[Update]: Dreams: Creator-Early-Access ab sofort erhältlich

[Update]:

Dreams ist ab sofort im limitierter Anzahl als Creator-Early-Access-Version für PS4 für 29,99 Euro im PlayStation Store erhältlich.

Wie bereits im Vorfeld angekündigt, stehen in dieser Variante noch nicht alle Inhalte der Vollversion zur Verfügung. So bleibt der VR-Support für PlayStation VR (PSVR) vorerst aus.

Die folgenden Features wurden in der Frühfassung integriert:

  • interaktive Tutorials
  • modifizierbare Inhalte, wie Arcade-Spiele, die veränderbar und in die Einzelteile zerlegbar sind
  • Galerien aus diversen Minispielen, Welten, Sounds, Musikkompositionen und Modedllen
  • das Teilen der eigenen Inhalte im Dreamiverse, um gemeinsam an Projekten zu arbeiten und andere Werke zu betrachten

(Quelle: PlayStation Blog | Video: PlayStation DACH YouTube)

[Update vom 29. März 2019]:

In einer Pressemitteilung verkündet das PlayStation Team den offiziellen Start der “Creator Early Access”-Version von Dreams am 16. April im PlayStation Store. Einen Dämpfer gibt es allerdings für PSVR-Besitzer, denn der verfrühte Start findet ohne VR-Support statt. So heißt es in der Pressemeldung:

Es werden zum Start des Early Access noch nicht alle Inhalte der Vollversion zur Verfügung stehen. Beispielsweise werden der VR-Modus und die Story-Kampagne noch nicht enthalten sein, jedoch all jene Werkzeuge, die Media Molecule selbst bei der Erstellung der Story-Kampagne verwendete. Weitere Features und Inhalte werden während der Early-Access-Phase sukzessive veröffentlicht.

Zu den veröffentlichten Inhalten zählen interaktive Tutorials, modifizierbare Inhalte, wie Arcade-Spiele, Galerien mit Minispielen und mehr und die Option, eigene Inhalte im Dreamiverse zu erstellen und gemeinsam mit anderen Community-Mitgliedern daran zu arbeiten.

Dreams steht ab dem 16. April exklusiv für PS4 im PlayStation Store in der Creator-Early-Access-Phase zum Download bereit.

(Quelle: Pressemitteilung PlayStation ToLL | Video: PlayStation DACH YouTube)

[Originalartikel vom 21. Februar 2019]:

Entwicklerstudio Media Molecule verkündet den Release von Dreams im Early Access für Frühling 2019 für PS4. Der frühzeitige Release soll noch nicht sämtliche Features des endgültigen Spiels enthalten, dafür aber frühzeitigen Zugriff auf zahlreiche Tools und Werkzeuge zum Erstellen eigener Welten ermöglichen. Ob der versprochene PSVR-Support zur Veröffentlichung bereits in der Early-Access-Version enthalten sein wird, ist derzeit noch nicht bekannt.

Dreams – Release im Early Access für PS4 im Frühling 2019

Dreams ist ein Kreativspiel für PS4 und PlayStation VR (PSVR), welches es ermöglicht, ganze Städte und Welten zu kreieren und nach eigenem Belieben zu modifizieren. Dadurch können die Nutzer ihre eigenen Spiele, Filme oder Kunstwerke erstellen und diese mit der Community teilen. Der Kreativität werden dabei kaum Grenzen gesetzt, sodass nur die persönliche Präferenz die Spieler in ihren Werken einschränken kann.

Wie derart vielfältige Projekte aussehen können, beweisen bisherige Beta-Tester. Diese entwickelten Puzzle-Plattformer, Adventures, Filme und vieles mehr:

Die verantwortlichen Devs möchten Dreams gemeinsam mit der Community weiterentwickeln und verkünden deshalb nun einen frühzeitigen Release des Konsolentitels. In der Creator-Early-Access-Phase erhalten die Spieler ab Frühling 2019 die Möglichkeit, mit eingeschränkten Funktionen und Features in die traumhafte Kreativwelt einzutauchen.

