Solara One Brings Relaxation To Space Exploration

When you take your first steps beyond the pull of gravity, a new world unfurls before your eyes and, in Solara One, a VR experience crafted by AC Reality Studios, this captivating journey into the cosmos comes to life.

Stepping into the universe of Solara One feels like embracing a serene escape into the unknown. Offering immersive gameplay, eye-catching graphics and an ethereal soundtrack, this is an experience that's designed for those who want to explore and relax as they traverse the infinity of space. This unique blend of tranquility and awe positions Solara One as both a visually and emotionally enriching experience that finds ways to somewhat gamify the acts of meditation and relaxation.

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Gameplay

The gameplay, if you want to call it that, in Solara One focuses primarily on exploration and relaxation. The idea here is less about aggressive endeavors or a dark and ominous sci-fi story like we see in most VR space titles these days, but more about soaking in the cosmic wonders that you see all around you. Initially, if you decide to play the sequences in order, players find themselves navigating through a short segment of lush jungle on their way to grab a space taxi that then takes them to a spaceport where they can soak in some serene cloudscapes before leaving for their final destination...Solara One.

The detailed representation of these environments serve as a gentle introduction to the movement mechanics and interaction within the game and offer a nice buildup to what awaits. The spaceport environment not only serves as a tutorial for the gameplay mechanics, but is also an educational hub, as well as a place for guided meditations. On the upper levels, players can find a series of decks to relax on, each with an array of different colored crystals to choose. Each crystal provides a different style of guided meditation that can be enjoyed before stepping into the transporter that takes you into orbit.

Once you finally make it to the ship, Solara One offers an environment that makes the absence of gravity a cornerstone of the experience. While you don't find yourself personally floating around inside the ship's lounge environment, the objects around you that are interactable can, and do, tend to float away at times. The ship also has a spinning motion which could make some players feel uncomfortable, so it was nice to see the inclusion of a slider that allows for control of the rotation speed. Other than the destination panel and this rotational speed slider, there really wasn't much else to do inside the ship. Other doors were present but not able to be opened, so hopefully the developers of Solara One build more into the station so we get to see behind those doors in the future. 

Outside of the confines of the ship, players can engage in a series of either guided or unassisted zero-gravity spacewalks after traversing wormholes that lead to additional celestial bodies. The engagement level in these activities for the most part is passive, with the game offering a total of 5 guided tours and one that was recently added in the last update now allows players the use of thrusters that are attached to their in-game hands. This was a welcomed addition as it gives players the freedom to explore at their own pace allowing them to truly soak in the beauty and wonder of the very detailed vistas the game presents... each one compelling yet soothing, resonating with the core theme of relaxation in this experience.

Graphics Quality and Sound Design

Solara One sets the bar high on Quest 3 with meticulous attention to detail, but it still lacks in some of the polish we've seen in other ambitious standalone titles like Red Matter or Asgard's Wrath 2. While on Earth, every leaf in the jungle, every droplet of water, and every cloud in the sky is rendered remarkable detail, and it is clear that the landscapes try to exude a sense of realism even though the limits in graphical fidelity possible on Quest 3 do start to occasionally show through.

When players venture into space, this is where the graphics become more impressive. The celestial bodies, star fields, and wormholes are all depicted with mesmerizing beauty, making the immensity of the universe feel tangibly close. Astronauts sometimes describe what is referred to as the "overview effect" as having an immense feeling of smallness while floating above the planet, and I can say that I felt similar sensations during a few of my virtual space walks.

The sound design in Solara One is in perfect harmony with the experience and complements the visuals nicely. On Earth, ambient sounds of nature provide a serene backdrop, enhancing the feeling of tranquility. As players explore outer space, the soundscape transforms to include subdued tones that seem to complement the silence of being in a vacuum, interspersed with the gentle hum of the space station and the crackling of the new jetpack thrusters. The seamless integration of these subtle audio elements blending with the deafening silence of space, as well as the relaxed style of gameplay, amplifies the immersion. For me, it all seemed to aid in creating a meditative effect.

