E McNeill: From Darknet To Ironstrike In 12 Years Of Indie Game Development

E McNeill released the first full VR game for Gear VR headsets back in 2014 drawing from big screen depictions of cyberspace.

Featuring hackers taking on the "Darknet" to acquire virtual bitcoin, his strategy game sees you hack computing nodes to purchase stronger electronic weapons.

At the time of Darknet's original development in 2013 and 2014, a single actual bitcoin could be sold for about $1,000 in the real world. At the time of our talk on January 31, 2025, more than a decade after McNeill originally made the game, a single bitcoin could be sold for more than $100,000.

This means if McNeill had acquired, say, five bitcoin at a cost of $5,000 at the time he added the concept to Darknet, the cryptocurrency would be worth $500,000 today.

McNeill says he acquired no bitcoin.

Instead, he spent the last 12 years as an indie game developer making the first full VR game for Gear VR followed by a series of VR titles for most modern consumer VR headsets.

"There was maybe a brief moment in time when I felt like I was doing super awesome and had struck it rich, and that moment has passed. Maybe if I had bought bitcoin like we talked about at the beginning of this interview then all would be different," McNeill said of his journey in indie game development. "The fact that I've been able to keep it going already for 12 years is miraculous to me, and I think if I went back and talked to my younger self and said 'if you set out on this you'll be able to make this work for at least 12 years', I would consider that a dream come true."

Before McNeill heads off on leave, Don Hopper booted up Darknet: Remastered on Quest alongside McNeill's most recent action games Ironstrike and Ironlights. I interviewed the developer for more than an hour with Don playing each of the games in the background.

Eventually, McNeill met up with Don and taught us how to cast spells and succeed in combat. The dev gave Don a crash course tutorial in both Ironstrike and Ironlights, and McNeill showed us why he made such specific choices when it comes to weapon handling in his VR games. Our thanks to YouTube member Arlen for joining us with some questions during the show, and you can check out the full timestamped hour-long conversation with McNeill below.

Last week, we heard from the developer of Airspace Defender and Tablecraft in the same deep dive format and, in the weeks ahead, we're starting to line up a schedule for developer interviews that should include us looking at brand new or upcoming releases.

We only played three of McNeill's games during the stream, jumping from Darknet: Remastered to Ironstrike and finally ending in Ironlights, but you can learn more about all of his titles on his website.

We'll be sure to follow up with McNeill in the months ahead.

E McNeill Brings Hacking VR Classic Darknet To Quest Headsets

E McNeill's VR classic Darknet finally made the jump to Quest headsets as Darknet: Remastered.

The trailer for Darknet is embedded below and you'll want to take particular note of the timestamp on its publication of October 6, 2014. Darknet was the first full game to launch on Samsung Gear VR, which is considered to be the first consumer VR headset. In the three years following, it launched on the Oculus Rift Store, the original PlayStation VR, Steam, and Google Daydream, an early pioneer of cross-platform VR availability.

I took the game for a spin on Quest and it is just as I remember it. Described by its creator as "a strategy/puzzle game in which you play as an elite hacker in the Net," the game sees players "Plug into cyberspace, using viruses, worms, and exploits to steal the data before your signal gets traced." Inspirations include TRON, Neuromancer, The Matrix, and Johnny Mnemonic, and it won a VR Jam all the way back in 2013.

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McNeill's forward-thinking project, which works great seated in a swivel chair, was a stand-out first-time experience for many buyers of the Gear VR Innovator Edition. For me, whenever I gather a bunch of windows around myself in a modern Quest or Vision Pro headset, a part of me still thinks back to the vibe of McNeill's early hacker role-play managing nodes in Darknet.

After Darknet, McNeill made a number of impressive VR projects including Tactera, Skylight, Astraeus, Ironlights and Ironstrike, and you can learn more about them all on his website.

You can find Darknet: Remastered for $9.99 as of this writing.

VR's First MMORPG OrbusVR Is Shutting Down

VR's first major massively multiplayer online role-playing game, and one of its longest-running multiplayer experiences, is shutting down across all platforms.

An announcement post on the OrbusVR forums from one of the project's long-time developers states that server shutdown is in April, with sales ending February 10th across all platforms.

OrbusVR: Reborn's listing on Steam already notes the imminent end to sales but there's no such notice on the Quest store listing. I emailed Meta to ask if they're in contact with the developers about changing the page. I also asked if Meta is planning to refund buyers for what they've spent to buy one of the first paid MMORPGs in VR.

As of this writing, the project is still priced $19.99 on both storefronts. OrbusVR: Reborn carried "mostly positive" reviews since release in April 2019 on Steam, and it launched with the original Quest headset as well in May 2019.

