Swords of Gargantua Dev Thirdverse Secures Further Investment Towards VR Growth

Swords of Gargantua

At the end of 2020 Japanese virtual reality (VR) developer and publisher Thirdverse Inc. revealed a successful Series A funding round, securing $8.5 million USD. Today, the company has revealed a Series B round has brought total funding up to $20 million alongside appointing a new CEO.

Swords of Gargantua

The two funding rounds were led by JAFCO with participation from Presence Capital, Sisu Ventures, Incubate Fund and Animoca Brands. Additionally, the founder of inXile Entertainment – now a Microsoft Xbox Game Studio – Brian Fargo has joined the Thirdverse advisory board.

Thirdverse Inc’s new CEO is Hironao Kunimitsu who helped found the company in 2020 with Kiyoshi Shin, Satoshi Ban and Masaru Ohnogi. Kunimitsu previously helped to establish gumi Inc. in 2007 as well as launching the Virtual Reality Fund, gumi Cryptos Capital and VR incubators in Tokyo, Seoul and Helsinki.

“Thirdverse is building a world-class tech development and publishing team that spans across gaming, VR and blockchain. With the additional funding from Animoca Brands, we also have the trust of key partners and the ability to accelerate the business,” said Kunimitsu in a statement. My goal moving forward is to bring Thirdverse properties to the global market and further drive our multi-year vision of the metaverse.”

Frostpoint VR: Proving Grounds

“This is an exciting time for Thirdverse with our best-in-class team growing and highly supportive investors. We are delighted Kunimitsu-san has joined as CEO to help us rapidly grow our global business and support our mission to create within the virtual metaverse. His expertise in global market expansion and building high-growth, high-scale teams along with his understanding of how to work closely with global companies makes him ideally suited to accelerate our business,” Masaru “Nogi” Ohnogi, Thirdverse co-founder adds.

Currently, Thirdverse Inc. is best known for Swords of Gargantua, a roguelike sword-fighting adventure where players have to descend through to floor 101 where the colossal end-boss, Gargantua awaits. Last week saw the release of Tesseract Abyss 2, expanding the adventure mode with three new enemies, new weapons and more challenging battles.

Whilst Swords of Gargantua has been successful, Thirdverse’s project with inXile Entertainment, Frostpoint VR: Proving Grounds definitely wasn’t. The online-only 10v10 multiplayer launched at the end of 2020 to poor reviews and community feedback. So much so that the servers were closed in May, only five months after launch.

As and when Thirdverse Inc. reveals its future VR plans, VRFocus will let you know.

Inxile’s Frostpoint VR Is Already Shutting Down

Just over four months on from launch, multiplayer shooter Frostpoint VR is already shutting down.

An update on the game’s Steam page, published over the weekend, confirms the PC VR title will see its servers deactivated on May 9th. No reason was given for the move and no mention was made of refunds for existing owners.

Released in December 2020, Frostpoint was developed by Wasteland 3 and The Mage’s Tale developer, Inxile Entertainment, and published by Thirdverse. Its multiplayer battles mixed modern and sci-fi weaponry on snowy battlefields, where teams fought for control of points. The game also had a PvE element in which alien NPCs stalked the battlefield.

Despite being developed by a big studio, we thought Frostpoint was lacking when it launched last year. In fact, we noted in our review that servers were struggling to fill up even on release day – we mostly saw games with only half of the 20 player limit met. Even then, this is a pretty fast turnover.

“After all my matches in Frostpoint, the only lingering thoughts it’s really managed to leave with me are of what might have gone wrong with it,” we said in our review. “Did Microsoft’s 2018 acquisition of Inxile scupper plans for something wholly more ambitious? Or is Frostpoint’s barebones set of options and unremarkable gameplay really the result of three years of work from a very talented studio? We may never know the answer, but the result leaves a lot to be desired.”

Thirdverse itself says it’s working on new VR games to announce in the future. As for Inxile? Now that the company is owned by Microsoft, which has publicly said on multiple occasions that it’s not focused on VR for Xbox, it seems unlikely the team will be working on anything new for some time.

Frostpoint VR: Proving Grounds Shutters May, ‘new VR projects’ Planned

Frostpoint VR: Proving Grounds

InXile Entertainment, the studio behind virtual reality (VR) title The Mage’s Tale and acquired by Microsoft several years ago launched its most recent project, team-based shooter Frostpoint VR: Proving Grounds back in December. Now, only four months later the developer has announced it’ll be terminating the videogame next month.

