Co-Op Horror Shooter GTFO Gets Full Native PC VR Mod With Motion Controller Support

This week a new mod released for indie co-op horror shooter GTFO from 10 Chambers. The mod features full native VR support including motion controllers and cross-play with non-VR. Check it out in the trailer below:

GTFO VR Mod

In the trailer we can see everything from motion-controlled melee weapons, free aiming guns with laser sights and flashlights, impressive lighting and fog, and lots of truly gruesome blood and gore. GTFO is the kind of game you really need a full group of people to get the most out of it, similar to Phasmophobia, except with a lot more guns and violence.

This mod is certainly an unexpected but welcome surprise since the dark and creepy atmosphere in the game is such a perfect fit for VR. Once the monsters show up things get crazy fast and I can only imagine how frantic things would feel inside a VR headset if the game already makes me sweat outside of VR.

GTFO is in Early Access still on Steam for $35 with a ‘Very Positive’ review average after nearly 18,000 user reviews. I’ve played it in non-VR and can confirm that it’s extremely tense, terrifying, and very fun with friends—but it’s also extremely difficult and requires real coordination to succeed.

For more details on the mod and the community behind it, check out the Discord server. You can download the mod itself over on github. If you decide to give it a try let us know what you think in our own Discord or down in the comments below!

h/t: Thanks to Brian Tate for sending a tip to tips@uploadvr.com!

Cosmodread Review: Roguelike VR Horror Where No One Can Hear You Scream

Cosmodread (formerly known as Cosmophobia) is the latest game from Dreadhalls creator White Door Games. If you’re curious about whether or not this VR horror roguelike lives up to its potential, we’ve got you covered with our full Cosmodread review included down below.

White Door Games is a very small indie development studio with only seven people listed in the “credits” section of the Cosmodread site. It was founded by Sergio Hidalgo, who does all of the design and programming himself.

Cosmodread Review – The Facts

What is it?: VR survival horror roguelike about escaping a dying spaceship
Platforms: Quest, Rift Store, and Steam
Release Date: March 25th, 2021
Price: $14.99

Following in the footsteps of its predecessor, Cosmodread is essentially a game about the fear of the unknown. You’ll spend tons of time creeping around corners, poking your head out to see what lies beyond the next hallway, and slowly opening doors in fear of what’s on the other side. The vast majority of my time with this game was spent entirely shrouded in darkness, both literally and figuratively, and it’s the type of suffocating terror that often feels overwhelming.

You see, in Cosmodread, it’s pretty much always pitch black. You’ve got a little wrist-bound flashlight on your right hand, but other than that and the limited hall lighting, it’s very, very dark in this game.

The premise here is similar in concept to The Persistence in that you’re stranded aboard a decrepit spaceship that remixes its layout every time you respawn and you’re tasked with slowly exploring it all in an effort to escape. In practice though, Cosmodread is much more about slow, methodical stealth in an effort to avoid all of the various horrific creatures.

cosmodread low gravity gif

The lore is dolled out gradually over time by picking up audio logs, as is standard with these types of games by this point, and you’ll also collect blueprints for items as you explore. The structure is a bit like a Metroidvania in that you need to locate the appropriate keycard to unlock new sections of the ship, but the locations of items, doors, and ship regions are all procedurally placed so no two playthroughs are ever identical.

One mechanic I really appreciated is that you’ll find batteries in wall panels that are used to power rooms. This might just include lights and illuminated wall panels that light up an area, or it might include actual machines and levers that can be used. Each battery has a limited number of charges so you’ll need to stick them in your inventory and conserve them for the right moment. Monitoring your oxygen levels is key to survival as well, since you can die if you’re not careful.

