Where Does Camouflaj Go Now That Batman: Arkham Shadow Is Feature Complete?

Camouflaj is beginning to move on from Batman: Arkham Shadow.

The development studio behind UploadVR's Game of the Year for 2024 will continue with bug fixes for the game, but the Batman: Arkham Shadow team is starting to close the book on this chapter of the Arkham saga starting at version 1.4, Camouflaj studio head Ryan Payton revealed to us during an interview.

The 'Game of the Year' update marks the addition of an Extreme difficulty setting, plus a variant of New Game+ called “I Am The Knight” which “restarts your campaign if you trigger a Game Over.” Completing the game in the mode unlocks a “gold-accented variant of your Batsuit and gadgets”.

There's also three new Predator Maps, an Infinite Combat challenge inspired by the “Scarecrow Nightmare” from Arkham Asylum, more than 500 bug fixes, six new Echo collectibles and more.

Meta-owned Camouflaj released Arkham Shadow in October 2024 with monthly updates following until now.

“We're making interesting discoveries. It's really difficult. It's one of the reasons why it can take a long time for some of these VR games to come out,” Payton said. “I feel like when I go into a flat screen game in a world that I'm very interested in, all I can think about the entire time is – I wish I was in VR for this. It feels like I'm looking at this world through the window rather than being in the world.”

What's Next For Camouflaj?

Camouflaj's technical talent demonstrates an ability to develop top tier immersive gaming experiences within severe technical constraints progressing through:

We selected Arkham Shadow as our game of the year for 2024, as did many others, and so we're naturally wondering what's next for the Arkham franchise and for Camouflaj?

There are many ways we could have approached the topic with Payton over a half-hour conversation this week. I did my due diligence by tossing it into the space between us as I sat in the UploadVR Studios from New York, Don punched Gotham's villains from Missouri, and Payton delivered his comments from Japan.

It was all a bit bittersweet until we started imagining ourselves becoming Wolverine.

Superpowers In VR

WayneTech's Rescue Vision looks a lot like Anduril's EagleEye. Marvel's What If On Apple Vision Pro shows a path forward for embodying VR superpowers based on hand tracking, while Ace Virtual Shooting put a “handset” in my home last week for target shooting with the equivalent weight of a firearm.

Gamers on Quest today use held controllers but hand tracking is improving steadily. There's a new hyper-sensitive generation of watches and bands like the one demoed with Meta's Orion glasses that can do very interesting things paired with immersive VR, too. Deadpool & Wolverine as a co-op VR game, for instance, could see a player with controllers becoming the dual-wielding shooting mercenary Deadpool while their teammate with open air hand tracking (and optionally enhanced by haptic bands) could become the brutally physical Wolverine.

Imagine the feeling metal claws that can seem to feel like they're sliding out from your wrist. That's been the dream of Arlen, one of our VR Gamescast viewers, and we covered the idea on our last VR Gamescast episode.

Of course, Camouflaj doesn't have to make a superhero VR game next, and they could make anything. Even though Payton says he would love to keep working on Arkham Shadow - and we would love a VR sequel to this standout VR game - Rocksteady is reportedly returning to this particular superhero franchise for flatscreen.

Meta is obviously in transition too, with the ongoing push to Horizon Worlds and Meta Connect in September this year will likely represent the company's biggest slate of announcements yet. So it seems we'll have to wait and see what Mark Zuckerberg and his team decide to do next with this accomplished development group.

“I think we've probably done over 10,000 code check ins into the game since launch,” Payton told us. “I think it's been somewhere around 2,000 to 3,000 bugs have been resolved, and that's not even kind of talking about the content that the team just desperately wanted to make or add to the game, including the new post credit scene at the end of the game, we added a new cinematic to the game with 1.3, all these different challenge maps. We're just so passionate about this game. We love this game, and it doesn't hurt that the game was received well. So, it's just like this kind of positive feedback loop, this like flywheel that we have here. And yeah, it is bittersweet.”

Watch the full discussion here:

And watch other recent devcasts below:

Batman: Arkham Shadow Review - A Triumphant Return
Batman: Arkham Shadow is a brilliant return for the Dark Knight, and it expertly adapts the series for VR on Quest 3 and Quest 3S.

Wanderer: The Fragments Of Fate Arrives This March On Quest & PlayStation VR2

VR time travel adventure Wanderer: The Fragments of Fate confirmed a March release date on Quest and PlayStation VR2.

