Best Puzzle VR Games Available For Oculus Quest 2

Looking for some mind-bending puzzle games to play through on Quest 2? Here are our picks.

The Oculus Quest library is only growing larger and stronger by the day with a few options available in most genres. For puzzle fans, we’ve put together this list of some of the best in the genre available on Quest. Some are inventive and creative, some are mind-bending and challenging, but there should be something for everyone.

Here are our picks for the best puzzle games available on Oculus Quest.

A Fisherman’s Tale

Before its more recent game Maskmaker, Innerspace released the acclaimed A Fisherman’s Tale on Quest in 2019. It’s a short yet incredibly charming puzzle game, with ingenious puzzles will make you rack your brain until you finally reach that critical ‘a-ha’ moment that feels so satisfying.

A Fisherman’s Tale was nominated in our Best of VR 2019 Awards for the Best PSVR Game/Experience, Best Quest Game/Experience, Best PC VR Game/Experience, and overall Overall Best VR Of 2019. You can read more in our review.


Cubism

Cubism is a deceptively simple game. Each level features a 3D wireframe shape into which you have to fit different Tetris-like block pieces. The puzzles get harder and the pieces more complex – it’s a slow and measured puzzle experience.

Even better, the game’s recent updates include 120Hz and hand tracking support. The latter in particular is a near-perfect fit for Cubism – all you’re doing is picking up pieces and placing them into the wireframe, but it’s enough to create a sublime hand tracking experience. This isn’t a ranked list, but if it were, Cubism would be my personal #1.

You can read our review of Cubism here (written before hand tracking support was added) and read our impressions of the hand tracking update here.


Floor Plan 2

Floor Plan 2 feels like a VR episode of The Muppet Show, not just in the hilarious absurdity of its world but also in the constant, invigorating ingenuity of its puzzles. It is a logic-based puzzle game in a completely illogical world and one of the best recent releases on the Quest platform.

Read more in our Floor Plan 2 review.


Puzzling Places

This game takes the staples of 2D jigsaw puzzles and brings them into VR with a new element — all of the puzzles are 3D models of real-life places, brought to life through highly detailed photogrammetry captures. The 16 included puzzles range from landscapes to individual objects, each with accompanying ambient sounds that build up as you solve. It’s a slow, meditative but also appropriately challenging puzzle game that offers a similar yet fresh take on traditional jigsaw puzzles.

You can read more in our review.


 

A Rogue Escape

This is a tough, short (1-2 hours), claustrophobic puzzler that will set you stuck in the cramped confines of a submerged submarine. There’s no hand-holding here, resulting in an immersive yet excruciatingly slow set of submarine-based puzzles. If you’re looking for an incredibly short but difficult experience, then this might be the best option.

You can read more in our A Rogue Escape review.


Tetris Effect

If you’re a fan of Tetris, then Tetsuya Mizuguchi’s Tetris Effect is an absolute must-play. It launched first on PSVR and PC VR before finally making its way over the Quest platform in 2020.

It is exactly what it sounds like – it’s Tetris in VR. However, it’s matched with a spectacular, powerful and at times hypnotic amount of visual and audio flair. While these visuals have had to be pared down slightly for the Quest release, we still deemed it the definitive version of the game across all platforms – the lack of tethered wires on Quest remains priceless.

You can read more in our Tetris Effect Quest review.


I Expect You To Die 2

Five years on from the release of the original, I Expect You To Die 2 is a game that executes a specific style of grueling puzzle game incredibly well. It’s a trial-and-error affair where you’ll spend an hour testing things, only to realize that the solution was obvious and right in front of you the whole time. It’s the mark of a quality puzzle — one where the solution is hidden not through obscure design, but through your own short-sightedness — but it can also mean a slow burn and periods of heavy frustration.

You can read more in our review.


The Room VR: A Dark Matter

The latest installment in The Room series is also its first installment in VR. This isn’t a mobile or PC port either – The Room VR: A Dark Matter is made entirely for VR from the ground up.