Cosmodread Review – Comfort Settings

Cosmodread features the typical assortment of comfort options, ranging from teleport and “dash” movement to smooth, analog stick locomotion, You can tweak the speed of rotations, or switch to snap turning instead. I played with all options set to smooth and my turn speed maxed out, but personally chose to just physically turn my body since I was on Quest. There enough options here that I would imagine most people could find a workaround that is comfortable enough to play the game.

cosmodread hallway crossbow

I spent around 10-hours with Cosmodread and, truth be told, still haven’t seen everything it has to offer. It’s one of those types of games that you can honestly play over and over and still feel like you’re getting something a bit new and unique each time. To its credit, this is exactly what fans of this genre love—however, it absolutely does get stale after a while. Cosmodread is definitely a game for fans of roguelikes first and foremost – don’t expect a campaign-like structure.

There is of course combat in Cosmodread, but it’s far from the focus. Stealth is absolutely the preferred method most of the time here if for no reason other than your options for fighting back are painfully limited for most of the time you’ll spend aboard this dying spacecraft. That, and the enemies are absolutely relentless and deadly. Setting a trap from a distance and luring them to death is usually more effective than facing them head on.

Since White Door Games is such a small indie studio, Cosmodread predictably reuses assets liberally. Virtually every hallways looks the same, the random junk items laying out on tables like canned food containers and empty boxes are copy-pasted across the whole ship, and, on Quest, all the textures have a sort of ‘muddy’ surface layer that lacks definition. You can get lost easily in Cosmodread not just because the layout changes every time you respawn, but because every room basically looks the same.

cosmodread control room

That wouldn’t be a huge issue if the quality of the visuals was higher, but as it stands it feels a bit undercooked. It’s a few steps up from Dreadhalls, for sure, but other things I’ve seen in VR recently—even on Quest natively—are leagues beyond Cosmodread. Especially when you consider how dark the game is, you’d have hoped that would have freed up resources to render higher detail environments.

Thankfully the sound design elevates things considerably. Each enemy makes unique and distinguishable sounds and you’ll often hear them on the other side of a wall or even sometimes coming from the vents above. The disgusting, tentacle-like growth that spreads throughout the ship makes a wet and pulsating sound as it extends, letting you almost feel the tendrils that coil around your feet and stretch up the walls.

Honestly, it’s some of the most effective 3D audio I’ve ever heard in a VR game and is a great reminder of just how important and impactful great sound design is for immersion.

Once you advance far enough into the ship, when you die, you’ll unlock different modifiers that can be used to alter your next run. For example, you could opt to start out with zero weapons (not even the basic crossbow) or choose to double your inventory space in exchange for lopping off a chunk of your health bar. There are tons of modifiers like this to help spice things up and keep it interesting beyond just a new map layout each time.

Cosmodread Review – Final Verdict

Cosmodread is a worthy successor to the cult-classic grandfather of VR horror games, Dreadhalls. Although it doesn’t do a whole lot to push the genre forward in many meaningful ways, it absolutely nails the suffocating terror, incredibly immersive atmosphere, and unnerving tension that makes VR horror so powerful. Visually it leaves a bit to be desired and can get repetitive due to its roguelike design, but it’s still a supremely effective and harrowing experience that all fans of spooky space adventures should absolutely check out.


4 STARS

cosmodread pro con list good bad

For more on how we arrived at this score, read our review guidelines. This review was conducted using a digital pre-release version of the game on a Quest 2 headset.

UploadVR Review Scale


Cosmodread is available starting today for $15 on Steam for PC VR, the Oculus Rift store, and the Oculus Quest store.

For more on Cosmodread, check out the game’s official website.

Phasmophobia To Get bHaptics Suit Support In Next Update

You know what’s scarier than playing ghost hunting co-op game, Phasmophobia, in VR? When the ghosts can almost physically touch you, while you’re wearing a haptic vest, that’s what.

Phasmophobia bHaptics Suit Support

According to the official Phasmophobia Twitter account, the next Beta update for the game will have bHpatics suit support, bringing an even deeper level of immersion to the already incredibly intense co-op horror adventure. Phasmophobia of course only has optional VR support and is fully playable outside of VR, but as someone that has tried both versions, I can say with confidence that it’s a far better game in VR—even if a bit jankier.