Originally targeting a 2024 launch, developer Mighty Eyes confirmed it is now targeting a March 27 launch, following two previous delays. However, that's only announced for PlayStation VR2 and Quest at this time. PC VR players will likely have a longer wait, as the Steam release date remains unconfirmed.

Previously described as “an incredibly ambitious journey” rebuilt from the ground up in Unreal Engine 5, The Fragments of Fate is Mighty Eyes' remake of 2022's Wanderer. Playing as Asher Neumann, this adventure focuses on escape room-style puzzles as you explore different time periods using your watch companion.

Following its announcement in 2023, Mighty Eyes previously outlined what gameplay changes can be expected. That includes new visuals, full-body avatars, and physics-driven platforming, while the PS VR2 version uses eye tracking, haptic feedback, and adaptive trigger support. More recently, the studio advised the remake is around “10-14 hours” long, with extended levels and added combat.

Wanderer: The Fragments of Fate reaches the Meta Quest platform and PS VR2 on March 27, and the SteamVR release date remains unconfirmed. A Pico version is listed on the official website, though no mention was made of it in today's news.

Kendrick Lamar's Not Like Us Is Now A Drake-Slicing Beat Saber Map

Kendrick Lamar's Not Like Us is now an official track in Beat Saber.

Launched today as the latest shock drop following Houdini by Eminem, Beat Saber's latest track is Kendrick Lamar's famous diss track released last May during his much publicized feud with Canadian rapper Drake. Following its recent appearance at the Super Bowl Halftime Show that Lamar headlined and winning five Grammys, it's now officially available as DLC.

0:00
/0:28

Today's shock drop follows Beat Saber dropping its largest paid DLC music pack for the popular rhythm game back in December. Featuring 17 songs from Metallica, including One and Master of Puppets, this also featured a dedicated environment with fire and lighting effects.

It's not the only time we've seen Kendrick Lamar's music in VR rhythm games recently, either. Synth Riders also celebrated the Super Bowl LIX with a Kendrick Lamar Experience, exploring the lens of Lamar's music video for 2017 track 'Humble.' Though it launched as a timed Apple Vision Pro exclusive, that's coming to other platforms “at a later date.”

Beat Saber - Not Like Us track is now available for $1.99 on Quest and Steam. It's not yet appeared on PlayStation VR2 at the time of writing.

GORN 2 Brings The Slapstick Brawler Back To VR This Year

GORN 2 is an official sequel to Devolver Digital's hit, promising a new physics-driven slapstick brawler this year on most major VR platforms.

Created by Cortopia Studios (Escaping Wonderland) in collaboration with the original developer, Free Lives, GORN 2 sees you taking the fight to five heavenly realms filled with familiar fallen fighters. Featuring 35 “devastating” but unique weapons, you're tasked with battling the five sons of the God of the Afterlife across these blood splattered arenas. Here's the announcement trailer.

0:00
/1:18

“In GORN 2 you will ascend to a heavenly realm where the souls of all the gladiators you slaughtered in the first game now dwell—and kill them again,” states Devolver Digital in a press release. The sequel aims to deliver “everything GORN was but more” and alongside the new weapons, this includes additional enemies, traps, power-ups and more.

After conquering all five heavenly arenas, you can then take on a survival-themed non-stop 'Endless Mode.' The publisher also confirmed that GORN 2 will let you create your own battlefields in 'Custom Mode,' though whether you can share these creations online with other players is currently unknown.

The original GORN has a long history that goes back to modern VR's early days. Initially launched in early access back in 2016 on PC VR, it eventually entered full release three years later before gradually making its way to PSVR, Quest, and more recently PlayStation VR2.

We praised the original game in our 2019 GORN review. Though we found it slightly lacking in content, we considered the brutally over-the-top gladiator simulator to be “obscenely entertaining.”

Gorn is the product of two years of tireless Early Access development. What started out as a laughable bit of nonsense has gradually evolved into, well, a much more polished and expansive bit of nonsense. It’s a toybox filled with razor-sharp playthings and endless action figures to use them on, upheld by a combat system that bends reality to eschew awkwardness.

GORN 2 will arrive “later this year” on the Meta Quest platform, Steam, and PlayStation VR2.

Gorn Review: A Sublimely Silly Bit Of VR Violence
Check out our full and final Gorn review right here! You can judge Gorn on the endless trail of destruction it’s already caused. This impossibly bloody gladiator simulator has claimed scores of lights, screens, controllers and probably a finger or two. I’ve suffered a few days of painfully

Mannequin Goes Free-To-Play On Quest As PC VR Version Gets Price Cut

Mannequin, Fast Travel's Prop Hunt-inspired VR multiplayer game, is now free-to-play on Quest.