Dreams-PS4-Early-Access-PSVR-PlayStation-VR

Image courtesy: Media Molecule

Sämtliche Werkzeuge der Betaphase, interaktive Tutorials und bereits erstellte Welten, Spiele und Level der Devs und Community sind allerdings bereits ein Teil der Erfahrung. Auch Beta-Assets werden integriert.

Dreams-PS4-Early-Access-PSVR-PlayStation-VR

Image courtesy: Media Molecule

Auch Multiplayer-Optionen zum Zusammenarbeiten und Teilen der Kreationen stehen bereit. Feedback an das Entwicklerstudio sowie Streamen der Inhalte ist ausdrücklich erwünscht. Damit richtet sich das Angebot laut Verantwortlichen hauptsächlich an Kuratoren und Tester, die frühzeitig auf das Angebot zugreifen möchten und gleichzeitig an der Fortentwicklung des Dreamiverse teilhaben möchten.

Dreams-PS4-Early-Access-PSVR-PlayStation-VR

Image courtesy: Media Molecule

Media Molecule verkündete im Mai letzten Jahres, dass der PS4-Titel bereits zur Veröffentlichung PSVR-Support erhalten soll. Ob dieses Versprechen nun auch für die Early-Access-Version gilt, ist derzeit noch nicht bekannt.

Dreams Early Access wird als limitiertes Angebot digital für 29,99 Euro im PlayStation Store nach dem Release verfügbar sein.

(Quellen: PlayStation Blog | Video: MediaMolecule YouTube)

Der Beitrag [Update]: Dreams: Creator-Early-Access ab sofort erhältlich zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

‘Dreams’ Launches into Early Access on PS4, PSVR Support Still Pending

Media Molecule’s hotly awaited creator tool/game Dreams is here, albeit in Early Access on PS4. While the game is slated to include VR support at some point, it’s still unclear when users will be able to jump into their creations with PSVR.

Update (April 16th, 2019): Media Molecule today released ‘Dreams Creator Early Access’ on PS4. The game is now available in Europe, and will roll out in North America at 8:30AM PST today.

The studio is still staying tight-lipped on when PSVR will come, stating in a tweet that support isn’t included in the Early Access version, and that they’ll share more information at some point. Whether that points to a post-launch addition of PSVR support or not is unclear at this time. In the same token, the studio was also reticent to mention when the game’s campaign will come as well, so it’s possible the studio is simply not talking about launch features yet.

We’ve asked Media Molecule for comment, and will update when/if the studio responds. In the meantime, here’s the game’s shiny new trailer:

Original Article (February 20th, 2019): One of the things that sets the PlayStation apart from PC platforms is the notable lack of an official Early Access program like on Steam and the Oculus Store. Nomenclature notwithstanding, it appears PSVR users will have to wait until the game’s Early Access period has ended to jump into the game, which has been confirmed to be PSVR compatible at launch.

“Early Access won’t have everything that the full version of Dreams will, but you’ll get 100% of the same Dreams tools that we have used every day at Mm to make our content,” says Siobhan Reddy, Media Molecule studio director. “As well as fun, deep interactive tutorials catering for all skill sets and levels and Mm-crafted arcade games ready to play and remix.

Image courtesy Media Molecule

The studio says more features, tutorials, arcade levels and assets will be arriving during the Early Access period on the way to launch. According to a Dreams beta FAQ, the studio will be providing more details about VR at some point between now and then.

Dreams Early Access will be available digitally through the PlayStation Store this Spring, priced at $30. There’s still no word on exactly when Dreams will see its full release, although we’re hopeful to learn more soon.

Considering Dreams Early Access is being billed as a “strictly limited release,” it stands to reason that the studio will likely release PSVR support at its official launch. We’ve reached out to Media Molecule for clarification, and will update if/when we hear back.

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Dreams Early Access Launch Coming This Spring, PSVR Support TBA

Dreams Early Access Launch Coming This Spring, PSVR Support TBA

Following the conclusion of Dreams’ Creator Beta, developer Media Molecule today revealed a release window for the anticipated PS4 exclusive. Well, sort of.

Dreams will launch in Early Access this spring. That’s right, Early Access. Studio Director Siobhan Reddy took to the PlayStation Blog to explain. This release will again be aimed at creators first and foremost. Reddy assured that “100%” of the tools the studio uses to make levels will be included, but some features will still be missing.

