As VR games greatly expanded the players' field of view, the players still could clearly see the distance between them and the monsters in first person view.
Various abilities are used through thought instead of using keyboard and mouse, dramatically reducing the chance of misplays.
At the same time of improving the immersion, Yan Zhenyuan also made changes to some aspects of the game that didn't suit VR games quite well.
Tone down on the dark atmosphere, avoid making monsters that are too disgusting to avoid player discomfort.
The levels are designed to avoid the players being stabbed in their back so they don't have to constantly look around and get tired quicker.
Suitably reduce the move speed of the monsters to reduce the difficulty of 'kiting'.
Basically, the early stages of Thousand Hells allow the players to feel the satisfaction of hack and slash games so they don't have to panic by adjusting the difficulty of the levels.