Controls and Comfort

The control scheme in Solara One is pretty straightforward. The primary mode of navigation consists of a choice between traditional smooth locomotion or teleportation on the left stick mixed with snap turning on the right. There was no option for smooth turning present in the menu currently, so hopefully AC Reality Studios will consider adding this option in a future update. The recent manual jetpack control feature that was added in their latest update is a game-changer. This addition brings intuitive and responsive movements while navigating in the weightlessness of the many space walks you will be doing.

Similar VR Experiences

Solara One is not the first VR game to offer space exploration, but it distinguishes itself through its emphasis on relaxation and the quality of its visual and auditory experience. Titles like Elite Dangerous and No Man's Sky also offer vast space environments to explore, but they often combine that exploration with elements of survival or narrative-driven quests.

When compared to a game like Lone Echo, which offers a deeply narrative-driven experience with intricate interactions and a storyline, it's clear that Solara One's focus is entirely on the aesthetic and contemplative aspects of space, and it prioritizes a free-form exploration model building on an atmosphere of serenity and wonder.

Conclusion

Overall, Solara One offers a breathtaking journey through both familiar and unknown realms of our Universe. With its primary focus on relaxation, this experience provides a unique VR journey to the stars that sets itself apart from other titles in the genre while delivering a visually captivating and emotionally soothing experience. While it may not appeal to everyone, especially those who want the intense gameplay found in some other space-based VR titles, Solara One is sure to please for those who are looking to experience some beautifully crafted virtual reality environments that give an unparalleled sense of immersion.

If you’re in search of a VR experience that offers both tranquility and awe, then embarking on a journey through Solara One might just be the escape you need. And remember, in a game where you can explore the endless possibilities of the cosmos, the only limit is your own sense of wonder—so let your imagination soar, and who knows to what distant galaxies it might take you.

Solara One is available now for $9.99 and you can grab a copy from the link below.

Solara One op Meta Quest
Solara One is a virtual reality experience like no other. It takes you on a relaxing journey to the distant reaches of our galaxy. Immerse yourself in tranquil jungles and mesmerizing cloudscapes before travelling into Earth orbit, where you can experience breathtaking spacewalks and travel even further into the Cosmos and the distant reaches of your imagination…

VRChat Now Has Beta Support For Hand Tracking On PC

The open beta of the PC version of VRChat now natively supports hand tracking, via the SteamVR Skeletal Input system.

The VRChat standalone app on the Quest Store has supported hand tracking since late 2022. But of course, the best way to experience VRChat is on PC. You see higher-quality versions of most avatars and worlds, and get access to PC-only avatars and worlds that go far beyond what's possible on mobile.

With the latest open beta of VRChat you can now use hand tracking on PC too, including the finger gesture control system originally designed for Quest.

Previously it was possible to use hand tracking to emulate Valve Index controllers on PC, but this didn't allow for full finger articulation.

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VRChat doesn't use OpenXR yet, so to use hand tracking on PC you'll need software that supports forwarding hand tracking to SteamVR Skeletal Input.

If you have a Meta Quest headset you can do this with the latest beta of Virtual Desktop. If you have an Apple Vision Pro, you can use ALVR. Or with any native PC VR headset, you can use the open-source SteamVR driver for the Leap Motion 2 addon.

A warning though: Virtual Desktop's developer Guy Godin tells UploadVR that his app's current support for this is very much an experimental beta, still in development, and he doesn't consider it stable enough for general use.

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VRChat on PC getting this hand tracking support should enable a significant leap in expressivity, and even expand the range of sign language signs able to be signed. Combined with the platform's support for eye tracking, face tracking, and body tracking, VRChat can now (in beta at least) deliver a deeper sense of social presence than almost any other widely available technology.

Inside The World Of Virtual Photography

Search your favorite immersive platform's hashtag, and you're guaranteed to spot snapshots of new maps waiting to be visited or the image of a fashionista in a custom avatar. What is all this? It's virtual photography, and it's a popular pursuit in virtual reality.

For those unfamiliar, virtual photography is the act of taking pictures of digital spaces. Photographers have been active in places like Second Life as far back as the mid-2000s; earlier than that, and it's actually the word machinima you'd be using to refer to cinematic works created inside of video games. While the use of machinima is well-established nowadays, in headsets with full embodiment in a simulated landscape, the practice goes full circle back to the one button ease of an instant film camera. With limitless environments available to visit and artists with access to the same post-processing enhancement tools as any other photographer, something new is happening with photography in today's social VR spaces.