“If you participated in the beta and felt like Dreams wasn’t fully featured enough for you yet, or you wanted more Media Molecule game content, then Early Access might not be for you,” Reddy wrote. “We’re working on all those things during this period so that you have everything you need on your first day in the Dreamiverse.”

We’ve reached out to Sony to ask if the long-promised PSVR support will be included in Early Access. We haven’t heard back yet but we wouldn’t hold our breath; the Beta didn’t support VR either. Media Molecule has said the game will support VR from day one in the past, but is this really day one?

In PSVR, players will be able to create and play levels specifically tailored to the headset. But Dreams’ incredibly accessible toolset, which allows players to build entire games, could make this a hub for an exciting swathe of VR experiences.

The Early Access build will also be a “limited release”, which suggests Media Molecule will only sell a certain amount of digital copies. It’s set to be priced at $29.99, though it’s not clear if buying into the pre-release nets you the full game too.

Either way we’re excited to see Dreams finally rolling out on a wider scale.

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A Dreams Dev Is Planning A Star Wars VR Level With This Awesome Lightsaber

A Dreams Dev Is Planning A Star Wars VR Level With This Awesome Lightsaber

The question everyone asked has been answered; yes, you can make a lightsaber in Dreams. And you can wield it with a PlayStation Move controller too.

Reddit user magnumninja recently shared a look at his version of the iconic Star Wars sword. It was built in the ongoing creator beta for Dreams. The developer created a pretty solid green saber, but Move control allows you to wield it like Luke Skywalker himself. Crucially, magnumninja says this is the first step in plans to build out a Star Wars VR level.

The Dreams beta doesn’t have VR support, but it does allow everyone to get to grips with the tools. As far as we understand, VR levels will have to be built within VR itself. magnumninja is considering building out a first-person ‘Jedi Academy-like’ like level for PSVR. “Imagine going through Jedi training in first-person and having to block lasers from a Training Remote and learning how to use the force,” the developer wrote.

Imagine indeed.

Of course, we’re yet to see how strict moderation will be in Dreams. There’s a bunch of fan-made tributes out there already. I even played a pretty good demo in which you control R2-D2, so hopefully Disney will leave the game untouched.

That said, there are more official Star Wars VR experiences in the works. Star Wars: Vader Immortal is a multi-part series kicking off this year. It seems to offer its own kind of lightsaber combat, though there’s still much to learn about the experience.

Dreams is due out later this year. We’ve spent a lot of time inside the creator beta and we’re incredibly impressed with it.

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How Media Molecule’s Dreams Builds, Plays And Changes The Game

People are going to make outlandish claims about Dreams. They’re going to say it’s a strange, unwieldy beast that was born from a wild imagination. And it’s true that Dreams is vast, impressive and bursting with potential. But if you have even a passing knowledge of VR, you’ll know that Media Molecule’s latest shares at least a little of its DNA with the likes of Tilt Brush, Quill and Medium. Crucially, though, Dreams promises a big step beyond those platforms.

Note: This article was originally posted in January 2019.

Dreams is essentially an attempt at an accessible videogame development engine. But you knew that; you’ve seen the videos of P.T. and Dead Space remade inside of it, or the tweets with alarmingly detailed creations. You’ve already seen what’s possible here. This is not your normal game; it’s an entirely new platform.

There’s a very different set of barometers for what makes it ‘good’, then. It’s so enormously big that the mere thought of covering it all in one article is a little overwhelming. So I thought I’d take a page out of Meda Molecule’s book; I’d compartmentalize.  Dreams makes everything digestible by cutting it up and taking it one step at a time, so why don’t we?

A Revelatory Interface

For starters, it has to be said that Dream’s DualShock 4 interface is nothing short of a stroke of genius. Your gamepad is a mouse, keyboard, camera, paintbrush and a traditional controller all at once. Dream’s creation mode is made up of a series of menus to access different parts of development from sculpting to Logic (more on that later). You navigate this initially intimidating library with an imp, a small little creature that’s essentially the pointer on a mouse. DualShock 4’s motion controls are employed to great effect; once you know what items are where you can start scrolling through Dreams with almost the same intuition you enjoy on a PC.

