Rose City Games announced that its grungy VR puzzle game Lovesick will launch this March on Quest.
Set in 1999, Lovesick puts you in the shoes of a burnt-out bassist, Sam, who finds themselves trapped in an alternate reality after an earth-shattering event called ‘The Feedback’ occurs during a practice. With their bandmates trapped in a strange stasis and scattered across memory-filled diorama levels, your job is to investigate each Y2K environment and find a way to save them, as well as escape. Here's the new gameplay trailer.
Alongside the launch date announcement, the new gameplay trailer showed off some of Lovesick’s puzzles and minigames. This includes a Guitar Hero-like rhythm game and a racing arcade game, among others.
The trailer also showcased more of the game's narrative, which centers around the tumultuous emotional journey the longtime friends and musicians are on. As a group called The New Agenda, a long tour and lack of cashflow has left them splintered and distant from one another.
Lovesick will be available for the Meta Quest 3/3S, Quest 2, and Quest Pro on March 6.
Assetto Corsa EVO has officially launched on Steam Early Access, though many users are reporting it's currently “unplayable” in VR.
Shortly after yesterday's early access launch of Assetto Corsa EVO, which includes optional PC VR support, reports soon emerged about performance issues in VR. Across social media, numerous players advisedoptimizationissues are causing poor performance, even after tweaking various settings. EVO currently sits at a “mixed” score on Steam with over 3,500 user reviews.
“7600X + 7900 XT getting 50 fps running on a Quest 3 with Link and OpenXR, and that's with a single car on track in practice, on the minimum graphics settings,” states one Steam reviewer.
UploadVR's video producer, Don Hopper, also encountered similar performance problems during our own testing despite using a high-end PC. We've contacted publisher 505 Games for an official statement regarding these issues, and we'll update this article if we learn more.
For now, a potential workaround has been suggested on the official Discord server. “Launch the game, change the quality preset to Very Low, hit apply and then close the game, restart the game, then increase the graphics quality again,” stated Ben McConnell, a community manager at 505 Games for the Assetto Corsa series.
If that doesn't work, Assetto Corsa EVO's 2nd major update on the early access roadmap promises “step 2” for VR support. However, what this specifically entails is currently unknown.
While Assetto Corsa EVO's initial launch includes 20 cars and five circuits, developer Kunos Simulazioni is targeting 100 cars and 15 circuits at full release. The first content drop listed in the above roadmap includes two new cars, new special events and the Fuji Speedway. A specific release date for this first drop remains unknown, but the roadmap states it's “coming soon.”
Assetto Corsa EVO is available now for $32 on Steam Early Access with a 20% launch discount. A Steam FAQ confirms the full release should be “ready within less than one year from the start of Early Access.”
Rogue Piñatas: VRmageddon gears up for smashing hordes in a family-friendly VR co-op roguelite next month on Quest.
Developed by Nerd Ninjas, Rogue Piñatas: VRmageddon is a colorful action game where sentient piñatas have become tired of being attacked by humans and are fighting back. Supporting up to four players with six themed levels ranging from suburban neighborhoods to deserts, each area tasks you with different challenges and objectives while you survive the piñata hordes.
Previously scheduled for Q1 2025, Rogue Piñatas: VRmageddon is now arriving on Quest on February 6, though it's worth noting the Steam version has been slightly delayed. The PC VR edition will now follow “later in spring,” and Nerd Ninjas previously confirmed support for cross-platform multiplayer.
We enjoyed our time with Rogue Piñatas: VRmageddon during our recent preview on Quest 3. Though we criticized the flatscreen-derivative design, we praised the “entertainingly silly” humor that younger audiences will likely enjoy.
Ultimately, I need more time with Rogue Piñatas: VRmageddon but smashing through piñatas in co-op is entertainingly silly. I certainly want more VR interactivity, what's here is often flatscreen-derivative, but it's a humorous, family-friendly twist on the tired idea of killing zombie hordes. So far, I think younger audiences will have fun.
Rogue Piñatas: VRmageddon reaches the Meta Quest platform on February 6, followed by a Steam release in spring. You can read our preview from last month below to learn more.