We don’t know any other details about the upcoming bHaptics suit support, but if it works like it does in other VR games, then you can expect to be even more terrified while playing than before.

The bHaptics suit is a haptic vest that transmits vibrations and haptic feedback to your body based on what’s happening in the game. The accuracy isn’t on the same level as things seen in movies such as Ready Player One, at least not yet, but it’s technology that is working towards that type of support.

I have not personally tried a bHaptics suit, but I’ve had great experiences at physical VR arcade locations when wearing their vests. They really do help sell the experience far more than just a VR headset and a horror game is the perfect application. Games like Beat Saber deliver a constant flood of stimulation, but slow-paced horror games like Phasmophobia work well for suit haptics because of how absolutely devoid of input they are 99% of the time. Then, just when you least expect it, you’ll get a jolt from the suit to amplify the scares even more.

Check out Phasmophobia over on Steam for $14, where it has PC VR support in Early Access, and visit the bHaptics website for more details on their haptic suits. You can grab one for either $300 (16 haptic points) or $500 (40 haptics points) as well as additional haptics for your face, hands, arms, and feet for even more feedback. There is already official support for games like Half-Life: Alyx, Blade and Sorcery, Onward, Boneworks, Skyirim VR, and more.

Let us know what you think of this news down in the comments below!

New Phasmophobia Update Ramps Up Ghost Difficulty, They Now Follow Voices And Open Doors

A new Phasmophobia update that went live over the weekend ramps up ghost difficulty letting them open doors and follow voices when hunting.

Phasmophobia Game Updates

Previously, ghost AI was admittedly quite dumb in the game. If a ghost spotted you then you could simply run around a corner to break line of sight. That would force it to just start searching a random location. Also, once a ghost started to hunt someone, everyone else was essentially “safe” even if they walked right by it. That’s no longer the case now.

After the latest update ghosts now follow around corners, listen for player voices and search directions and locations based on the sounds, open doors, closets, and lockers when searching, and it even searches the last spotted location more thoroughly rather than wandering randomly again. Not to mention now ghosts can target any player that gets near them—even if they’re already chasing someone else.

This latest update also includes a host of quality of life improvements, bug fixes, and more. Here’s the full list of all patch notes, but I’ve included some of the most notable ones below:

VR Bug Fixes

  • Fixed a bug where VR players could not speak after a game has finished.
  • Fixed a bug where teleport grabbing in VR didn’t work when you were dead.
  • Fixed a bug where several objects couldn’t be seen by the smooth VR recording camera.
  • Fixed a bug where VR players couldn’t be killed by the ghost if they laid down.
  • Fixed a bug where VR players were not setting Non-VR players saved voice volumes.
  • Fixed a bug where the money value of a photo would get multiplied per VR player.

Ghost AI Improvements

  • The ghost will now follow your around corners if it has lost sight of you rather than searching a random location.
  • The ghost will now listen for player voices when hunting and will search those locations. This will not work if you are not the banshee target.
  • The ghost can now open lockers and closets outside of a hunt.
  • The ghost will now open doors, closets and lockers during hunts. This can be stopped by holding the door however the ghost can still walk through room doors like usual.
  • Slightly increased the ghosts chance to wander on all difficulties.
  • The ghost will now search around the location it last saw a player rather than searching a random location.
  • The ghost will now target any player that gets close to it whilst it’s already chasing another player.

 

Quality of Life Improvements

  • Improved the server and contract selection navigation on gamepads.
  • You can now enter the room invite code with the keyboard numpad.
  • Added a button to add the max amount of each item so you don’t have to spam click each item.
  • Added a server region prefix in front of the room invite code to help show what region you are in or trying to connect to.
  • Added a delay for closing the truck door once it has been opened to prevent trolling.
  • Changing character will no longer unready everyone.
  • Added an “Are you sure?” check after clicking the training button on the main menu.