But the controller doubles as a keyboard too. Dreams has a range of shortcuts that are executable by holding the L1 button. If you wanted to grab and move an object, for example, you’d just grab R2 and then move it. But if you wanted to clone the item in question, you’d hold L1 first then hold R2. Simple little additions like this make the overall creation process a much more manageable concept once mastered.

Dreams has got me looking at my Dualshock 4 in an entirely new way. I don’t just see the gamepad I use to play shooters and platformers but also a tool. Media Molecule’s reinvention of a videogame staple is, simply put, a revelation.

Move controllers are a bit of a different story, though. I can see how, with extensive practice, they could be more versatile tools than the gamepad. After a few hours of trying to get to grips with them, they’re my biggest pain point in Dreams right now, though. Camera movement can feel erratic and overly sensitive, and it’s often difficult to grasp which way to move the controllers to get the view you want. Moving through the environment is also much more of a hassle without DualShock 4’s analog sticks. There are more helpful shortcuts employed to streamline navigation, but they’re hard to grasp on Move’s confusing button layout.

It’s especially concerning seeing as we don’t know if Dreams’ VR support will work with the DualShock 4 just yet. Having said that, the added depth perception may go some way in helping me tame them.

Accessible Tutorials

Dreams’ biggest victory so far, though, is its tutorial setup. While the game works its magic to make content creation as easy as possible, it’s not a miracle maker. You will have to commit multiple hours to the game’s tutorial section to learn how to make stuff in Dreams. And you’ll need to revisit it time and again to refresh your memory. Making an introductory process that’s accessible, engaging and fun was arguably the most important thing the game had to pull off. Media Molecule does so with flying colors.

While the beta doesn’t include every tutorial, there’s everything you need to get started. Each segment has a video overlay. Think of it like a YouTube ‘How To’ video, with narration guiding you through every step. It’s not a case of ‘watch and repeat’; you’re free to move at your own pace. At first you’ll follow along with every precise step, mimicking the moves you see on the video. Missed a line? Just quick press the 10 second reverse button to jump back without any fuss. Video in the way? Grab it as you would any other object and move it to a new location.

As you grow more confident, though, you’ll find yourself even outpacing the tutorial. Dreams introduces its ideas in incremental steps, building upon the foundations it’s already laid. When you know what you’re going to need from which menu you can race ahead and grab it before your instructor has even shown you. If you get a little ahead of yourself and miss a step there’s no punishment or hindrance; no one’s judging you or telling you that you’re doing it wrong. The game trusts you to figure it out for yourself.

Testing out your work couldn’t be simpler, either. You can instantly enter ‘Play Mode’ through the pause menu, which brings everything to life. If you need to check a character can jump a gap then just play that section. If it doesn’t work, just go back and rewind the tutorial back to where you went wrong. This feels lightyears ahead of the groundwork established in LittleBigPlanet, a game of comparatively slight ambition. I remember slugging through those tutorials with an ever-depreciating desire to create. Dreams’ tutorials left me raring to go and feeling like anything was possible.

Unleashing Your Inner Artist

Dreams PS4 PSVR wall

I am not a good artist. People will tell you that there’s no such thing as a ‘bad’ artist but, believe me, I’m not a good artist. My Tilt Brush creations are probably the ugliest the platform has seen. Dreams, however, made me feel like I could create things that would at least pass as real game assets. In fact, I made that wall above, I’m very proud of it.

How did I do it? I went into the game’s sculpt mode, selected the Rounded Cube and made three brick-shaped models. I used the game’s Grid Mode to make the measurements accurate though, thinking about it, I could have just cloned one of them. Anyway, I then used a simple tinge tool to give a grey-ish castle vibe to each brick. Then I went back to the shape selector but, instead of adding new shapes, I pressed the triangle button to turn them into shaped erasers. With these, I proceeded to randomly cut out chunks of different shapes and sizes in each brick to give them an eroded look. Each looked different, too.

After that I selected the paint tool and chose the ‘Snap To Surface’ guide, which meant I’d paint directly onto objects. I found a mossy green and dotted it along the edges of each brick to add to the archaic feel. Once each brick was finished, I span the camera around and repeated the process on the back of each. I now had six individual brick faces. Assembling them into a wall was just a matter of cloning and spinning them. Once I cloned and assembled a few I’d group them together, clone the group and flip it over to make another section of wall. The entire process took maybe 20 minutes.