Frostpoint VR: Proving Grounds

In what can only be seen as a rapid abandonment of the project, inXile Entertainment and its publisher Thirdverse Inc. issued a statement over the weekend saying: “On May 9, 2021, Frostpoint VR: Proving Grounds servers will be deactivated. We greatly appreciate the support of our dedicated Frostpoint community, which has been invaluable in providing insights and feedback through the development over the past several months.”

Considering Frostpoint VR: Proving Grounds was only announced in July 2020, that’s an incredibly short amount of time to see a videogame like this go belly up – even a VR one. Especially considering inXile’s pedigree. However, it was a project beset with problems and negative feedback – just look at its Steam page to see the comments – with players reporting bugs as well as difficulty finding matches.

So in less than four weeks, the servers are going to close and Frostpoint VR: Proving Grounds will be no more. While it’s still on sale via Steam and Oculus store, Thirdverse Inc. has yet to mention if players will get a refund as Nostos implemented. Last month NetEase Games announced it was closing Nostos’ servers this June and that anyone who purchased the title after 30th November would get a full refund.

Frostpoint VR

Frostpoint VR: Proving Grounds was an ambitious multiplayer where two teams of 10 would fight across an abandoned military base in Antarctica in various game modes. Additionally, players would also encounter an alien race called ‘The Function’ who would attack both sides.

It might be the end for Frostpoint VR: Proving Grounds but that’s not the end of inXile Entertainment and Thirdverse Inc’s. VR plans with the statement adding: “As we focus our resources on new VR projects over the next year, we look forward to bringing you along and connecting once again.” As further details come to light regarding what these new VR projects are VRFocus will let you know.

Frostpoint VR: Proving Grounds Review – Inxile Shooter Feels Dead On Arrival

Is the new multiplayer VR shooter from Inxile Entertainment worth your time? Find out in our Frostpoint review!

There’s a mystery at the heart of Frostpoint VR: Proving Grounds. This chilly online shooter, developed by Inxile Entertainment, finds itself in suspiciously similar territory to the studio’s just-released tactical RPG, Wasteland 3, set amongst snowy ruins that play host to scrappy shootouts with rusty rifles and energy beams. It’s also a very different game to the one we were expecting when Inxile announced it was working on an ‘open-world survival RPG‘ more than three years ago now. Clearly, at some point, plans changed.

Sadly, that mystery is pretty much the most interesting thing about Frostpoint.

Inxile’s second VR game is an otherwise simplistic offering — far more routine than the warm nerd nostalgia of The Mage’s Tale — that seems unlikely to break the curse of empty VR multiplayer lobbies. What’s here is certainly competent, but there’s shockingly little beyond the base foundations that sets Frostpoint apart from other VR shooters.

So you’re confined to a frozen military base in Antarctica, two opposing teams of 10 players each relentlessly charging towards each other between the meager offering of two game modes – Team Deathmatch and the base-capturing Conquest. Completing objectives and killing opponents earns you cash you can then spend back at base for one-time access to better weapons (you’ll need to buy them again if you die) or to build turret outposts out in the map.

Frostpoint Review – The Facts

What is it?: A 10 vs 10 multiplayer first-person shooter (FPS)
Platforms: Rift, Vive, Index (Windows MR support being looked into)
Price: $24.99

None of this is especially original, and neither is the core gameplay which adopts the absolute bare minimum of VR basics in 2020. Some weapons work well; pistols offer dependable control, while more destructive machine guns need to be held with two hands otherwise weapon kickback will throw your aim off course. It’s fairly inconsistent, though, as you could easily wield a large sniper rifle with one hand without any of those pitfalls.

Still, it’s mechanically sound; jamming a magazine into a gun and then pulling back on a charging handle remains as much a novel satisfaction here as it does in any other VR shooter, even if the weapon handling is a little too light to the touch and the firing sound effects feel muffled and muted. There are a surprisingly generous amount of weapons in your arsenal, mixing up scopes, laser-sights and even chargeable cannons, but there’s otherwise little else to distinguish itself.