Initially a paid-for release, Mannequin by Fast Travel Games is a 2v3 multiplayer game where two agents hunt down three shapeshifting aliens. The free download on Quest features most of the game, though a 'Premium Upgrade' enables features like mod support, character skins unlocked through progression, additional maps, Custom Games, and rotating game types. This upgrade costs $9.99 and that's automatically unlocked if you previously bought the game.

The PC VR release will remain a paid-for app, despite the Quest version switching to a free-to-play download. However, Fast Travel Games confirmed it's reducing the price permanently on Steam by 50% from $19.99, matching the Quest's 'Premium Upgrade' cost at $9.99. Elsewhere, today's update also introduces a new map called Towers, which adds portals into the equation.

Today's announcement follows last month's news that 60% of the Fast Travel Games staff faced redundancy after “lower sales than expected” across 2024. Alongside Mannequin, which took our award for 2024's Best New VR Multiplayer Game, the studio launched five additional titles: Action Hero, Project Demigod, BlackForge, Band Space, and the PlayStation VR2 port for Into The Radius.

While we've seen this approach before with Population: One and Gorilla Tag - two games that both have free-to-play versions on Quest but not Steam - Mannequin's switch comes at a time when an increasing number of developers are sharing their concerns about the Meta Quest storefront.

From Quest To Horizon: How Meta’s Shifting Priorities Are Affecting Developers
With growing concerns about declining sales and discoverability, UploadVR spoke with nearly two dozen VR studios to discuss the current state of shipping VR games on Quest.

In our recent Quest Store report, numerous teams highlighted major concerns with Meta's perceived shift to prioritizing free-to-play content, leading to an average revenue drop-off for the interviewed studios between 50-80%. With this and the recent layoffs in mind, it's perhaps unsurprising to see Mannequin making this change.

Mannequin is available now on the Meta Quest platform and Steam.

PlayStation VR2's Price Is Being Cut To $400

Sony is cutting the price of PlayStation VR2 to $400, starting in March.

The new price applies to both the regular package (the headset and controllers), and the bundle that includes Horizon Call of the Mountain.

Originally, since the headset launched in February 2023, these were priced at $550 and $600 respectively. For a week in summer the headset was on sale for $350, and for six weeks over the holidays the bundle with Horizon Call of the Mountain was on sale for $350.

The news of the price cut comes five days after the headset's two year anniversary.

With the new price, you could get a PS5 and PlayStation VR2 together for $800, or a PS5 Pro with it for $1100.

This news is breaking and this article will be updated with additional context.

HTC's Viverse Worlds Can Run In VR On Any Headset Via Your Web Browser

HTC's new Viverse Worlds metaverse platform can run in VR via your web browser, thanks to WebXR.

That means you can access it in VR on almost any headset without installing an app. Just navigate to the Viverse Worlds website and jump in.

This makes Viverse Worlds unique compared to other popular VR metaverse platforms like Meta Horizon Worlds, VRChat, Rec Room, and Roblox. While Meta Horizon Worlds can run in your PC or laptop's web browser in flatscreen mode, accessing it in VR requires the app, only available on Quest and Rift headsets.

0:00
/1:11

Viverse Worlds destinations can be created with HTC's Viverse Create web tool, or in the PlayCanvas web game engine via the new Viverse extension for it.

You can import your own custom assets, like 3D models, or easily use assets from Epic Games' Sketchfab service in Viverse Create.

Further, Viverse Worlds supports Gaussian splats and HTC's Polygon Streaming technology for higher fidelity worlds, which the company claims "allows anyone to share detailed, immersive 3D models that can be viewed on any device and platform".

Viverse Worlds is available on the web, compatible with "any" device.

GOLF+ Upgraded The Graphics Of Its Original Full Course

GOLF+ just upgraded the graphics of its first full-swing course, Cliffs, originally released in late 2021.

That 2021 release saw the game radically change from a putting-focused experience, with the only full-swing offering being a driving range, to full-swing golf. Cliffs was the game's first full course, "loosely" based on Roy Kizer Golf Course in Austin, Texas.

Topgolf With Pro Putt Is Now GOLF+, With Full Swing Courses On Quest 2
Topgolf with Pro Putt is rebranding to GOLF+, and the full swing course update is available today on Quest 2. The game, currently only available on the Quest platform, initially launched in May 2020 as a putting-only experience. Late last year it added a full swing driving range with Topgolf

Since then, GOLF+ says nearly 4.5 million rounds of virtual golf have been played on Cliffs. Now, it just got a graphics and playability update, bringing "fresh, modernized design, featuring smoother greens, enhanced fairways, and breathtaking ocean views that immerse players like never before".