Developer Fireproof hasn’t lost its penchant for incredibly clever and creative puzzles in the transition. Read more in our review.


Myst

This seminal PC game made its way over to the Oculus Quest late last year. It’s an upgraded and all-around solid port of the original PC title that will have you reaching for a notebook or a friend to help work your way through the tough puzzles.

It’s a game everyone should play once and the Quest 2 port provides you with a modern but faithful way to do so. You can read more in our review.


Angry Birds VR: Isle of Pigs

While the Angry Birds franchise started on mobile, its first foray into VR is a completely natural transition and results in an extremely fun VR puzzle game. It’s an intuitive VR title that’s perfect for VR beginners and veterans alike.

The campaign levels do veer slightly to the easy end of the spectrum, but it’s also a game primarily targeted at kids. This isn’t to say it’s not enjoyable for all ages though, and the custom level builder and online sharing functions mean that you’ll be able to create and play more levels long after you’ve finished the campaign.

You can read more in our review.


What are your favorite puzzle games on Quest? Let us know in the comments.

Puzzle Bobble VR: Vacation Odyssey Revealed From Survios And Taito

Puzzle Bobble VR: Vacation Odyssey from Survios and Taito brings the iconic bubble popping series to VR for the first time next month on May 20. It’ll release for both Oculus Quest and Quest 2.

Puzzle Bobble VR

This new entry in the long-running puzzle game series celebrates the 35th anniversary of the franchise with an all-new entry that takes place entirely from a first-person perspective. Puzzle Bobble VR will feature 100 levels for you to aim, match, and burst bubbles. We’ve seen other big puzzle games make the leap to VR with great results, like Angry Birds VR or Fruit Ninja VR, so we’ll keep our fingers crossed for similar success this time around.

Puzzle Bobble VR will feature a Story Mode with the 100 aforementioned levels that each contain 3-star ratings at the end, an Infinite Mode to try and get the highest score possible against never-ending waves, and an Online Duel Mode to pit your skills against an opponent in a 1v1 battle.

“We are excited to bring Puzzle Bobble to virtual reality through our partnership with Survios in Puzzle Bobble VR: Vacation Odyssey,” said Tetsu Yamada, President of TAITO Corp. “VR allows us to deliver a new approach to bubble-popping, allowing long-time fans and new players to experience Puzzle Bobble like never before and just in time for Bubble Bobble’s 35th anniversary.”

Puzzle Bobble VR: Vacation Odyssey is slated for release on Oculus Quest and Quest 2 next month on May 20. Wsihlist the game on the Quest Store now if you’d like. Find out more about the game over on the official website.

Let us know what you think of how the game looks so far down in the comments below!

Wanderer Is A Time-Traveling PSVR Adventure Thriller, New Trailer Here

Wanderer is a time-traveling PSVR adventure thriller game in development by Oddboy, a New Zealand-based indie game studio. There’s no release date just yet, but it’s looking very promising.

Wanderer – PSVR Adventure Thriller

We first caught wind of the new trailer during the PSVR Without Parole ‘April Is PSVR AF’ showcase. Wanderer seems to be a very mysterious adventure VR game in which you have the power to travel through time and space. From screenshots and footage I’ve seen rundown apocalyptic settings, the surface of the moon, futuristic steampunk warehouses, and everything in between. On the website, the tagline is “the past changes a little every time we retell it,” which poses some very intriguing narrative questions.

In the footage you can see plenty of characters the player interacts with from various time periods, what looks like some Escape Room-style puzzles, and plenty of quirky time-jumping between various settings and time periods. Hopefully constantly switching between eras and locations helps keep things fresh and exciting.

The over 3-minute long trailer above features lots of gameplay to give you a good look at what actually playing the game might be like. For more insight into the flow of Wanderer, you can check out the Twitter feed where you’ll find lots of other short clips and GIFs.