To better understand the trend, I contacted four artists over direct messages with questions about how they approach their creations.

Meet The Photographers

Four people listed by their names with their respective avatars: Kosmik (Fashion/World photography), Bradlee101 (World Photography), Bussan (Surreal/Mixed Reality), and Eson (Fashion/World Photography).
Clockwise: Kosmik, Bradlee101, Eson, and Bussan. (Images courtesy of Kosmik/Eson/Bradlee101/Bussan)

Over the years, virtual photography has caught on as a pastime and more pursuable hobby in VR. Why do you think that is, and what drew you to taking photos in virtual reality?

Kosmik: I think VR photography is just eminently more approachable! For the most part, stuff that photographers need to worry about (lighting, makeup, weather, etc.) isn't really a factor in worlds that are always sunny or perfectly moody. There's a certain reliability in it.

Bussan: Many people who spend time virtually feel that the time they spend virtually is more special than the time they spend in real life. (There are many theories about this, but many people around me think so.) In other words, they want to preserve that special time as a photograph.

Eson: I think it's become more pursuable simply for the fact you don't have to go anywhere, you can stay at home and from the safety of your room explore places that you'd never be able to visit otherwise. I got drawn into it as I've always liked taking photos in video games and always wanted to give photography a proper go. To try to stop myself from buying a camera irl, I dived into virtual photography.

Bradlee: I feel like it has drawn more people into it because of the photographers that have been here for years [...] showing beautiful worlds and amazing looking avatars. What brought me in[to photography] was sharing my pictures with friends, showing off all these wonderful places that you can go to.

A map in virtual reality depicting an unfinished stone shrine. The glow of morning or fading light pushes through the cracks in the wall.
Bradlee's photography is primarily focused on the tourism aspect, showing worlds as they are. World: Shrine unfinished by The_Heavynator in VRChat. (Photo courtesy of Bradlee101)

What’s something you wish VR platforms would consider when creating a camera system? What’s the one feature camera systems absolutely need?

Bussan: What VR platforms should consider when developing a camera system is the operability of the camera; it is not easy to operate the camera using a VR controller, and it is not always easy to explain its operation to others.

Eson: The problem is most platforms have a very basic camera, and it's usually through mods or prefabs users have created that give you the features that you want to actually play with. However, I would love to have a burst mode, as currently in VRChat there is a delay for when you can take another photo.

Bradlee: Honestly pretty much anything that a modern-day camera can do. Being able to have those [physical-world] functions makes it so much easier to take good shots.

Kosmik: Currently, VRChat could really use a method to fly the camera around in portrait mode! I use VRCLens, so it's not that big of an ask. I would definitely like a way to take photos in different aspect ratios more easily. It would also be nice if all the features from different prefabs (Integral, FlexFisheye) could be integrated into one.

A photo of Eson's avatar (a femme avatar with dark hair and a white dress), obscured partially by a curtain.
Eson's photography utilizes soft shots for deeply personal portraits. (Image courtesy of Eson)

If you color-correct or edit your photos afterwards, what does it bring to your work? Why do you choose to edit photos in this way?

Eson: When I take a photo, I usually have an idea or a feeling in mind for the photo in the moment that I'm taking it, and I use editing to help portray the shot how I envisioned it. I do it like this simply because it's how I taught myself to be creative. I'm self taught in regards to photography and editing, and have spent quite a bit of time studying other people and their work. But, I've found it to be more creatively satisfying to follow how I feel.

Bradlee: I have barely edited any of my photos, but the ones where I have, you can draw more of a focus towards something or make something look a little more pleasing.

Kosmik: Often the raw photo doesn't quite match the picture I took in my mind's eye, so I edit them to bring them closer to how I felt when I saw it for the first time. When I was learning about photography, I came across this quote that resonated with me: "Photography captures moments, but editing captures the photographer's mood." I've been fortunate to meet many fellow VR Photographers, all of whom bring such a multitude of visions and interpretations of the same worlds.