Simple as it may be, this is the first 3D creation I’ve ever made that I feel proud of. And Dreams offers plenty more tools to go the extra mile; effects can fuzz up objects to give them the appearance of grass, a flow tool makes surfaces run like water, and another makes them swirl like smoke. Painting has a sort of automated sketchiness to it that’s almost impossible to go wrong with. If you need mechanical precision, a Mirror Guide will reflect your every move. Dreams has a massive library of tools to make building 3D assets simple, enjoyable and even professional.

Sound Logic

There’s a lot of simple stuff to Dreams’ Creation mode. Sculpting, resizing, coloring etc are all pretty easy to grasp, especially if you’ve played around with VR creation apps. But what about the more complicated stuff? The actions, orders and mechanics that make characters walk and worlds feel alive? All of that is assigned to Logic, one of the game’s biggest breakthroughs.

Logic is basically a super simplified coding system. It’s the menu you’ll go to when you want a switch to activate a door, when you want to define NPC’s AI, when you want to make vehicles and so much more.  They’re made up of little tiles you place in the game world and contain their own menus to tweak. If I want a button to lower a bridge, for example, I assign it a Counter tile. In its menu, I set it to recognize when one player character has stood on the button (represented as a customizable trigger zone). When it picks that up, it sends a signal to a Trigger tile that activates an animation that lowers the bridge. These tiles are linked up by wires I’ve set. Still with me?

It’s simplified, yes, but it’s still not easy. I’ve spent hours trying to wrap my head around the incremental steps needed to perform even the most basic of tasks, tying my brain in knots to get through the process. As I’ve already said, Dreams takes commitment, but with time you can work out what you need to do, and you’ll get there faster than any other engine out there. The game rewards your dedication more instantaneously than anything else I’ve seen.

But the rabbit hole goes deep and this is one area of the game that still overwhelms me. I took a look at the Logic assigned to the character in the tutorial above, for example, and found an exhaustive list of modifiers that I had no idea about. For first-timers like myself, it’s clear that building your way up to more ambitious Dreams creations is going to require investment akin to a meaty RPG game. But I feel positive that I could get there, and that’s what Dreams is all about.

VR

So how does all of that tie into VR? Well it harkens back into what I’ve often talked about with Dreams; promise. The beta doesn’t support PSVR, but Media Molecule says it will be there on day one of the full release. I’ve spent hours getting used to the base game to try and give myself a headstart. Frankly, I consider all of what I’ve just written about to be a warm-up. Dreams is already creating amazing experiences on a flat screen, but I’m expecting VR support to be transformative.

First and foremost, imagine a platform where people will be able to make their own wave shooters, cockpit racers and Star Wars tributes with relative ease. I’m pretty sure I could do a half decent attempt with my limited experience already. But I can’t wait to see what the really gifted Dreams devs do with VR; I want to see characters that feel real, worlds to get genuinely lost in and games unlike any that have come before. With Dreams, that all feels tangibly possible.

We don’t have a full release date for Dreams just yet.

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Media Molecule’s Dreams Beta Goes Wide In January On PlayStation 4

Media Molecule’s Dreams Beta Goes Wide In January On PlayStation 4

Some early fans of Media Molecule’s Dreams will be getting access to the creation platform this week while a wider beta kicks off in January.

The first invites go out on Dec. 18 to folks who signed up for Media Molecule’s newsletter (you had to sign up before Dec. 7) while sign-ups for everyone else “will go live on January 4th. Those who sign-up will be invited to join the beta in waves during the week of January 8th and though we cannot guarantee space for everyone, we will try our best.”

While we’ve heard in the past that VR support will be included with the full launch of the PlayStation 4-based creation software, an FAQ for the beta reiterates that VR support won’t be included in the beta at all.

“We’ll have more details about VR for Dreams closer to launch,” the FAQ explains.

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VR Game Releases For December 2018

VR Game Releases For December 2018

Every month we aim to round up each and every VR game release for you in one single place — this is December’s list. Don’t worry — we’ll continue highlighting the best ones at the end of each week too.