FrostpointVR_2

What Frostpoint would like to call its twist is the presence of alien enemies on the battlefield; mutated brutes that join the fray and prey on either side. In concept art they look terrifying and, in theory, they could indeed add an interesting dynamic to otherwise vanilla gameplay. In reality, they’re nothing but a minor distraction, no more bothersome than a fly hovering around your head and far more easily dispatched. What are these creatures and where did they come from? You might find out through the game’s bafflingly exhaustive library of lore located back at the hub, but their presence on the battlefield is so underwhelming it’s difficult to raise much intrigue.

Level design is at least varied and does play well to the game’s claims of being a tactical shooter. One map has you weaving in and out of frozen ice caps and fighting for dominance in the remains of an enormous tanker. Another features a winding network of underground tunnels that forces shootouts much closer together. When playing Frostpoint with friends (you can make squads of four to take into battle), this does open the door to legitimate strategies, especially in the Conquest mode. They’re not all winners; larger maps fall into that ghastly trap of making you sprint toward an objective, die, respawn, and sprint all over again, but also provide an opportunity to scan the map, locate less-utilized routes a get in a sneak attack.

Frostpoint Review – Comfort

Frostpoint uses smooth locomotion to get around its maps, which some players may struggle with. However the game has ample options for VR blinders and vignettes to make the experience as comfortable as possible. Even without a teleport option, I would say Frostpoint will be a comfortable experience for a lot of users.

Still, all of this doesn’t especially bode well for the longevity of a shooter that, frankly, is already struggling to maintain a consistent player base. At only one point in the past few days of playing have I seen the game’s human player count get close to the halfway point (nine players out of a potential 20, to be exact). Most of the time I saw a maximum of four players in-game, myself included. During launch week, I’ve just been outright unable to find games.

When I could join, the missing spots were filled in with AI that leaves a lot to be desired – at one point I racked up around five or so kills in seconds gunning down enemies that appeared almost in single file and you’ll sometimes happen upon your own AI failing to fight back against the alien NPCs. An upcoming launch on the Oculus Rift store might go some way to improving player numbers but sustaining an online player base in VR is notoriously difficult and I frankly can’t see Frostpoint doing much to overcome those hurdles save for perhaps maybe releasing on Quest and PSVR later down the line.

FrostpointVR_7

Frostpoint Review Final Impressions

Another case of what could have been, then. After all my matches in Frostpoint, the only lingering thoughts it’s really managed to leave with me are of what might have gone wrong with it. Did Microsoft’s 2018 acquisition of Inxile scupper plans for something wholly more ambitious? Or is Frostpoint’s barebones set of options and unremarkable gameplay really the result of three years of work from a very talented studio? We may never know the answer, but the result leaves a lot to be desired. To succeed in the multiplayer VR market in 2020, you need to be red hot. Frostpoint, however, arrives frozen stiff.

2 STARS
For more on how we arrive at our scores, check out our review guidelines.


UploadVR Review Scale


Frostpoint VR: Proving Grounds is available now on SteamVR for Vive, Rift and Index, and will be coming soon to the Oculus Rift store. What did you make of our Frostpoint review? Let us know in the comments below!

‘Frostpoint VR: Proving Grounds’ to Release on PC VR December 1st

Thirdverse and inXile Entertainment today announced that Frostpoint VR: Proving Grounds, the upcoming team-based multiplayer shooter, is officially launching on PC VR headsets next month.

Frostpoint VR is bringing its 10v10-player shooting action to Steam and the Oculus PC Store on December 1st, which includes support for Oculus Rift, HTC Vive, Valve Index, and Windows VR headsets.

The game includes a point capture mode called ‘Conquest’ and Team Deathmatch, but you’ll find that the game’s expansive maps are peppered with biomechanical ‘Reclaimers’ for some PvE chaos.

We went hands-on during the game’s beta access period last month, and although at the time it was still lacking optimization for min-spec machines, it undeniably had good bones in the gameplay department, which we hope are even better a few weeks later.

We had our reservations in terms of overall draw, and whether it would stand the test of time after the glut of launch day players slowly dips down, but again, there’s no telling. Thankfully, the studios ran a ‘Play to Own’ scheme with the open beta, so hopefully it will overcome the player pool stumbling block that so many other multiplayer-only VR titles have faced in the past.