Bussan: Post-shoot editing brings a definite identity and character to my work. I often add a rather blue or purplish coloring to the photos I have taken, or add light. I may also add depth of field later. I also add damage effects when compositing avatars into real photos, as if they were taken with an instant camera. Photography is a hobby that anyone can take pictures of, so I try to add my own characteristics as much as possible.

A mixed-reality photo of a virtual avatar (fair skin, white hair, sweatshirt, and sneakers) walking down a physical street of modern-day Japan.
Bussan's reality-blending photography is just one aspect of how virtual photos can be pushed to the limit. (Photo courtesy of Bussan)

Some photographers like to take photos of VR settings as they are, while some prefer to take a more surreal edit with what they see. Where do you see yourself on the spectrum as a photographer?

Bradlee: I like to take the pictures for what they are, because I like people being able to see exactly what they're getting into.

Kosmik: When I started I hewed closer to the first - I used to work in a newspaper, so the idea of journalistic integrity (i.e. giving people a more accurate picture of what they'll see when they get there, not a false impression) stuck with me. For world photos, I'll do minor color correction and slight enhancement to make the colors pop a little more, but I try not to go further than that. However, for my avatar and portrait shots, they're avenues for me to practise a little artistic liberty. I'll go for a more dynamic and/or dramatic edit for them.

Bussan: I prefer to add various kinds of processing to the photos after they are taken. I rarely use the photos as they are taken. A photo is an expression of my identity and character. Therefore, I try to take photos that are instantly recognizable as “taken by Bussan".

Eson: I like to do both. There are times where I do what I call "real estate" photography where I want to just show the world as I see it. But I also love to be creative. The longer I've been taking photos and the more my skills have developed, the more I have tried to do shots that I consider surreal/artistic. Both to further develop my skills and just test myself to see what I'm actually capable of.

Kosmik (virtual feminine avatar wearing a red and black cyber outfit) posing in front of a scifi background.
Kosmik is a fashion photographer who engages with full body posing to snap the perfect photo. (Image courtesy of Kosmik)

If you also take photos of physical places, how do you feel virtual photography has changed your work?

Bussan: I used to take photos for work. If anything, my style of taking photos in reality has influenced my taking photos and videos in VR. However, my characteristic style of “compositing avatars into real-life photos” is definitely a new style influenced by VR, and I believe that this style would not have been created if I had never encountered VR.

Bradlee: I feel like it has changed the way I look at angles for certain pictures. I rarely do so, but [those moments] make me like wonder if I could get a better shot.

Eson: One of my motives for virtual photography was to avoid buying an actual camera, and well, I went out and bought a camera still. Everything I've taught myself by doing virtual photography I've been able to apply to irl. You're able to teach yourself how to actually take a photo in the virtual world and use those skills in the real world. Composition, leading lines, focus points, my editing and even just being able to go out and just take a photo, which is arguably the most important part. Photography has become a big hobby of mine, and a major part of my daily life, both virtual and irl.

Kosmik: I didn't really do any irl photography before I started on VR Photography. However doing VR Photography has actually made me want to pick up irl photography, so this question is kind of the opposite for me!

From left to right: a living room by the sea, a close-up detail of grass and flowers, and a mysterious gate on a hill behind some trees.
Virtual photography can be anything from portraits, to images of worlds, to close-up details of digital foliage. (Images courtesy of K. Guillory)

Getting Started With Virtual Photography

Like any creative pursuit, photography is a personal journey. All you need is a camera and the desire to photograph something. Don't think too hard about what you want to accomplish with your photography. Go out, take a picture of something, and let your preferences guide you. Here are some additional tips to consider:

  • Photograph what you love. Don't invest in a photography subject that doesn't keep you interested. It's okay to change your mind about a chosen theme or style, as long as what you're doing makes you happy.
  • Follow your curiosity. Don't ask yourself if other people are taking photos of something you want to photograph. Go for it anyway.
  • Editing programs can help. Layering textures and color gradients can make your photos more interesting. You can use all kind of photo programs to do this, including simpler ones like Prequel. If you're ready for a more advanced editor, try GIMP.
  • Keep a physical copy. Don't always put stock in digital storage to keep your photos alive. Print them out and put them in a scrapbook. Memories are memories, regardless of whether they're formed in the digital or physical world. You might find that printing your photos enhances your enjoyment of the process.
  • If you sell prints, be sure to get permission if necessary. Selling photography of various worlds you've snapped photos of can quickly run into a copyright problem. Always let the world owner know what you're doing so you remain in the clear. If you want to avoid this issue altogether, consider building worlds for yourself and then taking creative photos of them.

