Homeworld: Unbound 0.10 — the full campaign without a PC
The only folder the game could read was the one you could not reach
Playing the full campaign meant plugging the headset into a computer and
pushing three files across with adb or SideQuest. That was never a
preference. The game read its data out of the app’s private folder under
Android/data, and Android 11 closed that folder to every file manager on
the device — including the one on the headset.
So the requirement was never really “copy some files”. It was “own a second machine, put it in developer mode, and drive the headset from it”, to move a file from one place on the headset to another place on the same headset. The files were usually already there. Nothing on the device could reach the destination.
It reads them where they are
Put your copy of Homeworld’s data in Downloads — loose, or in a folder of its own — and give the app All files access. It searches Downloads, Documents and the top of your storage, plus one folder deeper in each.
The part that matters is that it reads them where they sit. Nothing is copied,
so a second 600 MB never appears on the headset. Nothing is renamed, so the
files stay as you had them, and capitalisation stopped mattering —
homeworld.big and Homeworld.big both work now, which was not true before.
The permission is asked for once, on the first launch with no game data. The demo needs none of it and still runs the moment it is installed. Saves and settings stay in the app’s own folder, so this does not scatter the game’s files in with yours, bar a 135 KB loading image.
If you already have it working, there is nothing to do — data in the private folder is still found first.
The barrier was named from outside the project: TofuLordSeitan666 on r/OculusQuest pointed out that this, specifically, was what stood between the port and playing standalone, and described how other ports handle it.
Ships still move in steps in multiplayer
A known one, and not new in this build. Single player advances the simulation on its own timer. Multiplayer does not — it only steps when a sync packet arrives, and those come eight times a second, while the headset is drawing seventy-two frames in the same second. Ships therefore move in eight bursts a second rather than gliding.
It is understood and being worked on. The rest of the multiplayer picture is unchanged from 0.8: the host forwards TCP 10500 and UDP 10600 and nobody else configures anything, two players across the internet is tested, and more than two is unblocked rather than tried.