To celebrate launch, Thirdverse and inXile are also throwing in a competition starting December 1st, where you’ll be able to compete in a multi-week Leaderboard Challenge event. The top five winners will get a load of prizes, including a GeForce RTX 3080 graphics card from NVIDIA, an Oculus Quest 2, Amazon gift cards, and Frostpoint VR merch.

The post ‘Frostpoint VR: Proving Grounds’ to Release on PC VR December 1st appeared first on Road to VR.

‘Swords of Gargantua’ Creators Thirdverse Secures $8.5M Funding for More VR Games

Thirdverse, the Tokyo-based VR game studio behind Swords of Gargantua (2019) and upcoming shooter Frostpoint VR: Proving Grounds, announced that it’s secured $8.5 million in funding, something the company says will allow them to grow and make more VR games.

The Series A funding round was led by JAFCO with participation from Presence Capital, Sisu Ventures, and Incubate Fund.

Originally founded in 2016 as Yomuneco, and later this year rebranded to Thirdverse, the studio has been involved on both the development and publisher side of the VR industry. As Yomuneco, the studio has developed SteamVR puzzle game Enigma Sphere: Enhanced Edition (2017) and multiplayer sword-fighting game Swords of Gargantua. 

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Hands-on: Team Shooter 'Frostpoint VR: Proving Grounds' Open Beta

Now as Thirdverse, the studio is also taking on the role as publisher of inXile Entertainment’s team shooter Frostpoint VR: Proving Grounds, which is set to launch in 2020 for SteamVR headsets. The company says the recent name change to Thirdverse was to “better align with its mission to create a ‘Third Place’ in the virtual metaverse.”

“Over the past year, our active user base grew with the increase of device penetration in the global market,” says co-founder of Thirdverse Masaru “Nogi” Ohnogi. “I strongly believe that the market is finally ready and this is the right time to grow our startup. We are really excited to release more immersive VR games in the future.”

The post ‘Swords of Gargantua’ Creators Thirdverse Secures $8.5M Funding for More VR Games appeared first on Road to VR.

‘Swords of Gargantua’ Creators Thirdverse Secures $8.5M Funding for More VR Games

Thirdverse, the Tokyo-based VR game studio behind Swords of Gargantua (2019) and upcoming shooter Frostpoint VR: Proving Grounds, announced that it’s secured $8.5 million in funding, something the company says will allow them to grow and make more VR games.

The Series A funding round was led by JAFCO with participation from Presence Capital, Sisu Ventures, and Incubate Fund.

Originally founded in 2016 as Yomuneco, and later this year rebranded to Thirdverse, the studio has been involved on both the development and publisher side of the VR industry. As Yomuneco, the studio has developed SteamVR puzzle game Enigma Sphere: Enhanced Edition (2017) and multiplayer sword-fighting game Swords of Gargantua. 

SEE ALSO
Hands-on: Team Shooter 'Frostpoint VR: Proving Grounds' Open Beta

Now as Thirdverse, the studio is also taking on the role as publisher of inXile Entertainment’s team shooter Frostpoint VR: Proving Grounds, which is set to launch in 2020 for SteamVR headsets. The company says the recent name change to Thirdverse was to “better align with its mission to create a ‘Third Place’ in the virtual metaverse.”

“Over the past year, our active user base grew with the increase of device penetration in the global market,” says co-founder of Thirdverse Masaru “Nogi” Ohnogi. “I strongly believe that the market is finally ready and this is the right time to grow our startup. We are really excited to release more immersive VR games in the future.”

The post ‘Swords of Gargantua’ Creators Thirdverse Secures $8.5M Funding for More VR Games appeared first on Road to VR.

Hands-on: Team Shooter ‘Frostpoint VR: Proving Grounds’ Open Beta

Frostpoint VR: Proving Grounds is inXile Entertainment and Thirdverse’s upcoming team shooter, and although it was supposed to launch into open beta for everyone on Monday, kicking off a three-week period of free 10v10 team shooting action, it’s now officially live, albeit a little bit later than expected for everyone to play. Here’s some of my impressions after playing a good number of matches in both off-peak times and with a full cadre of live users.

Note: This is an open beta that will change progressively throughout its three-week period. Some things are missing, other things still need polish, the developers tell us. Once the retail version has launched, we’ll be able to drill more into specifics in our full review.