SWERY Wants To Create A VR Multiplayer Game Unlike Anything Else

Following his VR debut with Death Game Hotel, SWERY wants to create a "multiplayer experience that no one has ever seen before."

It's been two weeks since Death Game Hotel arrived on Quest, a gambling puzzle horror game that we believed "excels in multiplayer" in our recent review. While it's the debut VR game from White Owls Inc., this isn't the first time Hidetaka "SWERY" Suehiro has explored virtual reality, following some VR experiments back in 2017 and a canceled food-themed PSVR game.

In an email interview with UploadVR, White Owls' CEO revealed that Death Game Hotel was conceived during 2020's COVID-19 pandemic. White Owls later presented a prototype demo to Meta.

"With the "Stay Home" situation preventing us from going out, meeting friends, or going to the office, White Owls distributed VR headsets to all employees and held game meetings in VR. This experience sparked the idea to create a safe space where people could come together and connect at any time, leading to the start of this project."

Inspired by Squid Game, Saw, Kaiji, and Tomodachi Game, White Owls initially considered using Mahjong and Poker as Death Game Hotel's base, with the added twist that players need to "bet something beyond our expectations."

Considering previous takes on the "death game" concept across video games like Danganronpa have often been single-player, I was surprised that multiplayer was always White Owls' main focus.

"Everything was designed and developed with multiplayer as the main experience in mind. In fact, single-player was added later, much like a campaign mode in FPS games."

Suehiro informed me that the biggest challenge involved establishing the game's cheating mechanics, alongside detection timing for said cheats. White Owls eventually limited the timing window while allowing a grace period after detection.

"Since it's a multiplayer game, it's truly unpredictable when and who will attempt to cheat."

Death Game Hotel screenshot shows three players around a betting table

As for choosing VR over traditional platforms, Suehiro reaffirmed his belief in the game's social aspects, telling me the "overwhelming sense of being together in the same place" made VR stand out for Death Game Hotel.

"The tension when “bluffing” or performing a “cheat” can only be felt through the unique platform of VR and cannot be conveyed through a flat screen. In the future, if I create VR works, I intend to focus on these sensations that are difficult to reproduce on a flat screen."

Mixed reality support was considered prior to Quest 3's launch, though White Owls concluded MR wouldn't fit Death Game Hotel because the game involves gathering friends globally into an imaginary setting.

Will Death Game Hotel ever appear on Steam or PSVR 2? White Owls has "various strategies in place to deliver this work to more users," but I'm told these strategies "won't succeed" if the Quest version doesn't become popular.

Death Game Hotel screenshot shows three players around a betting table

As for what's next, I queried whether White Owls plans to work on VR games. An emphatic "Yes!" told me everything I needed to know.

Having worked on our very first VR project, I believe we have successfully managed to recreate sensations that cannot be experienced on a flat screen. We have also accumulated valuable experience through many challenges we’ve never faced on traditional platforms, and we definitely plan on tapping into all this knowledge we’ve gained when creating future games. Ideally, I would like to create a multiplayer experience that no one has ever seen before, so stay tuned.

Would White Owls consider VR adaptations for previous games, such as 2010's survival horror game Deadly Premonition? Suehiro states it's dependent on the rights holders, but "If given the chance, I would certainly like to do it." He also confirmed White Owls created a Deadly Premonition VR demo during the sequel's development, though this was "just a test" and was subsequently scrapped.

Death Game Hotel is available now on the Meta Quest platform.

Death Game Hotel Review: Intriguing But Not Inspiring
Death Game Hotel delivers an intriguing VR horror title that excels in multiplayer but sometimes falls short. Our full review.