For more on Wanderer, check out the game’s official website, Twitter, and Discord server. The website itself isn’t actually live yet, nor is the game’s YouTube channel. Let us know what you think about Wanderer down in the comments below!

3D Photogrammetry-Based VR Jigsaw Game Puzzling Places Coming To PSVR

Today in a slew of indie game-related announcements, Sony revealed that 3D jigsaw puzzle VR game, Puzzling Places from realities.io, is now coming to PSVR. Here’s the official PlayStation webpage.

Puzzling Places is a laid-back puzzle game in which you manipulate real-life 3D objects and locations that have been exploded into dozens of pieces and then gradually stitch them back together. The puzzles themselves are based on photogrammetry data of actual buildings and locations from the real world that were 3D-scanned specifically for the game.

You can try the beta version of Puzzling Places right now for free on Quest via Oculus App Lab, or subscribe to their Patreon for access to additional monthly (or weekly) test puzzles. It’s still unclear what the exact payment model will be for Puzzling Places on PSVR, but I’d expect a flat fee price to download the entire game is likely.

According to the PS Blog post there will be “a whole bunch” of puzzles at launch with “a lot more content” to be released after release—so take that for what you will. Every puzzle is scaled to different difficulty levels, such as only 50-pieces for something quicker and easier, or if you want way more to really challenge yourself.

 

There is no release date yet for Puzzling Places, nor a price, but it is expected to hit this year. Perhaps around the same time the game will reach 1.0 status on other platforms as well.

Let us know what you think of Puzzling Places and if you’ve tried it out yet on Quest for yourself.

Review: Flow Weaver

Flow Weaver

There have been a lot of puzzle titles hitting virtual reality (VR) headsets of late, from the beautiful Mare to the emotional Vanishing Grace, and let’s not forget classic Myst. While they’ve all had their own unique properties and are enjoyable they’ve not quite managed to achieve that wow ‘must buy’ factor. So even in this packed genre, there’s still room to manoeuvre. The latest to try is Stitch Media with its escape room-style experience Flow Weaver, offering a magical, dimension-jumping tale of interconnected worlds.

Flow Weaver

You play a Flow Weaver, someone who can travel anywhere because of magical ‘flows’. However, due to another sorcerer who wants to learn about these conduits you become stuck in one dimension with five worlds to explore. You then have to solve the various puzzles within each realm to attain five special runes which can help break the spell that keeps you captive.  

An entirely seated experience that should be comfortable for most players as there’s no locomotion whatsoever, Flow Weaver challenges you to solve interconnected puzzles, so if you’re stuck on one then its entirely likely that you might be in the wrong place. Because you can’t move, it’s all about carefully remembering what’s in front of you as Flow Weaver keeps everything within a 180-degree field-of-view. This makes the gameplay fairly easy to pick up, with new elements introduced at a steady rate – depending on how quickly you solve the puzzles.

The entire videogame revolves around the Material World, this is where you talk to the sorcerer and find a couple of easy puzzles to get you warmed up. As you unlock each new world you’ll be able to access a new power, the Shadow Realm offering the first and most useful ability, Shadow Hand – basically remote grab. Early on each puzzle nicely rolls into the next yet they never become too taxing that you’ll become baffled. Should that occur then Flow Weaver provides a ‘Meditate’ function that highlights areas of interest, even bringing up ghostly images of items from other realms to nudge you in the right direction. Your character also has audio snippets which can hide extra snippets of info.

So to begin with Flow Weaver comes across as a fairly pleasant puzzle title, with some mildly intricate puzzles, detailed levels and a fairly interesting narrative. Yet it soon becomes clear that the gameplay is stymied on several levels and quickly loses its flow thanks to some clunky design elements.