If you want to see the game in action, check out our archived livestream up above. It’s been updated al ot since then, so it plays even more smoothly and has more content now.

You can grab Phasmophobia right now on Steam with full (optional) PC VR support for $14. Let us know what you think of this latest update down in the comments below!

Watch: Over 4 Minutes Of Wraith: The Oblivion – Afterlife Gameplay

Last week brought plenty of new details about Fast Travel Games’ Wraith: The Oblivion – Afterlife but, today, we’ve got brand new gameplay as part of Upload Access.

Fast Travel is sharing over four minutes of footage from its upcoming VR horror game, focusing on the powers players will wield in the adventure. In Wraith, you embody the titular entity, granting you access to supernatural abilities. You’ll need these to unlock new areas of the Barclay Mansion as you search for answers surrounding your death. You’ll also want to use them to get out of tight spots when hunted by the horrific Spectres.

Check the gameplay out in action below.

So, to recap, there’s:

  • Wraithgrasp – The ability to manipulate objects from afar, including heavier items you might not be able to move at the start of the game.
  • Insubstantiality – When certain markers appear on walls you can open up gateways, of sorts, to pass through them into the next room. Essential for quick escapes.
  • Sharpened Senses – Essentially the game’s compass, this lets you reach your next objective by scanning the world with your hand. The controller vibrates and you’ll hear a heartbeat and see your hand glow when you’re on the right track.

We’ll be diving into these powers later in the month as part of our Upload Access coverage on Wraith. We’re also speaking to Fast Travel about the studio’s origins and taking a look at the art of the game. And don’t miss our preview of the game from last week alongside our deep dive into the horror aspect with Creative Director, Erik Odeldahl.

wraith upload access schedule

Wraith launches on Oculus Quest and Rift April 22nd, with a SteamVR version following May 25th. A PSVR launch is planned for later in the year.

Resident Evil 7: How VR Elevates An Already Great Horror Game

Resident Evil 7 is one of the best horror games in recent years and its VR support is still, over four years later, exclusive to PSVR. We take a look back at the title, analyze what makes it work so well in VR, and imagine how great Resident Evil 8: Village could be with VR support.

Some mild spoilers for Resident Evil 7 follow below


Resident Evil 7 and VR Horror

Let me preface this by stating that I’m a nerd for horror. I love the challenge of a new horror game. There’s something so raw and exciting about being terrified and that’s why I love horror games in particular. With the rise of VR, horror is getting more chances to truly shine. That’s why I jumped at PSVR on day one and awaited a true showcase of its horrifying potential.

I’m driven to play horror games in VR in search of the answer to one simple question: Can this game scare me more than I’ve ever been scared before? The launch of Resident Evil 7 VR in 2017 answered that question in spectacular fashion. 

With VR now solidified as a well and truly established platform, we have the capacity to be scared by developers to levels that we could only have imagined way back when the first Resident Evil game came out in 1996. After the brilliantly spooky showcase of Resident Evil Village and the internet’s collective obsession with tall vampire lady, I got to thinking about my terrifying experience with Resident Evil 7 in VR and what it might mean for the future of the series. 

RESIDENT EVIL 7 biohazard_20170119183142

Resident Evil 7 was a huge departure for the franchise as a whole. Just how Resident Evil 4 changed camera angles for a more personal approach, Biohazard placed you in first-person—as close to those molded and grotesque Bakers as possible. This after all, was a giant lateral sidestep for the series. Not in terms of quality, but in terms of its roots. This was the return of Resident Evil the survival horror game and away with the games that tried to have unnecessary over-the-top macho action.

Following Resident Evil 4, the next two main entries in the series went for bolder and bigger setpiece action sequences. Resident Evil 7 on the other hand was much more focused, offering a more stripped back and primal experience. As series producer Masachika Kawata said in an interview with us back near the game’s launch, they were hoping to “make an experience that’s more intimate which allows for higher immersion.” They more than succeeded.