Meta Ray-Ban Glasses Pair To Quest 3 For A Preview Of Our Wearable Future

Quest 3 can pair to the Meta Ray-Ban glasses to privately download videos and photos anywhere.

In 2014, Mark Zuckerberg spent $3 billion for Oculus VR and $19 billion for WhatsApp. A decade later, you can take Meta's glasses out into the world and capture photos and videos with them up to three minutes at a time. While they're charging in their case, you can pull out your VR headset to download those videos and share whichever ones you want with friends on WhatsApp. I successfully tested this.

The $22 billion Zuckerberg spent to acquire those companies was just the start of his investment in making this future. He then needed to spend an additional $100 billion or more over the last decade building core technologies to enable a new kind of digital nomad. Now, Zuckerberg is faced with spending tens of billions of dollars more to secure this future.

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Digital Nomads Without Phones Or Laptops

Long-term, we should expect services like music, calls and media transfer to hand off seamlessly from a pair of comfortable glasses to a powerful headset, and vice versa.

In this case, I successfully downloaded videos and photos from my Ray-Ban Meta glasses to the Meta View app running on the Quest 3 headset. Meta hasn't built any file management tools yet, so this isn't really useful, but the headset does offer a much bigger screen on which to view captured media than any phone.

Proving this pathway works starts to make Zuckerberg's vision of the future a little clearer. Physical Androids and iPhones are currently best for running Meta View and managing Meta's Ray-Ban glasses. Importantly, though, phones are technically optional hardware here. Yes, it is absurd running an app meant for a phone on a headset to download photos from glasses. In 2005, so was the idea that you'll jump into cars driven by strangers who signed up for the job on their phone.

If you've ever imagined yourself a particularly nomadic person, follow me on a thought experiment as we consider the idea of leaving your laptop and phone at home and taking just glasses and headset for a long trip on foot, rail, or bus.

What would that look like?

Headset For Private Focus

Meta's path for photos and videos from glasses to headset is arguably more private than it is on every other personal computing device ever made.

As Quest 3 is a VR headset, it produces light just for its wearer alone. It is an infinite canvas on which to display any amount of media for exactly one person. The idea that others can just glance over and see what you're watching is alien to it. Over the course of a multi-city trip you could enjoy any number of books, movies, videos, songs or games using panels of sideloaded apps with media in folders on Quest 3, powered through it all through USB-C cords and battery packs. In a scenario where this is your only media device, the 512 GB model offers a small but workable amount of space to store content, media and apps to get you through without streaming.

Glasses For Public Capture

For those moments when you're not in headset, glasses can capture a video of what you see up to three minutes at a time. This is where real-world travel planning gets really interesting.

Mark Zuckerberg is sailing across the ocean in his sunglasses and the Ray-Ban Meta account on Threads is showing off the idea that you can swipe between points of view at a concert with multiple captures.

I've filmed a cat walking its humans through Central Park.

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I met a dog named Henry who yelped at me as I walked away. I miss him even now, but you can watch his video and we can both enjoy what a good little boy he is.

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I captured a family of raccoons at dusk. There were the drummers in the subway station and the band on the train into Brooklyn. I wore the glasses to my wedding and at a concert to capture a clip of hundreds of phones turning on to capture videos from their shaky handheld perspectives in Madison Square Garden. And is that Natalie Portman in my New Year's Day ice skating video?

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That's a lot of weird and interesting things to have seen and captured in such vivid detail from my time living in New York and pressing the capture button on the glasses in public. When I was in California, too, I used the glasses for work and encountered my first robot with them as I made myself its trolley problem.

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In this hypothetical cross country journey without a phone or laptop, each bus change is an opportunity to put the headset in a bag and explore the host city while capturing the sights and exploring the area with the Meta glasses as a sort of notepad.

The next bus is the perfect time to download those videos and photos to the headset. If there's Wi-Fi available at a cafe, hotel or on the bus itself, it's entirely possible to send your views to friends and family on WhatsApp or Messenger directly from your Meta eyewear.

Horizon, Meet View

Phones are removed from this thought experiment for a couple reasons.

First, there are plenty of travelers without the budget or inclination to pay for data plans in multiple countries or a cellular subscription anywhere. Second, a phone's vibrations and notifications are active distractions from whatever else you might be doing.