For instance, as mentioned a lot of the puzzles overlap across the levels in some fashion yet you have to continually head back to the Material World before choosing the one you actually want. This becomes more laborious if you do become stuck and wish to quickly hop between them for clues. The same can be said for the spell selection. They’re linked to the world you found them in, requiring you to go back to the level select area to grab and bring the spell towards your body to activate it. It’s easy to understand that the developer wanted to create a physical process for these functions yet they become really repetitive over time.

On the subject of repetition, you may actually want to turn the sound off. Again, to start with the audio is well presented and acted, with the Flow Weaver character providing most of it. But as you do in most puzzles you generally repeat certain processes until you solve them. In Flow Weaver, she’ll keep going, drop an item, try and place it somewhere or whatever, and she’ll happily keep reminding you. There’s a certain section that involves an acorn that proved to be immensely patience-testing. This is made worse by little bugs which make items hover, unable to grab, or just inconsistent physics.

Flow Weaver

Perhaps most annoying is the awfully erratic save system. Flow Weaver runs for around 3-4 hours approximately and on an Oculus Quest that generally means a recharge at some point. Yet there’s no way to manually save and no indication of checkpoints. Having collected the fourth rune a break was needed, only to come back and find the last save point was at rune two. It’s not difficult to quickly solve those puzzles again yet each rune collected means more dialogue, all of which is unskippable and soon becomes waffle that you lose interest in.  

Flow Weaver starts out as a promising puzzle adventure ideal for all players. Unfortunately, it doesn’t hold that candle high throughout, as inconsistencies creep in. Videogames like this should offer a sense of satisfaction upon completion, that no puzzle was too great. Instead, there’s more relief that it’s finally over with no reason to return. If there was more lore to uncover, better saving and a satisfying spell system then Flow Weaver could’ve had potential. A difficult one to recommend considering others in this genre.

Review: Flow Weaver

Flow Weaver

There have been a lot of puzzle titles hitting virtual reality (VR) headsets of late, from the beautiful Mare to the emotional Vanishing Grace, and let’s not forget classic Myst. While they’ve all had their own unique properties and are enjoyable they’ve not quite managed to achieve that wow ‘must buy’ factor. So even in this packed genre, there’s still room to manoeuvre. The latest to try is Stitch Media with its escape room-style experience Flow Weaver, offering a magical, dimension-jumping tale of interconnected worlds.

Flow Weaver

You play a Flow Weaver, someone who can travel anywhere because of magical ‘flows’. However, due to another sorcerer who wants to learn about these conduits you become stuck in one dimension with five worlds to explore. You then have to solve the various puzzles within each realm to attain five special runes which can help break the spell that keeps you captive.  

An entirely seated experience that should be comfortable for most players as there’s no locomotion whatsoever, Flow Weaver challenges you to solve interconnected puzzles, so if you’re stuck on one then its entirely likely that you might be in the wrong place. Because you can’t move, it’s all about carefully remembering what’s in front of you as Flow Weaver keeps everything within a 180-degree field-of-view. This makes the gameplay fairly easy to pick up, with new elements introduced at a steady rate – depending on how quickly you solve the puzzles.

The entire videogame revolves around the Material World, this is where you talk to the sorcerer and find a couple of easy puzzles to get you warmed up. As you unlock each new world you’ll be able to access a new power, the Shadow Realm offering the first and most useful ability, Shadow Hand – basically remote grab. Early on each puzzle nicely rolls into the next yet they never become too taxing that you’ll become baffled. Should that occur then Flow Weaver provides a ‘Meditate’ function that highlights areas of interest, even bringing up ghostly images of items from other realms to nudge you in the right direction. Your character also has audio snippets which can hide extra snippets of info.

So to begin with Flow Weaver comes across as a fairly pleasant puzzle title, with some mildly intricate puzzles, detailed levels and a fairly interesting narrative. Yet it soon becomes clear that the gameplay is stymied on several levels and quickly loses its flow thanks to some clunky design elements.