Starting off at your own personal base, you’re given access to a quick text-based tutorial and a firing range where you’ll be able to test out all of the game’s guns and accessories. After getting a handle on the basics and playing around with your preferred locomotion style, which includes snap-turn, smooth turning, and both hand and head-relative forward locomotion, you’re then left to brave the online hordes.

For now, the only match types are your bog standard capture point mode called ‘Conquest’, and ‘Team Deathmatch’, however inXile says more will be coming down the line. Conquest presents a standard A, B, and C site objectives to capture.

Maps are fairly large, and offer a good mix of interiors like hangars and underground bunkers to act as both cover and chokepoints. A constant fog limits the outdoor visibility so much though that your shooting distance is much smaller than the map itself, which makes sniping a little less appealing than it otherwise might be with perfect cross-map visibility.

Image courtesy inXile Entertainment, Thirdverse

As for the game’s shooting mechanics, Frostpoint doesn’t simulate guns to the level of, say, Hot Dogs, Horseshoes & Hand Grenades, which offers every manner of physical doodad and selector switch on real-world rifles and pistols. While there a bunch of your standard military and police-issue rifles, submachine guns and pistols, it’s slightly more on the arcade end of the simulation spectrum—ammo is infinite and there’s also a number of alien plasma weapons to choose from.

Image courtesy inXile Entertainment, Thirdverse

Infinite ammo notwithstanding, it does however include manual reloading, which requires you to eject a used magazine, insert a new one by grabbing it from your hip, and racking the weapon to chamber a bullet. Because not all guns are the same, each gun has a highlighted section to indicate where you need to pull with your free hand to feed the weapon. You can also toggle auto and semi-auto for some guns, however this is done with a single button on your motion controller. Yes, you can go dualies on any weapon, but you’ll probably fumble them and toss one away as you go to reload.

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I think Frostpoint strikes a good balance here in the name of keeping action quick with infinite ammo, but not so quick that you’re spraying bullets everywhere willy-nilly. A personal gripe (for now?) is the actual effect shooting has on your enemy. Aiming down the iron signs or magnified scope (depending on the gun) and pulling the trigger feels way more like lobbing a paintball than effectually splattering someone’s guts with a high-powered rifle. This isn’t something you’d notice on a flatscreen shooter, but in VR you need bigger, more expressive effects to make it crystal clear what’s happening to the unfortunate son on the other end of the barrel. Guns aren’t physics-based, so passing them from hand to hand, or from player to player, is a game of tossing them on the floor and hoping the right person picks it up.

Image courtesy inXile Entertainment, Thirdverse

As it is now, bots are hopelessly stupid as they casually malinger around objectives and aimlessly stroll towards danger. Playing on off-peak times means you’ll be greeted by a wave of nameless buggers, which are decidedly more cucumber than human. Granted, this isn’t an issue when everyone playing is a human being, but it’s not a welcome sight if you’ve just popped on for a quick game.

The main PvE baddies, called ‘Reclaimers’, are also somewhat stupid at the moment, offering more of a momentary distraction than an actual challenge worth more than a second of your time. They pop into places at random, and are basically just walking bullet sponges waiting for a half-mag worth of bullets to silence before you move on your merry way. I know the game’s PvE element is supposed to help amp up action, but I just don’t think Frostpoint has nailed it yet into making them a more substantial threat that, ideally, would give both teams pause during a firefight to take down before heading back into combat.

Image courtesy inXile Entertainment, Thirdverse

Visually, the game is still lacking optimization to make sure it doesn’t look like a potato on min-spec machines. At the time of this writing, frame rate drops are consistent in the largest maps, and that’s on my (very old, don’t laugh) GTX 1080, which is well above the game’s GTX 1060 min-spec.

That said, the game undeniably has good bones, and is in the right hands to make it better. I still wonder whether a good enough game will be… well… good enough to make sure people are coming back for more. As more players come into VR looking for the obvious equivalents of the games they love on flatscreen, games like Frostpoint will definitely have their time to shine. As a cautionary tale, the folks over at Ubisoft Montpellier though stopped pushing updates to Space Junkies (2019) only a few weeks after launch due to low user engagement, and the game worked pretty flawless on basically every level, raising the question whether there’s really a large enough pool of PC VR players to sustain a pure multiplayer shooter which importantly needs to garner a healthy playerbase, fast.