Read More: How Capcom Is Bringing ‘Resident Evil’ Into VR For The First Time

Adding VR into the mix was like holding a magnifying glass to the horror genre as a whole, amplifying everything. The tension, the scares, the action, and the incredibly detailed environments all came to life like never before. The Baker mansion itself feels like a character when you’re this invested inside its walls. 

So, what makes Resident Evil 7 and it’s VR mode so damn terrifying? As the first game made using the RE engine, Resident Evil 7 is a very good-looking game. Even the inevitable visual compromises made in VR have very little impact on how gorgeous it is. In fact, seeing things in VR allowed me to see many more details that were just not as pronounced when looking at a flat TV screen.

Everyone is aware of that infamous dinner table scene with the Baker family. The difference it makes when it’s not only Ethan, but you, the player as well, getting some kind of horrendous rotten meat shoved in your mouth really ramps up the intensity and disgust. 

Not only that but every single confrontation is transformed. I’ve played the game since without VR and the scares, fights, and key moments of high tension are, while still powerful, just feel a little flat (pun intended) without VR by comparison. The boss fights gave me goosebumps, especially with Marguerite in her four-legged form.

Having to physically look around with your head to locate where she could be crawling all over the walls felt incredibly haunting. When you hear those 3D audio sounds to let you know that she’s behind you and you have to look over your shoulder, it really sends a chill down your spine; I never want to do that again. 

Marguerite resident evil 7

The moments where nothing is happening are probably the parts where VR makes the biggest change, as strange as it sounds. There were two occasions in my first playthrough where I literally paused the game and had to stop due to simply unbearable tension.

This happened when wading through the water in the introductory section and when crawling through the pitch black vent on the abandoned Annabelle ship. The atmosphere alone is what made these sections so terrifying.

The silence, the not knowing if or when something is about to happen, was all too overwhelming for me. Since I’ve played my fair share of horror games before I just knew that something was probably going to happen. Each time I removed the headset, took a deep breath, and questioned if I was ready to dive back in. 

The discomfort of being in VR with water up to your neck is something that can’t be explained, it needs to be experienced. As someone that’s already scared of tight spaces, it was a real nightmare. The rancid water bubbles in front of you as you’re trying, desperately, to keep your head above were disgusting. And then after all that, guess what? Nothing happens. You just drop out and continue. But the sheer weight of not knowing in VR meant I almost couldn’t continue. 

If you haven’t already and you enjoy horror, you simply have to experience Resident Evil 7 in VR. Despite the fact that it only uses the DualShock 4 and not any motion controllers, no other horror experience has come close for me. It completely terrified me and I wish I could experience it all over again for the first time.

And now, I want Capcom to top it. I’d love for them to scare me more than I’ve ever been scared before once again. I want to see all 9 feet of Lady Dimitrescu and that beautiful castle of Resident Evil Village in VR. They haven’t confirmed VR support (yet) but I really, really hope they do.

I’m ready to be frozen on the spot and begging for reprieve all over again.

How Wraith: The Oblivion Takes VR Horror Beyond Jump Scares

I would say fear not, but I suppose that sort of defeats the point; Wraith: The Oblivion – Afterlife will be a scary VR game.

I’ve played it and I can attest to that. But Fast Travel Games — better known for the decidedly less terrifying efforts of Apex Construct and The Curious Tale Of The Stolen Pets — is going for something a little different than your usual shock-fest with its horror debut. The Stockholm-based team wants to make a full, multi-hour campaign people will actually play. Wraith won’t be a VR dare akin to Face Your Fears – something you might pluck up the courage to play and then rip off of your face moments later. Wraith is a slower, moodier alternative.