For instance, as mentioned a lot of the puzzles overlap across the levels in some fashion yet you have to continually head back to the Material World before choosing the one you actually want. This becomes more laborious if you do become stuck and wish to quickly hop between them for clues. The same can be said for the spell selection. They’re linked to the world you found them in, requiring you to go back to the level select area to grab and bring the spell towards your body to activate it. It’s easy to understand that the developer wanted to create a physical process for these functions yet they become really repetitive over time.

On the subject of repetition, you may actually want to turn the sound off. Again, to start with the audio is well presented and acted, with the Flow Weaver character providing most of it. But as you do in most puzzles you generally repeat certain processes until you solve them. In Flow Weaver, she’ll keep going, drop an item, try and place it somewhere or whatever, and she’ll happily keep reminding you. There’s a certain section that involves an acorn that proved to be immensely patience-testing. This is made worse by little bugs which make items hover, unable to grab, or just inconsistent physics.

Flow Weaver

Perhaps most annoying is the awfully erratic save system. Flow Weaver runs for around 3-4 hours approximately and on an Oculus Quest that generally means a recharge at some point. Yet there’s no way to manually save and no indication of checkpoints. Having collected the fourth rune a break was needed, only to come back and find the last save point was at rune two. It’s not difficult to quickly solve those puzzles again yet each rune collected means more dialogue, all of which is unskippable and soon becomes waffle that you lose interest in.  

Flow Weaver starts out as a promising puzzle adventure ideal for all players. Unfortunately, it doesn’t hold that candle high throughout, as inconsistencies creep in. Videogames like this should offer a sense of satisfaction upon completion, that no puzzle was too great. Instead, there’s more relief that it’s finally over with no reason to return. If there was more lore to uncover, better saving and a satisfying spell system then Flow Weaver could’ve had potential. A difficult one to recommend considering others in this genre.

Stargaze to Shine on Oculus Quest in 2021

Stargaze

Polish indie studio Played With Fire launched its first virtual reality (VR) title Stargaze last year for PC VR headsets. Next week will see the cosmic puzzle experience arrive on the Oculus Store for Oculus Rift, with the team also confirming an Oculus Quest edition is in development.

Stargaze

Inspired by Antoine de Saint-Exupéry’s early 20th-Century novella The Little Prince, Stargaze is an interstellar journey where you play an astronomer observing life on other planets. The aim is to complete your research book, taking photos and manipulating light via a rather magical telescope to view the various events taking place.

This telescope has an array of handles and levers for you to physically find the correct angles and perspectives to examine each planet and its inhabitants. This is only part of the puzzle experience as events will occur which require connecting together.

As well as documenting lifeforms and solving planetary puzzles there will be secrets to uncover, hidden worlds to find and more. Stargaze is designed as a calm, relaxing VR videogame for all ages. To complement the gameplay Played With Fire sought the talents of Thomas Regin who has composed an otherworldly soundtrack.

Stargaze

Stargaze is scheduled to arrive on the Oculus Store for Oculus Rift on 4th March 2021. The Oculus Quest version will then follow later this year.

Oculus Quest has seen some decent puzzle titles arrive recently, there’s the beautiful Mare by VisionTrick Media, Vanishing Grace by Monte Perdido Studio, and Gamedust’s Yupitergrad. For further updates of Stargaze as well as more puzzle adventures, keep reading VRFocus.

Review: Vanishing Grace

Vanishing Grace

Vanishing Grace was a title VRFocus had only just come across before its recent launch on Oculus Quest, looking like a stylish, story-driven puzzle-adventure from indie studio Monte Perdido Studio. Set in the near-future after catastrophic climate change, Vanishing Grace has all the hallmarks of an indie gem, a story to touch the soul and gameplay that connects you to the narrative and world around you. Yet for the emotion it manages to convey its missing something.

