As a First-Person perspective game, Cerebros lends itself to virtual reality [VR] easily. I was undecided on whether or not to expend resources, time and money, developing Cerebros as both a conventional and also a VR experience. I thought the visuals and mechanics, especially the bullet-hell traits, would add a lot of value to a VR experience and generate value for the game as a whole. Thanks to the kind support of Oculus in donating a Oculus Rift and Touch Controllers, I've decided to port it to the Oculus Rift and looking forward to all the challenges that will respresent. Thanks again Oculus!