“If shock and jump scares is all you rely on, it won’t be much of a lasting experience,” Creative Director Erik Odeldahl tells me, acknowledging that the games that do go for that do it very well. “It’ll be something you try it out, you show it to your friends, they get scared, you all laugh etc. And that’s a great thing. That’s not necessarily what we’ve been going for. We wanted to create a longer game, a full game with a full narrative and a lot of exploration and hopefully some really, really scary setpieces.”

It’s rare for a developer to show this much constraint when talking about the horror aspect of a game. So many scary VR titles are inspired by — if not outright based on — modern horror hits like the door-slamming antics of the Paranormal Activity series. The screams they result in make for great marketing points.

Wraith’s inspirations, however, are slightly different. Odeldahl himself is a horror fanatic that fondly recalls “collecting crappy VHS tapes” when he was younger

“I would say it does channel a lot of the slower, moody earlier horror movies like The Changeling with George C. Scott or The Haunting from 1963, these really creepy, moody pieces. Once you start developing for VR and horror for VR, all of those things change a lot when it comes into a game. But I think it’s certainly building on a strong horror tradition from both movies and games.”

Wraith takes these unfamiliar influences very literally. The game even roots its narrative in the seedy heart of Hollywood with its decedent mansion and cast of uptight, self-interested characters that have met an uncertain but undoubtedly unpleasant fate. Their stamp is most evident in the game’s approach to scares, though.

Wraith Gameplay Stealth

“I think what these movies did is they build a tension and they earn their scares,” Odeldahl explains. “And I think that’s been a mantra for us. We have to earn our scares, let’s build up to something. It might take some time but once you hit a certain level it becomes really scary and you basically never really dip down too much from that level. We want the play to be tense all the time.”

So, yes, you will jump. There will be moments of unexpected surprise either, scripted or in encounters with the game’s ghoulish enemies, the Spectres. But Wraith wants to sustain that terror without letting it evaporate in a heat-of-the-moment explosion. To pull that off, Odeldahl says, the player needs to be vulnerable. Spectres, for example, can’t be defeated, leaving hiding and distractions as your only options. The pillars you’ll take cover behind? Those are the core pillars of the game itself.

“I think, putting the player in those situations — hide behind that couch or stay perfectly still behind that pillar, because otherwise the spectre will see you — that’s the first thing we did actually, for the game. Before we nailed down art etc, we did a proof of concept. “Okay can we create an experience where the player has to hide. And it has to be super exciting, super scary and etc” and I think we’ve done that really well.”

The cluttered halls and dimly-lit corridors of Barclay Mansion itself, then, are key player in maintaining the suspense of Wraith. To Oddeldahl and team, it was crucial that this building felt “real” and not simply there to serve the player. Yes, there are closets to hide in and desks to duck under, but they won’t always be where you need them.

“We think a lot about negative space, the places in Barclay Mansion where you cannot hide,” the developer explains. “Where you’re completely– there’s 15 – 20 meters, you have to cross, there’s nowhere to hide, you know there’s a Spectre nearby. So, yes, every location, every room in the Barclay Mansion is very much considered. Every room is a stealth space, it’s built for gameplay.”

If all of this sounds a little overwhelming to you, I have to say I don’t really blame you. Horror is something I really struggle with in VR – I genuinely didn’t know how loud I could scream until I played Resident Evil 7. But, based on the first hour at least, Fast Travel is delivering on its goal of keeping the player tense while perhaps instilling just enough confidence to take that next step. Spectre encounters are creepy but manageable and the handful of sudden jumps are designed more to unnerve more than they are terrify. It’s a delicate balance, and one Odeldahl admits might not always be maintained.

“Horror isn’t for everyone and we’re definitely not half-assing the horror aspect I hope,” he says. “But I do think that, just like there are awesome romantic comedies, but all romantic comedies aren’t for everyone, there are also awesome horror games, but all horror games are not for everyone. I want to basically encourage people to try this game – I do hope they find it really, really scary but I do hope that they find more than that as well. It’s definitely not a power fantasy. A lot of games are power fantasies, this is not.”