With the door closed on November, we’ve just been through another great month of VR content. Between Echo Combat, Tetris Effect, and the incredible puzzler Transpose, there were lots of titles to look forward to last month. Now with December upon us, it’s time to take a look at what’s coming down the line next.

And if you’re a VR game developer planning to release a game soon — let us know! You can get in touch with me directly by emailing david@uploadvr.com or hit all of the editorial team by emailing tips@uploadvr.com. Please contact us about your upcoming releases so that we can know what you’re working on and include you in release lists!

Rift, Vive, and Windows VR Game Releases For December 2018

Palace of the Azure Dragon ($4.99) – December 1st – Vive
Puzzle Out VR ($5.99) – December 1st – Rift, Vive
Mind Massaging Machine ($19.99) – December 1st – Rift, Vive, Windows VR
Defense Contract ($14.99) – December 2nd – Rift, Vive
TendyTrainer (Free) – December 3rd – Rift
Space Turret Gunner ($24.99) + Free Demo – December 3rd – Rift, Vive, Windows VR
Arca’s Path ($19.99) – December 4th – Rift, Vive, Windwos VR (Read Our Review)
Tippy Tree ($1.99) – December 4th – Rift, Vive, Windows VR
Angry Ball VR ($7.99) + Free Demo – December 4th – Rift, Vive, Windows VR
VR Mini Bowling ($4.99) – December 5th – Rift, Vive, Windows VR
Awake Episode One ($7.99) – December 5th (Read Our Review)
Lost On The Island ($24.99) – December 6th – Rift, Vive
VRetired ($4.99) – December 7th – Rift, Vive
Whale Island ($2.99) – December 7th – Rift, Vive
Dinosaurus Life VR ($5.99) – December 7th – Rift
Asteroid Turret Defender VR ($5.99) – December 7th – Rift, Vive
Santa Simulator ($6.99) – December 7th – Rift, Vive
Giant Celebration ($19.99) – December 7th – Rift, Vive (Read Our Preview)
Jigsaw 360 ($1.99) – December 7th – Rift, Vive, Windows VR
Koliseum Soccer VR ($19.99) – December 7th – Rift, Vive
ToyShot VR ($7.99) – December 7th – Rift, Vive
Ball Out ($5.99) – December 8th – Rift, Vive
Rapid Fire (Free) – December 9th – Vive
The Technician ($14.99) – December 10th – Rift, Vive
ZOLO – Zombies Only Live Once ($3.99) – December 10th – Rift, Vive, Windows VR
DOJAGI: The Korean Pottery ($29.99) – December 10th – Rift, Vive, Windows VR
Tech Drive (Free) – December 11th – Rift
Blade & Sorcery ($19.99) – December 11th 2018 – Rift, Vive, Windows VR (Read Our Preview)
Prey: Typhoon Hunter ($19.99 w/ Mooncrash) – December 11th – Vive (Our Impressions)
Slightly Heroes ($9.99) – December 11th – Rift, Vive, Windows VR
Conveyor VR ($19.99) – December 11th – Rift, Vive
The Secret of Puffin Cove ($8.99) – December 12th – Rift, Vive, Windows VR
Flying Aces – Navy Pilot Simulator  ($19.99) – December 12th – Rift, Vive
Contractors ($19.99) – December 14th – Rift, Vive, Windows VR
Welcome Above ($8.99) – December 14th – Rift, Vive, Windows VR
Double Bubble Blaster Madness VR ($4.99) – December 14th – Vive
Trigger Finger ($8.99) – December 14th – Rift, Vive
DMT: Dynamic Music Tesseract ($4.99) – December 14th – Rift, Vive, Windows VR
Shadow Uprising ($19.99) – December 14th – Rift, Vive
Space Battle VR ($19.99) – December 14th – Rift, Vive
BallisticNG ($7.99) – December 14th – Rift, Vive
Hunting Simulator VR ($4.99) – December 14th – Rift, Vive
Sleigh Runner ($5.99) – December 17th – Vive
Project Aeronaut ($4.99) – December 17th – Vive
Shennong: Taste of Illusion ($2.99) – December 17th – Rift, Vive, Windows VR
The Spy Who Shrunk Me ($9.99) – December 18th – Non-VR Only This Year
Hell Breaker (Free) – December 18th – Rift, Vive
Rone ($4.99) – December 18th – Rift, Vive
Wrench ($19.99) – December 19th – Rift, Vive (Our Coverage)
Dead Moon – Revenge on Phobos ($12.99) – December 19th – Rift, Vive
AnimVR Non-Commercial ($29.99) – December 19th – Rift, Vive, Windows VR
Counter Fight 3 ($14.99) – December 19th – Rift, Vive, Windows VR
Escape Legacy VR ($9.99) – December 20th – Rift, Vive, Windows VR
Experiment Gone Rogue ($16.99) – December 20th – Rift, Vive
FlyInside Flight Simulator ($34.99) – December 20th – Rift, Vive, Windows VR
Fightttris VR ($9.99) – December 20th – Rift, Vive
Skyfront ($19.99) – December 20th – Rift, Vive, Windows VR
Polybius ($17.99)December 21st – Rift
Singularity 5 ($9.99) – December 21st – Rift, Vive, Windows VR
Starblazer ($19.99) – December 21st – Vive
Minotaur Arcade Volume 1 ($12.99) – December 21st – Rift
Number Hunt ($17.99) – December 21st – Rift, Vive, Windows VR
Aurora ($2.99) – December 21st – Rift, Vive
Elash ($5.99) – December 21st – Rift
Greedy Crush ($2.99) – December 21st – Vive
Orc Towers VR ($4.99) – December 24th – Vive
Jake and the Giant ($14.99) – December 24th – Rift
Dodgeball Simulator VR ($9.99) – December 26th – Rift, Vive
Eggcellent VR ($2.99) – December 26th – Rift, Vive, Windows VR
Sopwith VR (Free) – December 26th – Rift, Vive, Windows VR
VR Cricket ($4.99) – December 27th – Rift, Vive
Wisentree Spirit ($9.99) – December 28th – Vive, Windows VR
Make a Jigsaw Puzzle ($2.99) – December 28th – Vive
Mad Hunting Simulator VR ($29.99) – December 30th – Rift, Vive