No More Rainbows, a VR platformer where you can only move using your hands, is now available on PlayStation VR2.
Initially launched in 2023 across Quest, Steam and later Pico, No More Rainbows sees you playing as 'The Beast' to restore your home across a single-player campaign. Following several post-launch content updates like a Deathmatch Mode for multiplayer, Molten Shores, and an Anniversary Update, it's now reached a new destination on PS VR2.
It's unclear if No More Rainbows features any visual or performance upgrades on PlayStation VR2 compared to other platforms, and PS5 Pro enhancements aren't mentioned on the store page. We've contacted Squido Store for further details, and we'll update this story if we learn more.
We've been waiting for further news on the PS VR2 port since it was initially confirmed last year. Previously targeting a Q2 2024 release window, Squido Studio announced its plans alongside the reveal of its free-to-play VR/MR sandbox, DigiGods, which was originally called Anarchitects at that time.
We recommended No More Rainbows in our 2023 review, praising its movement system and campaign.
No More Rainbows takes the classic platformer and brings it crashing into VR in a way that is both innovative and familiar. The excellent mechanics truly capitalize on the physicality of VR, matched with a solid campaign and a creative (and exhausting) multiplayer mode.
When I first played Sealost Interactive’s The Thrill of the Fight, it felt like the closest thing I’d come across to real boxing in the video game medium. Rather than controlling boxers with analog sticks and shoulder buttons on a console like with EA’s Fight Night, Thrill of the Fight lets me use my real footwork. I can weave, roll, jab and hook as I outbox computer opponents in VR.
The Thrill of the Fight 2, which is currently in early access, takes things even further, and allows you to fight real people online. I have plenty of questions for the developer, Ian Fitz. First, however, I’m invited to fight him in the virtual world he's created.
He’s a fan of orange, it seems – his gloves, shorts, and shoes are all in that color, with some gray stripes – while I’m in black shorts with green trim, gray gloves, and black and white shoes. From outside the ring, the head of marketing and entertainment at Halfbrick Studios (Sue Swinburne) watches us in a spectator mode. Halfbrick are essential to the game: Fitz’s work on Thrill 2 “had a rocky start” and wasn't going as well as he hoped until he started working with Halfbrick at the beginning of 2023.
We touch gloves, but neither of us throw a punch. We’re both waiting and watching, moving slightly all the while. I throw a jab to the head that misses, and then a jab to the body that seems to land. He immediately responds with a three punch combination; the first shot lands flush, the latter two I block with a high guard.
As the round goes on, he picks me apart with combination punching while I attempt to use both a cross-arm block and a traditional high one. He never throws too many shots (which would require unnecessary stamina), and he’s almost always accurate. He stuns me at one point: the screen fills with white, and I cover up with a high guard. This is where it becomes clear he isn’t going to hold back too much because rather than stepping back, he starts unloading punches while I’m vulnerable. I spin away and then start to bounce a little, unconsciously taking things up a gear. We touch gloves again. I go back to my corner, trying not to breathe too loudly.
The moment between rounds is critical, just as in a real match. You use the one-minute break to rest and think over what you’re going to do in the next round. There is another psychological element to this too, though; you can watch the opponent in their corner, and they can watch you, for the full minute. It can be unnerving. One opponent decided to make rude gestures to me, and so I usually just turn around and avoid looking at others.
Occasionally I’ll kneel to take a rest, even though this isn’t the best idea. The opponent can then see that you’re seriously tired and thus adjust their strategy. You can try bluffing to appear energetic and eager to kick off the next round, as the former boxer Tony Jeffries points out during his gameplay session, but it’s something I’m too tired to try. You have to consider how much you care about revealing tiredness to your opponent against how much you simply want to rest.
Jeffries is consulting on the game, a detail I find promising. He's a bronze medalist at the 2008 Beijing Olympics, an undefeated professional, and has experience with detailing the sport's technical side to others via coaching and instructional videos.