You can see the results below. Screenshots of the original Cliffs are on the left, and similar shots from the upgraded Cliffs are on the right.

“Cliffs was the foundation of GOLF+ as we know it today. It was our first step toward bringing full-course golf into VR, and it holds a special place in our journey,” said Ryan Engle, CEO and co-founder of GOLF+. “This renovation is about honoring that history while making the course even better for the millions of players who love it.”

That reference to "millions" stuck out to us. Asking Engle about it, he confirmed that over 1.5 million copies of GOLF+ have been sold to date. That would represent tens of millions of dollars in gross revenue from the base game alone, not counting the DLC courses or GOLF+ Pass subscription.

0:00
/0:28

GOLF+ is $30 on the Meta Horizon Store for Quest headsets, and Cliffs remains one of the three courses included with the game. 33 paid DLC courses are also offered, or you can access them all for $10/month with GOLF+ Pass.

Walkabout's Don Carson On 'Creating The Context For Humans To Interact With Each Other'

Don Carson played Walkabout Mini Golf during the pandemic in 2020.

In 2025, he puts on a VR headset in his Oregon home to sketch places he wants people to visit and enjoy from their own homes beginning sometime in 2026.

Carson works as senior art director for a team called Mighty Coconut that's steadily grown over his relatively brief tenure.

The Coconuts now number in the dozens.

Every seven weeks or so their creative engine releases a new destination priced just under $4. The last was Walkabout's 31st course, Viva Las Elvis, and we toured the place with its lead artist.

Globally across stores from Meta, Apple, Sony, Valve, and Bytedance, Walkabout players return to the Welcome Shack to find a new course available. According to Mighty Coconut, when players did that for Elvis in January it created the highest day of revenue ever for them, with players buying Elvis and continuing the journey by grabbing a few more courses too.

That it's unusual enough to be newsworthy for me to mention Martell uses no outside investment to employ these artists says something about the forces shaping the VR market. Here, you're reading about a company called Mighty Coconut making one of the best paid multiplayer VR games ever conceived, employing dozens of deeply skilled artists who basically only come together in the physical world when it is time to brainstorm new ideas.

I don’t care what measure analysts use to apply the label “unicorn“ to a certain class of endeavor. To me, Walkabout is a VR unicorn if only because you can see in recent courses the continuous steady ripening of a platform. You can feel it looking around at the smoke in the lights of Elvis or when plucking a giant guitar string there.

“We don’t have any specific openings at the moment,” Mighty Coconut's Job page says, though they do post an email address.

I include that because I know people out there are looking for jobs. You can read Quest To Horizon from my colleague Henry Stockdale. We also have a large body of links reporting on the many layoffs at a large number of studios. Some of them used to employ more people than Martell does for Walkabout.

What I've done is invite Carson for an intimate 1:1 voice conversation from his home in Oregon to mine in New York, hosted by my colleague Beck from Canada in the UploadVR Studios.

UploadVR recently received Carson's “Principles Of Walkabout Mini Golf Course Design” which I published as a guest post, and I streamed our conversation first for UploadVR site members.

The Art & Principles Of Walkabout Mini Golf Course Design

There are many insightful things Carson shared over the 45-minute discussion and I encourage you to make time to listen.

Cultivating Magic: The Art And Principles Of Walkabout Mini Golf Course Design
Mighty Coconut’s Don Carson shares the principles for course design in Walkabout Mini Golf.

One comment I wanted to pull out for you from Carson:

“Some uninitiated person who sees Walkabout Mini Golf on the surface could easily eye roll at how simple it is what we're offering. But then they experience it. And especially when they experience it with friends, they'll say something else is going on here.”

0:00
/2:11

“And my answer is, yes, it is, and it is by design and by listing out these principles, we're not showing off what we do, we're saying to other world builders, 'you can do this too. We give you permission to think about these things as you're designing and not because it's a secret, but because these principles thought in this order actually can create really immersive loved gifts to your audience.'”

“Why do I like this so much? Why is this so engaging? Why is this so immersive? It shouldn't be. It looks like Legos. And yet I'm...being evoked. I'm having emotions. Well, a lot of that is based upon these simple rules and the same tricks and same techniques that have been used successfully in image making, movie making, film making, and ride making.”

“We're just doing it in VR.”

If you enjoyed my conversation with Carson, you can also find us talking at length with Andrew Eiche, Rafael Brocado, and E McNeill.