OrbusVR Is A Tantalizing First Step Toward The Future Of VR MMOs
As someone that grew up playing MMOs like EverQuest, Minions of Mirth (an obscure indie one), Runescape, Guild Wars, and more, a high-quality VR MMO is one of my ultimate dream games. Anime like .hack//sign and Sword Art Online have done their part to instill the excitement around the

Creators ran a successful Kickstarter project for the software back in 2017, and one of our first in-depth writeups back in 2018 noted it as a "tantalizing first step" toward the dream of MMOs in headsets.

On the shutdown announcement page the developer writes:

"In the coming months leading to the server shutdown, we will be planning a few farewell events, including increased drop rates on legendaries, unlocking the DLC for all players that may not have experienced it yet, and hosting the last official Mage Tournament in-game. While we are truly sad to say goodbye to this game, we want to celebrate the fun, friends, and memories that have been experienced in our games’ long history. We plan on doing an end of game wrapup, sharing stats like total hours played, monsters killed, etc., in the coming months.

UploadVR Senior Editor Henry Stockdale is leading the charge as we talk with VR and mixed reality developers on an ongoing basis about the state of the market. We're still seeing groundbreaking new software across most platforms, but some devs are laying off workers and shutting down their projects as they struggle with a rapidly changing market for VR and mixed reality content. In 2025, he's already covered layoffs at Soul Assembly and will have more nuanced coverage of the issues facing developers in the weeks ahead.

We'll be discussing the shutdown of OrbusVR on our VR Gamescast show tomorrow on YouTube, and if you're an Orbus player we'd love to hear from you about the time you've spent fishing, crafting or just plain hanging out with friends in the first VRMMORPG.

Airspace Defender & Tablecraft Dev Talks Building Toward Meta Orion & Apple Vision Pro

Not Suspicious developer Rafael Brochado joined UploadVR for a deep dive into the development of two innovative games from his studio.

Airspace Defender is a paid mixed reality game that's basically a spatial imagining of Missile Command, while Tablecraft just launched on Quest as a free-to-play science playground in which to learn about the periodic table of elements.

Our deep dive discussion with Brochado examined how each idea might evolve, and why we feel each project looks like a nice fit for developer kit support from Apple, Google, and others. We'd like to see these interesting ideas make it into more headsets, and we learned a lot of interesting details about the constraints developers like Brochado face building innovative software for headsets.

Airspace Defender & Tablecraft From Not Suspicious

Tablecraft and Airspace Defender are pretty divergent projects, but as Brochado explained in our discussion each represents a different exploration in the constraints of headsets and their underlying operating systems. In the case of Tablecraft, the game currently requires controllers and cuts you off from other people in the room with full VR. Airspace Defender, meanwhile, uses hand tracking and delivers the entire game in mixed reality views of your physical environment as a diorama-sized world appears in the middle of your play space. That's because Brochado aims to explore how to make a compelling game for limited field of view AR glasses, ahead of Meta shipping developer kits.

With Airspace Defender, we discussed Resolution Games' useful resizing gesture for diorama-sized worlds in Gears & Goo & Demeo, and how such a design change would force them to reconsider how difficulty works in Airspace Defender. We also talked about the extraordinary expense of Apple Vision Pro hardware and how the studio could make use of a developer kit for the game.

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With Tablecraft, we considered how local mirroring on a tablet or other companion device for portions of the game world would make a cool addition for educational use. Brochado revealed they already built some of that functionality for educators to use in some settings, despite developer tools making it exceedingly difficult for them to accomplish.

We encourage you to check out the full video with Brochado embedded above to learn more about the challenges of development, and we'll be following up with Not Suspicious in the months ahead to see how these projects develop.

You can find Airspace Defender and Tablecraft on the Meta store for Quest games.

Viva Las Elvis Walkabout Course Channels Vegas Casino With Heartbreak Hotel & Graceland

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.

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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.

Banter Generates Objects From Speech With New AI Tools

Elin Höhler spent the weekend pulling together a new demo in SideQuest's Banter showing a full speech to 3D generation pipeline making objects in a multiplayer world.

Höhler walked me through the pipeline on Monday, showing the three step generation process – first processing speech to text, then an image from the text, and finally outputting a 3D model directly into the shared multiplayer world space for resizing and placement.

"It's kind of perfect for a zany platform like ours," explained SideQuest founder Shane Harris. "I think our users are gonna enjoy this, decorating their home spaces, using this for making props, I know some of our users have already been using it to generate clothing items that they then put on their custom avatars."

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Our video embedded below goes into slightly more depth explaining the toolset, as recorded on my Quest 3, as Höhler considers newer models in the future producing sharper and better optimized assets, but "playing around with Trellis is like getting your feet wet with what's coming."