Rounds two and three are more interesting. I’m throwing more now, ducking and stepping to the side, feeling more comfortable, even though he’s still winning. I’m enjoying the match to the point where, at the end of the second round, I do something that would be very unwise in a real fight; I put my hands down and dodge punches, twisting side to side, snapping back and forward, in a mimicry of Pernell ‘Sweet Pea’ Whitaker, one of my favorite boxers. I should say that I try to dodge because Fitz is, as always, remarkably accurate.
While my dodging looks flashy, I can hear sounds of punches connecting in places, even if they’re not all flush. The third round is similar. Fitz is landing the better, harder punches, and I decide to try and clinch – a classic grappling maneuver in boxing to buy time – but I can’t quite pull it off, and he chuckles.
“There is one [a clinch in the game] – you have to stay on top of each other for a bit,” he says.
We’re both carrying our hands lower than chin level at times, which Swinburne picks up on. “Ian, if Tony [Jeffries] was here, he’d be talking to you about your blocking.”
“My blocking is fine! I think Tony would be proud!” Fitz says, with a tongue-in-cheek tone.
The match finishes. Fitz has won all three rounds.
Adam Booth, a boxing coach, once said that he views the style of a fighter as an insight into their personality. Fitz, judging by his VR style, is composed, technical, and efficient. Our match is more like a sparring bout than a fight: when you do fight all out in the game, it’s exhausting. My stamina, never my strong point, always crumbles after only two matches, and I need to take at least fifteen, maybe twenty minutes afterwards to rest.
I had always thought that the first Thrill of the Fight felt like a passion project created by a big fan of boxing. I was completely incorrect.
“I’d never watched a boxing match in my life,” Fitz says. “I didn’t know the first thing about it.”
When consumer VR headsets like the HTC Vive and Oculus Rift hit the market, Fitz was excited. He went as far as to quit his job to make the original game by himself with “zero budget,” and was “barely getting by paying [his] mortgage” with the money made from the game. But if he wasn’t a boxing fan…why boxing?
“You’ve got a headset, and you’ve got controllers, and they know where you’re at within a space, and the way that space works, games can get a rectangular area. So I’m like…what’s a game that cares about your head and your hands, and you move around a rectangle? That sounds a lot like boxing!”
His first attempt aimed to be like the famous Nintendo Punch-Out!!, but the feedback he received from players was that they didn’t want an arcade style boxing game, they wanted something more realistic. Fitz subsequently used a “physics-based approach” and looked up research studies about the “biomechanics of boxing” while The Thrill of the Fight 1 was in early access. (“Everything in boxing and real life comes from physics, right?” he says, smiling.) Afterwards, people would tell him they were surprised he had put a certain thing in the game, and he would honestly respond that he didn’t know about that detail they had specified either: because of the foundation in physics and realism he had implemented, things like that simply existed in the game without his intention.
He particularly likes VR games that are based in reality. “I see this all the time, where people say, why do you want a VR game that’s table tennis – you can just go play table tennis, right? But I like that kind of VR game… I don’t need an opponent in the same room as me, I can play online with people, I can play my dad who lives a couple [of] hundred miles away from me, and it feels like I’m playing table tennis.”
“I think there’s a special magic to these games that are replicating things that you can do in real life, but you might not be able to do them right now, or there might be downsides to them in real life that prevent you from wanting to do them in real life.”
He brings up a good example of this: “Why don’t you just box? Well, because I don’t want to get hit in the face!”
He says this with a laugh, but he’s also touching on something deeper here. Boxing has long been a source of controversy even for big fans due to the long-term neurological injuries that can unfortunately come with it. Playing even a small mimicry of boxing without being hit in the head is intriguing. It’s certainly not a replacement for boxing: it can’t be, when there is no physical contact or damage.
One of the biggest complaints among fans currently is relevant to this: players are irritated by ‘spammers’ who simply flail at you for entire rounds with no real regard for technique or defense. In reality, someone like this is probably going to run into a very hard punch which will either knock them out, down, or at the very least make them stop attacking. However, VR makes this scenario a lot harder to replicate. How, I wonder, is Fitz going to find a way to emulate this when there is no damage involved?