Vanishing Grace

A solar flare has decimated the earth, turning most of it into an arid desert where little survives. You fill the shoes of Joel, a civil servant happy going about his unremarkable life at the Citadel, with a wife and baby on the way. That world is suddenly upended as his childhood friend Grace has disappeared outside the city, her vehicle returning empty. So naturally, Joel decides to leave everything behind and go in search of her, piloting the craft where most of Vanishing Grace takes place.

The title starts out beautifully choreographed, with artwork clearly created in Quill setting the scene for your travels. This is complimented by the superb voice cast who bring the characters to life, Grace as the adventurer who wants more from life and Joel who’s happy where he is and knows he should stay yet can’t leave Grace out in the wastelands. They remain faceless unless you explore the craft to find some old photos of the pair.

As mentioned, you’ll get well acquainted with the craft as the majority of the title revolves around keeping it going, ensuring the engine has enough power, leaks are plugged and so forth. Even though it only contains three areas they don’t feel too confining as the story progresses. Outside is where you’ll get slightly active with a magnetic boomerang which you use to smash rocks to collect the energy required to power the craft. As Vanishing Grace is mostly a slow-paced experience, flinging this at randomly floating rocks adds some much needed vigour to the gameplay, although the final sequence feels like going through the motions.

Vanishing Grace

Inside the craft, there’s a fantastic homage to old school technology like there always seems to be in apocalyptic futures. Grace leaves audio diary entries on cassette, and VHS even makes an appearance which will likely put a smile on players of a certain age. Importantly, Monte Perdido Studio has ensured all the elements are suitably interactive, an original Polaroid camera allows you to take those classic square photos, the craft’s controls have plenty of buttons, levers and handles to spin, ultimately connecting you with this delightful vehicle.

Yet there’s a hollowness to it all. Depending on where you are in the story will make certain elements interactive, what you could pick up before is suddenly fixed in place. And then there are the moments you can step beyond the craft and into the wastelands. Before playing it did seem these were going to be nice exploratory moments. In actuality, these were just very brief sidesteps with little to do other than a collection puzzle. Vanishing Grace needed more of these, and the ones that are available feel like missed opportunities to add greater depth to the whole experience.

The rest of the craft-based puzzles aren’t overly tasking, not so much brain teasers, more elements to elongate and immerse you in the narrative. You’ll be looking for screwdrivers to undo panels or hidden access codes, simple stuff like that. The trickiest it ever gets is when mixing certain elements as the table explaining these is in the other room, you get the gist. As such, Vanishing Grace will keep you busy for a couple of hours at most.

Vanishing Grace

Vanishing Grace comes across as one of those VR titles which seemed great in the demo, seeing a small snippet, yet on inspection of the entire experience, you wonder where the rest went. Even with its short runtime Monte Perdido Studio has showcased some wonderful talent like its ability to create a story-driven experience that you enjoy being a part of. However, its linear structure does mean that Vanishing Grace is a one and done VR title, lacking Myst’s or even Mare’s ability to make you step back in.

Review: Machizzle

Machizzle

We do love a good puzzle videogame here at VRFocus, something that really gets those brain cells working. Interaction is also an important part, with mechanics where you can tinker and get engrossed in whatever challenge is presented. There are some good examples for virtual reality (VR) headsets like Cubism or Gadgeteer with the latest to arrive being iNFINITE Production’s Machizzle, a puzzle title where you have to bend the laws of physics to succeed.

Machizzle

Machizzle is split into two modes where you can test your puzzle-solving skills with an 80-level campaign or get creative with its level builder. Naturally, the campaign offers a nice introduction to the world of Machizzle with a rather bizarre narrative that wasn’t really needed where (in comic book fashion) some guy (you) needs a healer for his dog which has just been hit around the face with a stick. Cue a walk up to a mysterious temple where a voice offers to help out – they’ve nothing else to do – all you need to do is solve the puzzles to save the pooch.