The creator example is available if you search "world building" on Banter, available now on Steam and Quest. We've seen other generation tools in platforms like Snap's Spectacles as well as in single player experiences, but this is the first we've tried that has been this successful in a multiplayer VR session.

Gears & Goo Reimagines Tower Defense For Hand & Eye Tracking On Apple Vision Pro

Gears & Goo is out now on Apple Arcade for Vision Pro and it's a must-play for subscribers and strategy fans. Read on for our full overview.

I spent the better part of two 7-hour train rides over Christmas break locked into Gears & Goo from Resolution Games on Apple Vision Pro. As I reached the later missions, I found myself repeating the same couple of maps for nearly an hour each, steadily improving my performance each time gathering resources, combining powers and fending off the increasingly challenging waves of enemies progressing down multiple paths to my base.

The new strategy game is on Apple Arcade now and a must-play for fans of the tower defense and strategy genres. It's also worth checking out for mixed reality developers who can learn from Resolution's thoughtful use of eye and hand tracking here.

If you don't have a headset, check out the video below to see how I quickly and precisely resize the map to its ideal placement relative to my current position in a chair, just by pinching my middle finger and thumb on each hand and stretching the space between them. The same gesture is present in Demeo, also from Resolution. I'd be curious to use it to position multiple spatial apps next to one another around me using the gesture.

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The map lays out in front of you and relies entirely on Apple Vision Pro's look-and-pinch eye tracking interface for base management, unit construction, pathing and upgrades. Rapidly moving and resizing the map means you can choose whether to physically get up and move around the map or quickly reposition it for easier controls. I've only played the game seated, and found myself repositioning the map occasionally to better eyeball various structures and units. Generally, each character and structure needs to be unobstructed by others for you to select it with your gaze.

Most maps introduce a new gameplay element to consider, building steadily over the course of levels to an onslaught near the end just as you achieve mastery of your arsenal, with voice work that's both cute and funny. The story is about corporate greed and soda, which is about all you need as a backdrop for these bubbly characters spewing cold and hot projectiles at one another. Players earn up to three stars per level by completing certain tasks, like beating the level without losing a structure or within a certain amount of time, so there's some replayability if you want to keep going for all the stars.

Our longer video on YouTube shows the first few levels of the game played against the backdrop of my office wall, after I had played most of the game already. While I breeze through the levels, it's that smooth because Gears & Goo is such a great use of Apple's eye and pinch interface.

While you're not going to find the weapon or map variety as seen in titles like Bloons Tower Defense 6+, which adds a 3D shelf to its minimally modified spatial interface on Vision Pro, you are going to get a much better use of hand and eye tracking here in Gears & Goo.

Resolution Games neither supports multitasking nor fully immersive VR mode for the launch version of Gears & Goo. For the main story, I would have liked to tune out the physical world and go to one of Apple's home environments like the moon. Instead, I played the game against the backdrop of my wall and the back seats of train cars. There's also a mode that lets you place your units on a physical table, but it's not fun and I would have instead preferred to overlay a virtual environment as a backdrop to the main game.

Gears & Goo: More Please

Not as many people are likely to play Gears & Goo on Apple Vision Pro as might Resolution Games' other titles, like Spatial Ops on Quest or even Demeo on any headset, but the title kicks off 2025 showing thoughtful new spatial design for visionOS. Gears & Goo delivers hours of entertainment on Apple Vision Pro with easy-to-use controls, and we hope this work from Resolution grows in the future as I would readily play a sequel or expansion. I'd also be curious to see more done with the middle finger pinch gesture from both Resolution Games and others.

You can find Gears & Goo on Apple Arcade through Apple's App Store.

A Florida Judge Used Quest 2 In A Courtroom

A judge in Florida used a Quest 2 VR headset to view a recreation of events in which a defendant pulled a gun out at a wedding.

Miami news outlet WPLG Local 10 reports that the VR headsets were brought into the courtroom during a stand-your-ground hearing last week. The defense team in the case commissioned an artist to make an animation depicting events meant to represent the defendant's perspective, with a segment of the animation formatted for VR headsets and viewed in the courtroom.

"Virtual reality shows the jury and the judge exactly the position my client was in when he was surrounded and grabbed and had his life in jeopardy, and at that moment he had to defend himself by pulling out that firearm," claimed attorney Ken Padowitz in a phone call with UploadVR this week.

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WPLG Local 10's coverage of the use of VR in this case.

Padowitz believes the use of VR headsets in the case is a first, though you can contact us with details of other examples of the technology being used previously (in actual courtrooms, rather than on Star Trek).