“You got stunned while we were fighting – and it’s like you can’t miss it, the screen flashes white – and we’ve seen in a few playtests, that some people just ignore it. And when that screen is white, you don’t do damage, your damage is heavily nerfed, you take extra damage. I think that when you're in it, your adrenalin is pumping and you wanna win, some people just ignore that white flash and keep going.”
“There is this physical disconnect here,” he acknowledges.
“We’re going to be looking at things like this, what behaviors are people doing in the game that’s differing from the real life scenario in an unrealistic way; can we make adjustments to get the result… to look more like real boxing and play out more like real boxing.”
He's interested in addressing the damage value of punches, enhancing the stun system, and also introducing a form of guided training. There is also, of course, a forthcoming single-player mode. I personally find Thrill of the Fight 2 fascinating, but there is room for improvement, especially in regard to how the game calculates the power behind a punch. I have trouble actually hurting opponents, which is a complaint I have seen from others too.
I don’t personally spar, even though I do go to a boxing gym to train, hitting bags and such; I’m very cautious over brain damage. Fitz asks me to consider a scenario where I go to the boxing gym and ‘spar’ using VR, without contact, and thus without damage.
“That’s the future we’re trying to get to.”
The Thrill of the Fight 2 is available now in early access on the Meta Quest platform, and the full release window remains unconfirmed.
TikTok's fate is soon to be sealed, Beat Saber reaches 10 million downloads, and cinematic AI gets scary good. We have these and other items from XR and AI worlds, through the eyes of Charlie Fink.
Arken Age delivers a satisfying sci-fi action-adventure that shines with its clever VR gameplay design. Read on for our full review.
There aren't many VR games where I'd consider haptics to be a standout feature. It's a welcome addition that complements immersion if implemented effectively, sure, but that's rarely anything exceptional on PlayStation VR2. In that regard, Arken Age surprised me during my first enemy encounter. Parrying an enemy's sword attack leaves a lingering vibration like your blade is actually recoiling, and it's that moment where I realized this is something special.
The Facts
What is it?: A VR sci-fi action-adventure where you defend this world against mechanical creatures. Platforms: PC VR, PlayStation VR2 (Reviewed on PS VR2 with a PS5 Pro) Release Date: Out now Developer: VitruviusVR Price: $39.99
Arken Age immediately shows proficiency in VR-first design. That’s evident from the very beginning of Arken Age through its pleasingly tactile menus, giving you effectively a tablet-like device that acts as your menu. Grabbing said tablet off your body would’ve been preferable over pressing a face button to summon it, even more so when you realize your weapons and batteries to power them are conveniently holstered across your body.
Granted, that's a minor complaint when the wider physicality feels particularly great. A small flick of the wrists lets you pull out pickaxes to climb surfaces, and this motion usually feels responsive. Elsewhere, recovering health involves physically injecting a syringe into an arm or eating fruit by moving fruit toward your mouth. Small but important details for building immersion.
A laborious tutorial leaves Arken Age's initial pacing feeling slightly slow, segmenting this with mandatory lessons chosen at a command desk. As the Untethered One, your goal is to free this beautiful terraformed world called the Bio-Chasm from the corrupting Hyperion, a robotic race intent on destroying your people. With the world's creator mysteriously missing, an often predictable narrative sees you discover what happened to the Grand Arborist.
Very minor spoilers ahead in the next paragraph.
Without revealing any particulars, Arken Age follows a trend we've recently seen with VR games like Epyka and Alien: Rogue Incursion. The finale doesn't outright state a sequel or other follow-up is coming, but an open-ended conclusion makes it clear that the overall story isn't over. Still, this doesn't feel like a game artificially split in half and where we conclude is a natural stopping point.
Clearing this linear campaign took me roughly 10 hours, and that's while also clearing some additional side content. Each area has a handful of green relics to destroy that open up rewards in the Sanctuary, while one area lets you summon waves of Hyperion to unlock new items. Some are more essential, like door keys for optional tombs, though others provide welcome bonuses like extra supplies or currency.
