Fri, May 29, 2026 • early-access, polish, platform, ui, community

Early Access Prep — Platform, UI, and Balance Pass

USC Games Expo gave us a clear picture of what players respond to in Fly Exterminator. Since then, our focus has shifted to shipping a build we are confident putting in players’ hands for Early Access on Meta Store (now targeting July 2026).

Here is what we are actively working on:

Movable UI

We are continuing to improve repositionable in-headset UI so menus, prompts, and score elements stay readable in different room layouts. Expo taught us that players set up in wildly different spaces—making UI placement flexible is one of the fastest ways to reduce friction before a run starts.

OpenXR migration

We are moving from Oculus-specific APIs to OpenXR. That is a meaningful engineering pass, but it positions the project on a more standard mixed-reality stack and simplifies how we reason about input, sessions, and platform features going forward.

Broader headset support

Early Access should not be Quest 3–only. We are adding support for additional Meta Quest headsets so more players can wishlist, install, and play without being locked to a single device generation.

Quality-of-life improvements

Across the build we are landing small QOL fixes that add up in daily play: faster restart flows, clearer feedback when a swat connects, smoother transitions between menu and gameplay, and general usability tweaks from our own play sessions and internal tests.

Scoring and balance

Competitive score chasing is core to the game, so we are playtesting extensively to tune scoring balance—how points scale over a run, how difficulty ramps, and what “a good score” feels like for new players versus returning players. The expo high-score energy was a great signal; now we are making sure the numbers match the fun.

Meta accounts and leaderboards

We are hooking up Meta accounts to the leaderboard so scores can persist and compare properly on platform. This was deferred during earlier milestones while we focused on core MR gameplay, and it is now a priority for Early Access credibility.

And more

The list does not stop there—we are also fixing edge cases found in room scanning, tightening audio readability for fly localization, and continuing stability work so the build holds up across longer sessions and repeated installs.

Official website and Discord

We also shipped the official Boundary Interactive website for the studio and Fly Exterminator—game details, devlog, press kit, and contact info in one place.

Alongside that, we set up the Fly Exterminator Discord so players, friends, and press have a direct line to us while we head toward Early Access. If you want updates, playtest chatter, and launch news as we get closer, come hang out with us on Discord—we would love to see you there.

Follow along

We will share more as Early Access gets closer.

Fly Exterminator in-game UI used during Early Access polish.

In-game UI pass—readability, mode setup, and score feedback as we head toward Early Access.

Fly Exterminator game pageAll devlog postsPress kit