In the Florida case, a video circulated in local media and online depicts one view from the night the defendant was arrested. Padowitz wants to show the jury another perspective via a VR headset, should his client's case get that far.

Legal systems differ by jurisdiction, but many courtrooms see advocates attempt to recreate a picture of events through physical props or animation to make judges or jurors feel as if they were there during the events being litigated.

Should Padowitz or another attorney succeed in putting a jury of peers in VR, we'll be sure to dive in deep about the methodologies involved.

Sony's Standalone Headset Now Has A Name, XYN, And We Went-Hands On

Sony branded its standalone headset XYN, and we went hands-on with the latest prototype.

UploadVR's Don Hopper is on site at CES 2025, and attended Sony's formal announcement of its XYN headset, pronounced "zin", which the company still describes as a prototype. The headset was first revealed at last year's CES, and we briefly tried out an earlier version in summer.

Sony says the headset is a "spatial content creation system", powered by Qualcomm's XR2+ Gen 2 chipset (also being used in Samsung's headset) and featuring 4K micro-OLED displays.

Last year the headset was shown to have two controllers, one held and the other worn as a ring on the other hand. The ring controller was no longer present in Don's demo, instead relying on the held controller.

Sony Announces XR2+ Gen 2 Standalone Headset For Enterprise
Sony is the previously undisclosed fifth company building a headset using Qualcomm’s new Snapdragon XR2+ Gen 2 chipset.

The video from Don below represent his first impressions of the hardware, with his demo flowing straight from learning about the headset to moving an object in VR using the controller. We've cut just a few seconds from the video for clarity, so it's largely a real-time look at seeing Sony's new platform for the first time.

The clip also shows Sony's intent for precision creative input with its unusual controller design. Don quickly fits the flip-up design of the headset over his glasses and starts placing objects with the new controller, learning quickly how it uses small movements to manipulate objects in VR.

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Sony's first actual product under its new "XYN" brand won't be this headset or controller, though. Instead, Sony is planning to ship its first software product under the XYN brand as XYN Motion Studio, a subscription-based PC application coming to the Microsoft Store in late March that can support connection with up to 12 mocopi motion sensors.

The mocopi Pro Kit is available for pre-order starting late March 2025, with a complete hardware bundle priced at $1180. Supporting up to 12-points of body movement tracking data could be enormously meaningful to VRChat's most engaged users, as well as filmmakers and artists of various kinds. Sony says its system will be updated continuously while saying it supports "merging camera data for superior accuracy" as well as post-processing capabilities to improve captured movements.

Don saw a 3D scanning system on display as well, also described as a prototype by Sony, meant to "convert high-quality, photorealistic 3D CG assets from real-world objects and spaces using images captured by mirrorless cameras and proprietary algorithms."

The XYN branding comes as many Sony customers hope for games or news in the PlayStation VR2 world instead. XYN is instead focused on enterprise content creation, a very different market.

We'll be discussing XYN during VR Download on Thursday, and we'll have more from Don on both UploadVR.com and our YouTube channel throughout the week.

Meta Replaces Some Quests After Rendering Them 'Unresponsive'

Meta is replacing some Quests after headset owners said they found bricks in their hands around Christmastime.

Meta now notes on its help site:

We've discovered a software update issue that caused some Quest 2/3/3S headsets to be unresponsive and unable to start up correctly. We are actively working on resolving the issue for all users, but in most cases, you are now able to use your device normally. If you have a device that is still unresponsive, please click the button below for next steps. Thank you for your understanding.

Mark Rabkin, the vice president at Meta leading HorizonOS and Quest devices, wrote on X.com that "almost all can now use device normally – but if you're still stuck contact customer support and we'll fix you up."

Quest owners who reported to us last week that their headsets were effectively bricked during a failed software update process said that Meta support initially told them they'd need to buy a new device. Now, some of those same people say they've been contacted with a path to a free replacement for their headset.

I pulled out a Quest 2 on December 31 that hasn't been used in a while and could not get the headset fully operational after hours between Meta's Software Update Tool and factory resetting the device.

I clicked Meta's support page and followed the prompts for Quest 2. The "product-claim" site is available for Quest 2, 3 and 3S headsets to check if you're eligible to "proceed with a replacement" by entering your serial number. I entered the one for this Quest 2 and it was listed as not eligible. I haven't pursued additional customer support with Meta for the device yet, and the headset is not entirely unresponsive, but it also won't load the setup pairing screen for more than a fraction of a second.

We asked Meta how many headsets have been bricked by this update and the number of replacements they're offering. Between Christmas, New Year and the rolling nature of Quest 2 headsets being brought online after long hibernations, we're extremely curious to hear details about the extent and resolution of this issue.