Arken Age splits this map into sections with different objectives for each. I wish the game wouldn't cut to black whenever you enter a new location, though. Some objectives require backtracking, like claiming an item you couldn't previously reach because you didn't have the security clearance. Thankfully, fast travel between set teleportation devices machines makes this a quick process. You can handily teleport to your last visited device at any moment from the save menu.
Most objectives require either finding specific objects or destroying all the Hyperion soldiers. Different enemy abilities like sniping me from afar, grabbing me with vines or straight up curling into a ball to self-destruct keep combat interesting throughout with strong enemy variety. Multiple units will often attack at once, so you need to keep your guard up.
Enemies could use some additional voice lines as the rank-and-file scroll through the same handful of phrases, boss fights excluded. However, combat is easily where Arken Age shines and one aspect I particularly like is how enemies adapt their strategies depending on your position. Seeing them put away the guns to summon a sword and shield shows reactivity that makes sense.
The Untethered One can access three well-designed main weapons with upgrade mods discoverable across the Bio-Chasm. For example, your 'light gun' can equip upgrades like a laser sight for better accuracy, while I basically turned my 'heavy gun' into a weird cross between a sniper gun and crossbow for stronger hits but higher battery consumption. My heavy gun was initially more like a shotgun where you actively feel the recoil push you back.
The energy sword remains my favorite weapon and noticeably registers the speed of your strike, letting me decapitate or dismember these robotic foes to pleasing effect. Cutting these malicious robots in half with a clean strike feels good, and a good parry rewards you with a clean opening.As does blocking bullet fire with your weapon while you sprint toward them, sword in hand.
Each weapon also offers manual reloading, though it's not like other VR shooters where you might slide ammo into a pistol. Instead, you must plug a battery pack into every weapon and then cock it back into position. Nothing too over the top, sure, but its a fitting approach for this sci-fi world. If you prefer automatic reloads, Arken Age allows this by briefly placing your gripped weapon over your shoulder.
My biggest complaint is that on PlayStation VR2, attacking enemies with the sword will sometimes cause it to get stuck in the air. Dropping the weapon doesn't help since it takes a couple of seconds to return to its holstered position. I've yet to test Arken Age on Steam, so I can't currently confirm if that's an issue on both platforms or just with the Sense controllers.
Comfort
Arken Age uses artificial stick-based locomotion with no option for teleportation locomotion. Movement can be based off your head's direction or hands, and there's four different camera options. Seated mode is supported, allowing you to verify your height and the floor offset.
You can turn off camera turning entirely, so you'd need to physically turn around. Snap and smooth turning are also available with adjustable speeds. Comfort vignettes can be selected. Pushing in the left analog stick lets you sprint, while pushing in the right analog stick does a quick dash backwards for avoiding enemy attacks. You can toggle how you grip items, too.
Three difficulty settings are available that affect the following attributes: health, enemy bullet velocity/DPS and melee attack speed, how much health syringes restore, item cost, and ammo availability. Your heavy gun and battery slots can be switched to your left or right shoulder, while your sword and light gun can also be swapped to left or right on your waist-level holster.
Swimming offers two methods of movement when you're underwater, using analog stick controls or physically moving your hands — it's also impossible to drown in Arken Age, so you won't need to come up for air at set intervals. You can save at any point, fast travel to select locations, turn on hints, and turn off subtitles. Haptic feedback can also be disabled.
These aren't the only tools at your disposal, either. Using your accumulated credits, the Untethered One has convenient access to shops where you can purchase grenades, mines, axes, health syringes, shields, and more. All useful in a pinch, though these are also summoned via a face button. Thinking of grenades, it's incredibly satisfying to throw an enemy's grenade back at them.
However, I must stress this isn't a game I'd recommend to VR newcomers due to the intense motion combat can cause. Some Hyperion enemies can tether you with vines to stop your movement and pull you to them, throwing you into the air and I can see that causing considerable discomfort. Vignettes can be applied to help ease this, and I've detailed the wider comfort settings above.
Playing on PlayStation VR2 also adds some welcome features. Dynamic foveated rendering is available in both Performance and Quality Modes — more on those modes below — and eye-tracking when using weapons provides a welcome aim assist. Closing one eye enables a sniper scope on your heavy gun delivering greater immersion, while firing weapons has good resistance from the adaptive triggers.