Irrelevant storyline aside, Machizzle presents a gridded tabletop much like a chessboard where you can place an assortment of blocks to control a ball. All you have to do is get said ball to the goal, shouldn’t be too hard? Much like playing with a Rubik’s Cube or Lego, it’s all about manoeuvring these various blocks by popping them in and out and spinning them around for the desired effect. Some will boost the ball, swap the gravity or teleport it, whilst others will ricochet the ball from one side of the table to the other.

What’s pleasant about the whole process is the hands-on nature of the gameplay. Each puzzle has its own particular selection of blocks to deploy, so you can just sit there and while away the hours spinning the table around until you find the best position. There’s no time limit or thumping music to make you tense, so it can be quite relaxing until that inevitable moment where one particular puzzle stumps you. The goal needs to be activated by collecting a set number of golden keys on route which inevitably causes the greatest amount of problems; it’s usually the case that an elegant solution is unravelled by spotting a wayward key.

Machizzle

This didn’t start to happen until about halfway through Machizzle, the first 35-40 levels whizzed by in under an hour. Up to that point, the difficulty curve was fairly flat, more like one long intro to the various puzzle elements. After the halfway point the difficulty did thankfully begin to rise for some real head-scratching moments. A hint button is available for when you’re truly stuck, but must be used cautiously as it can’t be liberally spammed. Like any puzzle title, being able to gauge how long the entire thing should last is difficult due to your own skills but Machizzle will probably last you around 3-5 hours.

Once Fido has been saved – or you get stuck again – Machizzle’s level editor is what’ll give the whole experience some longevity. This essentially gives you all the same tools as the developers to create your own diabolical puzzles which can then be freely shared with other players. With a range of board sizes and shapes, placement works in exactly the same way as the campaign, the only difference here is that you can choose what blocks the other players can utilise. There’s certainly enough variety of blocks to create some intricate puzzles yet the tabletop nature means it feels quite constrained when compared to rivals sandbox modes.

Machizzle is a perfectly likeable puzzle title for fans of the genre. While it doesn’t necessarily set itself apart when it comes to features, the gameplay is solid and perfectly suited for most players as there’s no need to worry about locomotion – there is none. If the studio can build a strong community of players then that’s where Machizzle could really shine thanks to the level editor. VR may have a strong contingent of titles in this genre but thanks to a packed solo campaign and the sandbox mode, Machizzle offers good value puzzling.

Cube Puzzler Machizzle Sets Early Jan Released Date for PC VR

Machizzle

Machizzle first came to VRFocus’ attention during the summer, a table-top style puzzle videogame which offers simple yet engaging gameplay. After the original August release date was pushed back, iNFINITE Production has now settled on early January instead whilst confirming a little more about it.

Machizzle

A puzzle title which both adheres to and bends the laws of physics, the aim of each level is straight forward, manoeuvre a ball around a course and get it to the goal. You do this not by having direct control of the ball, instead, you need to place a selection of puzzle pieces to alter its path. With 18 to choose from, these can bounce the ball in new directions, teleport it, speed it up or bounce it in the air for example.

Adding to the complexity, the goal can only be unlocked if a selection of golden keys are collected along the way. With a campaign featuring 80 challenging levels, latter stages won’t have one solution, offering players various means of completion. Whilst it’s difficult gauging how long a puzzle title can take, the studio estimates between 10-15 hours.

Once you’ve managed to complete the main campaign Machizzle doesn’t stop there. iNFINITE Production will include a level editor so you can build your own intricate VR puzzles using the same components the base game has. Even better, you can then share your designs with others and vice-a-versa, offering endless gameplay opportunites.

Machizzle

VRFocus tested an earlier version of Machizzle‘s campaign, which you can read more about here.

iNFINITE Production has scheduled the Machizzle release date for 7th January 2021 retailing for $10.99, supporting Oculus Rift, HTC Vive, Valve Index and Windows Mixed Reality headsets. For further updates on the latest VR puzzle videogames keep reading VRFocus.