In the end, it remains to be seen whether the ‘Play to Own’ strategy will work in Frostpoint’s favor, as the game will no doubt need to overcome that very same stumbling block that so many other multiplayer-only VR titles face, namely maintaining a high enough concurrent userbase to keep people playing and not overly relying on Discord groups to help fill up servers.

There’s still plenty more to do to get the game in retail condition though, so in these next three weeks we may see all the missing pieces come together. There’s certainly no telling what the magical formula is for a VR hit team shooter either, so we’ll be reserving judgement for the final version when it launches on Steam and the Oculus Store for PC VR headsets sometime soon.

The post Hands-on: Team Shooter ‘Frostpoint VR: Proving Grounds’ Open Beta appeared first on Road to VR.

Frostpoint VR Open Beta Starts Next Week, Earn A Free Copy By Playing

The next VR game from developer inXile and publisher Thirdverse is epic-scale sci-fi shooter Frostpoint VR: Proving Grounds. The Open Beta starts next week on September 28th and will last until October 19th and you can earn a FREE copy just by playing!

What makes Frostpoint a bit unique in the VR FPS space is that each of its four large maps are actually PvPvE engagements. This means that while you’re fighting the other team in large 10v10 battles, there are monsters and other AI enemies roaming about that drop loot for you to target and take down as well. It’ll have various game modes, such as capture and control. There is also full bot support as well.

 

Frostpoint VR: Proving Grounds ‘Play to Own’ Campaign

Back when we unveiled Frostpoint VR during our interview with the developers, they mentioned plans to debut a “Play to Own” campaign during the Open Beta period. In order to quality you must sign up on the official website and link your Oculus or Steam account to make sure everything is tracked and recorded.

Each week during the Open Beta test, the developer are awarding 3,000 players a free game key on release. All you have to do is reach a target of 10 games played within that week. Presumably the faster you hit that milestone, the more likely you are to get a key. Target stats are reset each week and you’ll be notified via email if you’ve qualified to receive a key.

You can join the Open Beta test starting on September 28th via Steam here or via Oculus here. There’s no firm and final full launch date yet, but it’s slated for this year still after the Open Beta ends with support for all major PC VR headsets including Rift, Vive, and Index. Let us know if you plan on playing down in the comments below!

Team Shooter ‘Frostpoint VR’ Open Beta Starts Today with “Play to Own” Offer

Thirdverse and inXile Entertainment announced last week that Frostpoint VR: Proving Grounds, the upcoming team-based multiplayer shooter, is going into open beta starting today. You could also get it for free when it launches.

Update (September 28th, 2020): The open beta for Frostpoint kicks off today, and goes on for three weeks. Users who sign up by linking their Oculus or Steam accounts will be able to compete to win a free code for the retail version. Signs-up are here.

We’ll be bringing you gameplay impressions in the coming days once we get a few matches under our belts, so check back soon.

Original article (September 23rd, 2020): The game’s open beta runs from September 28th until October 19th, available for download through Steam and the Oculus Store for PC VR headsets.

The studios will also be handing out free copies of the retail version of the game to the first 3,000 players who met a few requirements.

Players will need play at least 10 games within a week and also connect their Steam or Oculus accounts to qualify for a code for the retail game when it releases later this year on PC VR headsets.

Frostpoint VR: Proving Grounds pits players in 10v10-player matches. As you’d imagine there are a few familiar game modes, like control and capture, however players on both sides will have to simultaneously fight off ‘Reclaimers’, the game’s biomechanical baddies.

If you were already a part of the closed beta on Steam, the open beta is said to include more weapons, tools, enemies, two new maps, and an ‘Attack and Defend’ game mode now too.

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This is one of the first ‘Play to Own’ promotion types we’ve seen for a VR shooter, and it may just help generate the hardcore player base the studios are looking for. There’s no word on what the game will cost, but—to state the obvious to veteran PC VR gamers—one of the biggest hurdles to overcome for these sort of multiplayer games is undoubtedly garnering enough concurrent users to not only make sure people come back on a regular basis to find bustling servers, but also to justify continued development on the game.

Thankfully, both Japan-based Thirdverse (Swords of Gargantua) and inXile (The Mage’s Tale) have proven expertise in VR game creation, so we’re hoping to see fully rounded gameplay to justify what might otherwise be considered a dicey move by less experienced studios. We’ll be going hands-on here soon, so stay tuned for impressions.

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