One of the key elements of making this a lot scarier than the board game is making the players have to explore the dark Victorian Library of the Mad Professor. We want to make the rooms have lots to investigate and at the same time need to be light in a way that will require some personal light system. This needs to be something that has to be carried so that at some stage the player may have to put it down to open something with both hands or interact with multiple objects at the same time. There will be a dilemma of choice, leaving the player vulnerable to attack.
Lighting in VR is quite tricky because we are lighting on a mobile game platform that is stereoscopic. So we must be careful about how many real-time lights there and also what shiny surfaces that light can bounce off.
We are working hard to make sure that frame rate performance is as high as we can get it during game play. We have a lot of work to do with multiple players in the same room. The more active lights there are the more processing of real time lighting we must deal with.
At least with the Meta Quest 2 and 3 headsets there is some consistency with hardware. There may be an issue if third part headset manufacturers make less powerful equipment, but we are a long way from worrying about that!