 

Mobile VR Game Releases For December 2018

Virtual Desktop for Go ($9.99) – November 30th, but too good not to include) – Oculus Go, Gear VR (Our Full Review)
Arca’s Path ($9.99) – December 4th – Oculus Go, Gear VR (Read Our Review)
Lostfriesland (Free) – December 5th – Oculus Go, Gear VR
Storm Hockey VR (Free) – December 5th – Oculus Go, Gear VR
Galaxity (Free) – December 5th – Oculus Go, Gear VR
Relucent ($1.99) – December 5th – Oculus Go, Gear VR
Calm Place (Free) – December 6th – Oculus Go, Gear VR
Cirque du Soleil ($4.99) – December 7th – Oculus Go, Gear VR
Tech Drive (Free) – December 11th – Oculus Go, Gear VR
Shattered State ($8.99) – December 11th – Google Daydream (Read Our Review)
Slightly Heroes ($4.99) – December 11th – Oculus Go, Gear VR (Our Impressions)
Lost in Time ($3.99) – December 12th – Oculus Go, Gear VR
VR Planetarium For Schools (Free) – December 12th – Oculus Go, Gear VR
Sanctuary ($2.99) – December 12th – Oculus Go, Gear VR
Theta Legion (Free) – December 12th – Oculus Go (Our Impressions)
Void Racer ($4.99) – December 12th – Oculus Go (Our Impressions)
Liminal (Free) – December 13th – Oculus Go, Gear VR
NFL Immersive VR (Free) – December 14th – Oculus Go, Gear VR
ESPN (Free) – December 17th – Oculus Go
FOX Now (Free) – December 17th – Oculus Go
Sling TV (Free) – December 17th – Oculus Go
Foosball Arcade (Free) – December 19th – Oculus Go, Gear VR
Tourney of Eradorn ($1.99) – December 19th – Oculus Go, Gear VR
Space Shooter ($1.99) – December 19th – Oculus Go, Gear VR
Dear Angelica (Free) – December 20th – Oculus Go
Slots in De Nile ($1.99) – December 20th – Oculus Go, Gear VR
Nuclear: The Periodic Table of Elements ($4.99) – December 20th – Oculus Go, Gear VR
Pacmoon (Free) – December 20th – Oculus Go, Gear VR
VRHealth Portal (Free) – December 20th – Oculus Go, Gear VR
Fear Incarnate ($4.99) – December 20th – Oculus Go, Gear VR
Splat VR ($8.99) – December 20th – Oculus Go, Gear VR
Tippy Tree ($1.99) – December 21st – Oculus Go, Gear VR
Santa Christmas Ride ($1.99) – December 21st – Oculus Go, Gear VR
Marble Anxiety ($1.99) – December 21st – Oculus Go, Gear VR
INL Nuclear Science and Technology Facilities (Free) – December 21st – Oculus Go, Gear VR
Pirate Survival Fantasy Shooter ($2.99) – December 26th – Oculus Go, Gear VR