It is almost unimaginable to picture a nomad in the year 2024 without a cellular connection to keep them on the Internet at all times. Indeed, it is truly magical to be on a WhatsApp call with a phone relaying your view from glasses to a distant caller. While a cellular connection keeps you connected to the world around you almost all the time, severing that connection is also entirely freeing in a way some people haven't experienced in decades. For Facebook, born in the perpetually online era of this century, that's precisely where Meta's greatest opportunity is.

We've gone more than 15 years from Apple's visual voicemail making it easier to listen to your voice messages to an era in which cellular carriers have to mark spam calls before you pickup to triage the amount of misuse now embedded into this system of communication. All those notifications on your phone advertising services you don't really want? Meta has an opportunity to make all that go away and that road trip I just described without iPhone or Android would free you from potentially hundreds of interruptions you don't necessarily need that would flow into your phone over that trip.

In essence, forgoing the cellular connection in your handheld slab of glass effectively unsubscribes you from the 20th century's core method of communication – phones – while letting you start fresh in a new era of wearables.

The year is 2024, yes, but by the end of the decade, people should be able travel the world with a cellular-capable wristband that connects to glasses with a headset in their bag to pull out for private media viewing and socialization online anywhere, and with anyone.

Zuckerberg Sees Neural Wristband Surpassing Keyboards By 2028
Meta recently showed press its first in-person look at progress toward a wristband that can sense your intentions. In 2019, the company-formerly-known-as-Facebook acquired a startup called CTRL-Labs that was working on a wrist-worn device for reading the electrical activity heading toward your hand. It does this with EMG, or electromyography,

Meta built toward this for more than a decade and, while it was an uphill battle across Gear VR, Oculus Go and Rift, their work is bearing fruit in the Quest 3 and Ray-Bans. For the entrenched tech giants, they'll have to reimagine everything they do from the perspective of someone who is more than ready to develop a new relationship with technology.

For Meta, glasses and headsets allow Zuckerberg to forge that new relationship with billions of people.

PlayStation VR2 On Sale For £350 In The UK, Its Lowest Price Ever

PlayStation VR2 is currently on sale for £350 at all official UK retailers

That's a £180 discount from its regular price of £530, and by far the lowest price we've ever seen the headset sold at in any market.

The Horizon Call Of The Mountain Bundle has the same discount, so is available for £390, saving you £20 over buying the game separately.

It's unclear how long this sale will last for, as there was no official Sony announcement and none of the retailers list an end date. Multiple retailers do tag it as a limited time deal though, confirming it's not a permanent price cut.

One Year In, Has PlayStation VR2 Failed, Or Is Sony Just Getting Started?
PlayStation VR2 reached its first anniversary today. But was it a success? And what’s coming next?

We've recently been recommending against buying PlayStation VR2 for PS5, because Sony's commitment to the platform has become increasingly unclear.

While PSVR 2 had strong launch content with major titles like Horizon Call Of The Mountain, Gran Turismo 7, and Resident Evil Village, Sony has failed to deliver anything like this since. On PSVR 2's first anniversary in February Sony didn't announce new first-party or AAA games, instead teasing the PC adapter in a surprise announcement.

A few weeks after the anniversary Sony shut down the developer of original PSVR blockbuster Blood & Truth and laid off employees in the studios behind Horizon Call Of The Mountain. And in March Bloomberg reported Sony was pausing PSVR 2 headset production to clear a backlog of unsold units.

PSVR 2 also still lacks some of the original PSVR's biggest titles, including Skyrim VR, Minecraft, and Star Wars: Squadrons.

PlayStation VR2 Review: Next-Generation VR Gaming For PS5
PlayStation VR2 heralds the next-generation of console-based VR on PS5. We’ve had the chance to put Sony’s new headset through its paces over the past week, so how does it hold up? Here’s our PSVR 2 review. After years of waiting, PSVR 2 is finally here and

Still, there are a few major third-party titles confirmed as coming to PSVR 2 later this year: Alien: Rogue Incursion and Metro Awakening. And if you're considering PSVR 2 as your first VR headset, you'll find a decent selection of VR's best indie titles from the past decade available on the PlayStation Store.