But, crucially, there’s more to Wraith than it’s isolated moments of terror. There’s the mystery at the center of the narrative, which asks players to find out why and how they transitioned into the afterlife, and there’s also some promising foundations for a layered stealth game that not only embraces physicality but also the supernatural elements of the World of Darkness universe, allowing you to make quick escapes between walls or manipulate objects to create distractions. It’s that substance, Odeldahl hopes, that will see any Wraith player, brave soul or otherwise, through The Oblivion: “I think that part along with a hopefully gripping narrative is something that a lot of players that might not think they are horror fans will appreciate.”

Layers Of Fear Listed As ‘Coming Soon’ On PlayStation Store For PSVR

A store listing on PlayStation 5 consoles indicates the Layers of Fear is coming soon to PSVR.

The listing, pictured below in a screenshot captured by UploadVR, can only been seen on the PlayStation Store when using a PS5 console and doesn’t seem to appear elsewhere, including on the desktop version of the store available online.

layers of fear psvr listing

The game is tagged as ‘Just Announced’ when listed in a search results, implying that maybe the store page was sent online early ahead of an official announcement.

There’s no release date, only ‘coming soon’ and the page says that PS Move and PSVR Aim controllers are required to play, along with a PSVR system. On other platforms, there’s no shooting mechanic in Layers of Fear, so it’s likely this is just an error and a PS Aim controller won’t be needed. Along with the placeholder title graphic, it’s likely that the page is still incomplete.

Originally a PC and console title, Layers of Fear received a PC VR port in late 2019, before coming to the Oculus Quest midway through last year. We weren’t the biggest fans of Layers of Fear in our PC VR review, however a PSVR port is still nonetheless good news for those who might have been waiting for it to come to the platform.

We talked to the developers of Layers of Fear, Bloober Team, last year about the challenges of bringing the game to Oculus Quest. When we asked about plans to bring some of their other titles, such as Layers of Fear 2, to VR platforms, they wouldn’t say yes or no and said “who knows what the future will bring.”

Keep an eye out for more details on Layers of Fear for PSVR in the near future.

The Shore Is A Gorgeous Looking Lovecraftian Horror Game Getting VR Support With ‘Extra Stuff’

The developer for recently released Lovecraftian horror game, The Shore, confirmed VR support is on the way with “extra stuff” not in the flat version.

One of the game’s developers responded in a Steam discussion thread earlier this month confirming plans for VR support with a “Yep no worries” and going on to say “VR will be different it will include many events from the standar [sic] release but will also include extra stuff.”

Here’s the Steam page summary:

“THE SHORE is a game about the mystery of the unknown, set on a forbidden island filled with horrors. Based on the works of H. P. Lovecraft, the story features many of his best-known creations and more. Players will see the world through the eyes of Andrew, a father in search of his lost daughter.

Players will experience The Shore through immersive, atmospheric gameplay and encounter the most nightmarish Lovecraftian entities, all while solving mind-bending puzzles. Try to survive as Andrew as he endeavors to save his daughter’s life and, perhaps, uncovering the secrets lurking within his own sanity.”

Based on that description, adapting this for VR seems like a no-brainer. That being said, it all sounds like pretty standard Lovecraft stuff but it certainly looks pretty:

the shore horror game the shore horror game screenshot 2 the shore horror game tentacles

If you’re into this type of fiction, I highly recommend checking out Edge of Nowhere in VR.

The game just released yesterday and is currently sitting with a ‘Mixed’ user review average, but lots of horror content is hit-or-miss with people. I know plenty of horror games that didn’t really land for me that well (like the latest Amnesia) that others love and plenty more that lots didn’t like much (like The Medium) that I loved. It’s a divisive genre for obvious reasons.

But one thing’s certain: put a horror game in VR and it automatically becomes better overall, assuming the VR support is done well.

h/t: phunkaeg on Reddit