Comfort Is Design. So Is Play Time.
Div Zero is shorter than most puzzle games. That is not a limitation. It is a decision made deliberately because of the hardware it runs on. Vision Pro is worn. Fatigue is real. Every minute of unnecessary length is a minute of physical cost, and padding a spatial experience to match PC game expectations would have been the wrong call.
"The session length is not a constraint we worked around. It is part of the design itself."
Discovery loops were shortened. Unnecessary friction was removed. Puzzle structures were re-evaluated not just for elegance but for physical cost. The result is a tightly paced experience that respects both the player's time and the reality of what they are wearing.