 

PSVR Game Releases For December 2018

Prison Boss ($19.99) + Free Demo – December 4th (Read Our PC VR Review)
Rush ($24.99) – December 4th
Arca’s Path ($19.99) – December 4th (Read Our Review)
Persona 3 and Persona 5 Dancing – ($59.99/ea or $99.99 bundle) – VR “viewer” mode only – December 4th
Picture Party VR ($9.99) – December 5th
Guns’n’Stories: Bulletproof VR ($19.99) – December 7th
Gungrave VR ($39.99) – December 11th
Red Matter ($24.99) – December 11th
Smash Hit Plunder ($29.99) – December 11th
Gungrave VR ($29.99) – December 11th (Read Our Review)
Gungrave VR U.N. ($14.99) – December 11th (Read Our Review)
Prey: Typhoon Hunter (Free if you own the base game) – December 11th (Our Impressions)
Warbot ($9.99) – December 11th
Richie’s Plank Experience ($14.99) – December 12th
Rollercoaster Tycoon Joyride ($19.99) – December 13th (Read Our Review)
Borderlands 2 VR ($49.99) – December 14th (Read Our Review)
Gun Club VR ($24.99) – December 18th
Beats Fever ($19.99) – December 18th
VR Apocalypse ($17.99) – December 19th
Kingdom Hearts VR – December 25th 2018 (Japan Only For Now)


As a point of emphasis: reach out to david@uploadvr.com or tips@uploadvr.com to let us know about your upcoming VR game releases!

Editor’s Note: This list will be continuously updated.

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Dreams Beta Will Not Support PSVR ‘Initially’, Other VR Devs Already Making Content

Dreams Beta Will Not Support PSVR ‘Initially’, Other VR Devs Already Making Content

More trickles of VR news for Media Molecule’s Dreams this week; the studio has confirmed that PSVR support won’t be included in the upcoming beta for the game, at least at first.

Studio Director Siobhan Reddy confirmed as much in a recent edition of the Game Informer Show. When asked if PSVR support would be featured in the beta, Reddy simply replied: “Not initially, no.”

The developer did reaffirm that the beta is arriving this year and is aware of the fact that that’s not a very big window. From the sounds of it, PSVR support could be added in later down the line, but we do know it’ll at least be in the full release from day one. There also won’t be online multiplayer support in the beta but couch-based co-op will be in.

Elsewhere, Creative Director Mark Healey explained that Move controllers will be available as a way to play in VR, whereas they’re relegated to the creator mode when playing on flatscreen. “At the moment the Move controllers are really for create mode,” Healey said. “We have got a play mode in there, it’s a testing thing, but I think what we’ll do is we’ll release all the functionality that lets you fully wire up the Move controllers when we do the VR job, I think.”

The team also suggested that it may look into social screen functionality, which outputs a different image to the connected TV for others not in VR to watch and even interact with. “We’ve got more work to do on the VR so that’s maybe one of the things we should look at,” Healey said. “That’s a thing with Sony VR in particular, so that could be quite cool.”

Finally, it was also confirmed that a PSVR developer is already working on content for Dreams, but we don’t yet know who that is.

We probably won’t be playing Dreams in VR this year, then, but fingers crossed we’ll be able to dive in in early 2019.

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