PS5 Pro Upgrades
For PlayStation VR2 players with a PS5 Pro, Arken Age offers two choices. Performance Mode is the developer's recommended choice that lets you play at a native 90fps and 3040 × 2240 resolution. Quality Mode uses 60fps gameplay with reprojection and a higher resolution of 4000 × 4096. For this review, I primarily used Performance Mode.
VitruviusVR also confirmed Arken Age on PS5 Pro has a 15% resolution boost over the base PS5 console in Performance Mode, and a 25% resolution boost in Quality Mode.
What tops this off is the strong presentation that's evident across Arken Age. Some minor jank is noticeable at times with textures visibly changing as you get closer even on PS5 Pro, though it's rarely a concern. The vibrant environments show a surprising beauty to this often mechanical world, one that's complemented by good audio design.
Arken Age Review - Final Verdict
Arken Age delivers clever VR-first gameplay design for a great sci-fi adventure. The intense motion makes this unsuitable for VR newcomers and the narrative isn't especially compelling, yet the vibrant presentation and rewarding combat makes this easier to overlook.
Between combat's great integration of haptic feedback, strong enemy variety and satisfying kills, Arken Age is an easy recommendation.
UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our review guidelines.
Animator and Walkabout Mini Golf course designer Henning Koczy offered a tour of Mighty Coconut's Viva Las Elvis chock full of behind-the-scenes details.
The new paid DLC is available for purchase now on all major VR platforms as well as iOS.
Walkabout's 31st course begins at hole 1 as you pull up to the casino in glittering '70s era Las Vegas. Elvis' path ends at hole 18, putting up the piano into Graceland with stops off along the way at the pool, through the Heartbreak Hotel and into The Jungle Room.
The course is made in collaboration with the rights holders to Elvis Presley's namesake and explores the iconography of "the king" anchored around his presence in a dreamy Las Vegas, as if you've stumbled out of a car into this mirage in the desert held up on struts from the darkness.
The clip from our tour above shows Koczy explaining some of the place-making ideas that anchor Mighty Coconut's regular expansions. Even in this dream-like setting of Viva Las Elvis, details like handrails help ground the player and sell the place, explains Koczy.
I usually record my tours of Walkabout Mini Golf's newest course as a silent camera, putting full focus on one or more of the developers pointing out details as we work our way from hole 1 to 18. For our 25-minute Viva Las Elvis video, though, I recorded my microphone input for a more active Q&A style tour, with Koczy stopping off to pluck guitar strings with me and credit artists developing specific effects, like shiny metal surfaces on casino games and the smoky overhead lights.
The 25-minute path is available here.
If you want to avoid spoilers, check out the tour after you've played through the course yourself. If you've got multitasking up and running you can also play the video in headset as a kind of commentary track.
If you happen to be new to VR in general, you can watch through our full list of tours for a guide to some of the best places you can visit in a headset inside Walkabout Mini Golf. And for those that don't mind spoilers, around the 5-minute mark in our YouTube video is a good spot to drop in and see a really nice detail – the guitar you can strum with your club as you go by.
Walkabout's developers are building up a regular release cadence of about two new courses per season, with the creators also more frequently releasing new props, activities and other tiny details to existing destinations.
Our thanks to Koczy for his time on this tour and for the insights into the challenges of building a place around the iconography of Elvis Presley.
Tours, Membership & Support
We love seeing eye-catching new places in VR and you can always email us with interesting places via tips@uploadvr.com. Our distributed team works around the clock to cover as much as we can. If you enjoy work like this, you can help us do more by becoming a member or patron to support our work directly.
You can also subscribe to us on YouTube, and if you're an active commenter on our articles or our shows, please be understanding of all the new headset owners who might have a difficult time doing certain things or getting certain places in VR. We look forward to answering your questions, engaging in conversation, and finding common ground on complicated subjects, and thanks for stopping by today.
When combined with OTT platforms – everything from Apple TV, Roku and streaming apps like Netflix and Hulu – AR and VR present a potent combination that promises to redefine entertainment.