesome! So it does use the camera to read QR codes?
not yet BUT we are working on it for the next update should be online very soon.
did you already tried out? How do you like it? what about the 360 mode for all without a VR headset?
I have not tried it yet--just haven't made time. But my HMD seems to work great WITH the barcode scanning, and badly/distorted without it. (Insidious 3, the Dino VR thing, etc. are all "fisheyed" for me; while Google's own demos, and InMind VR, and my mini-game made with Googles tools are fine--and they all scan the barcode, or at least follow the previously-scanned barcode.)
So I'm guessing my headset is just a little farther from the "average" or "default" HMD, and probably would have issues with your game too. It's good to hear most HMDs are not affected, and I'll replace this one some time! Meanwhile, I look forward to that next update. Your game looks great, and I'm SO glad to see "real" games out so soon!
Tried Hidden Temple on iPhone 6 using a Destek headset - and liked it! Good use of the held look to interact controls, and probably the best iOS VR game experience I've had so far. For fellow early adopters / VR inquisitive types definitely worth the $2 asking price.
Holy crap, not "super sold"?! I got one with an elastic strap (and an nfc-integrated chunk of cardboard with kicka*s magnetic trigger) for 17 bux, I have half a dozen free apps, and everyone who has tried it thinks it's awesome. Go enjoy your $200 virtual boy, spoiled hipster fruitcake.