At £350 the headset's value proposition is significantly greater than at its regular price. Sony will be watching closely how well PSVR 2 sells at this price, and it could inform its pricing strategy going forward and even its future headset design.

Contractors Showdown Season 1 Adds A New Map, Vehicles & More

Contractors Showdown, the VR battle royale game with a more realistic focus, launches its Season 1 update today.

Released in April, Contractors Showdown now receives a rather large content update that adds vehicles for faster chase sequences, and probably to run other players over. New weapons include the RPG - Rocket Launcher, there's two new characters with unique skills, a deployable recon drone, a compass to make finding your way around the map easier, a new Airport map, and larger battlefields.

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Elsewhere, Contractors Showdown is also adding left-handed support, more customization and ammo options. Overall, it's a long list of new things for Contractors Showdown players, one that means the 60-player battle royale game should offer a wider variety of experiences than before.

Presently, the other major VR battle royale game is Population: One, which has gone free-to-play since its launch and introduced the Phoenix Royale mode in May. It will be interesting to see if this new update helps the game compete a bit more with the more established title, especially when Contractors Showdown isn't free.

Contractors Showdown is available now for $19.99 on Steam and Quest. The latter will offer PC VR crossbuy support when it arrives on Rift.

Tentacular Adds Free Island Builder Expansion Today On Quest & Steam

Tentacular, the kaiju-sized physics-based VR puzzler, gets a free expansion today on Quest & Steam.

Developed by Firepunchd Games and published by Devolver Digital, Tentacular first appeared two years ago, later receiving a 'Comfort & Clarity' update. Titled the 'Island Builder' expansion, today's update adds a sandbox mode and roughly two hours of side missions as you visit La Kalma’s sister island, Salmoa. You'll help these states reconnect after "years of bitter garlic-based rivalry."

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“Luca and I at Firepunchd Games were so inspired by the overwhelmingly positive response to Tentacular that we really wanted to extend our appreciation to all the players. We are excited to see what players create with the new powerful tools that we’ve introduced,” says developer Simon Cubasch in a prepared statement.

As the title suggests, the Island Builder expansion involves creating islands using a new 'Creation Glove' ability. You can build structures, clone objects, paint buildings, lay roads, and populate these locations with humans. Other new additions involve entering an art contest and there's also a new Cheat Terminal in the options area, found by going around the back.

I went hands-on with the expansion on Steam before today's launch, and that unlocks around the middle of Tentacular's main campaign. Being guided by a robot with an identity crisis called Darwin assured me that the game's fun sense of humor remains intact, and the initial tutorial guided me into proceedings well.

The Creation Glove offers an enjoyable approach to puzzle solving, and one thing I've enjoyed so far is the cloning process. Cloning requires you to hold something before a quick button press, and you'll automatically hold the cloned item instead of the original. It's a small detail, sure, but a good decision that makes item handling less fiddly.

New tools like the Surgical Recycler cleverly demonstrate why Tentacular can only exist in VR, too. Your initial challenge involves unsticking multiple objects by removing the magnets without touching the other objects. Sounds easy enough on paper, though the game's physics-based mechanics mean you need the freedom of motion controls to achieve this precisely.

Tentacular screenshot shows the main character holding oversized blueprints

Thanks to its well-considered UI design, creating new items is considerably straightforward. Simply touch your watch, choose to create, and flick through the options with the right analog stick. Each item serves its purpose for construction, and while this isn't particularly revolutionary - I'm also not the most creative person with sandbox designs, I enjoyed getting silly by oversizing objects.

Tentacular's Island Builder expansion is available now on Quest and Steam. The base game is also on Pico and PSVR 2, and Devolver Digital informed UploadVR that the expansion isn't currently confirmed for these platforms.

Tentacular Review: A VR Kaiju Game With Heart, Hilarity And Substance
Easily dismissed at a glance, you’d be a sucker to miss Tentacular’s wonderful brand of intricate interaction and technical complexity. More in our Tentacular review! Tentacular risks being pigeon-holed. It’s easy to look at this kaiju game and see flashes of Goat or Surgeon Simulator; fun for