Breachers Secures An April 13 Release On Quest, Pico & PC VR

Triangle Factory announced that Breachers, its upcoming 5v5 tactical VR shooter, arrives on April 13 for Quest, Pico and PC VR.

Reminiscent of Rainbow Six Siege and Counter-Strike: Global Offensive, Breachers is Triangle Factory’s latest game following Hyper Dash, which went free-to-play last December. Playing as Enforcers and Revolters, Breachers emphasizes verticality, letting you climb walls to infiltrate buildings. Pre-ordering it through the Meta Quest store provides the “Elite” JESPER gun skin, and the developer describes JESPER as “the standard side-arm players spawn with at the start of a round.”

Breachers - Elite Jesper Skin

If you want to play sooner, there’s still time to jump into the free open alpha. You can find the full installation instructions in the Breachers Discord server and that’s playable on Quest 2 via SideQuest. The alpha test launched in November and it ends on March 24.

“Over 60,000 people have played the Breachers open alpha, and we are beyond grateful for the community’s suggestions, feedback and overall response,” confirms Triangle Factory in a prepared statement.

Breachers arrives on April 13 for Meta Quest 2, Meta Quest Pro, Pico 4 and PC VR via Steam. As for PSVR 2, producer Jeroen Dessaux previously confirmed the team is “very interested in it,” but were prioritizing PC VR and standalone VR. 

Ghost Signal: How Fast Travel Adapted A Strategy Hit For VR

Ghost Signal: A Stellaris Game arrives on March 23 for Quest 2. Alongside a hands-on preview, we sat down with Lead Designer Christopher Smith to learn more.

Grand strategy games never caught my eye like platformers or RPGs do, so I admit the original Stellaris flew past me. However, I’m fully aware that it’s often considered one of the best modern strategy titles, which leaves Fast Travel Games with much to live up to. A VR roguelite isn’t the first spin-off I’d think of, but Ghost Signal: A Stellaris Game is making the transition well.

We covered gameplay during our Ghost Signal preview, but the basics premise is that the game plays out through procedurally generated runs. Captaining a small ship called the Aurora, you’ll investigate the eponymous Ghost Signal, and paths split between different biomes with unique mission paths, eventually ending in a boss fight. You could choose a low-risk route with standard battles or tackle riskier options with special events, which offer better rewards like new ship parts. Every level takes place inside a diorama, keeping the action relatively contained.

Despite never playing the original Stellaris, Ghost Signal drew me in with its simplicity. Eventually, I beat the first boss, desperately trying to keep my ship alive before inevitably succumbing soon after. While I had some issues with text boxes appearing too close to me and accidentally being skipped, it was an otherwise enticing premise that looks pretty good on Quest 2. I’m intrigued to see what happens next.

ghost signal stellaris

Back in January, I visited Fast Travel’s office and spoke with Lead Designer Christopher Smith, who answered a few of my questions. His passion for Ghost Signal was immediately evident.

“I think this has been my dream project,” he told me. “It sounds like I’m just saying it, but I’ve had so much fun developing this. I think we’ve created something truly unique. I know nothing else in VR or flatscreen that does what we do, which makes me very happy. I’m very proud of the team and what we have accomplished.”

I believe any genre can work in VR with the right team, though strategy games arguably aren’t a natural fit like FPS games. With that in mind, I queried why Fast Travel chose Stellaris for a VR adaptation.

“We’ve made several collaborations with Paradox, like [Wraith: The Oblivion – Afterlife] and Cities: VR, so [Stellaris] was part of that discussion. But we knew it would be difficult to translate the original grand strategy game into VR; there’s so many manuals. Everything can be done, but we found a more interesting angle was to zoom into that massive, wonderful universe, and do our own story in a setting at the edge of the galaxy.”

Following this train of thought, I then asked why the team made Ghost Signal a roguelite action game. Smith responds by admitting he’s a fan of the genre and tells me it “just sort of happened,” saying they want to let players explore space while comparing progression to flatscreen roguelites. “In Hades, you try to reach the surface. In Slay The Spire, you’re trying to reach the top of the spire. Here, you will reach the end of the gap in the universe to find this mystery signal. It felt like a nice fit.”

With all these changes, was it hard creating a tale that fits both the gameplay and the wider Stellaris universe? “It’s been surprisingly easy; it felt like a natural fit…” He’s evidently thrilled at how everything came together.

“The good thing with Stellaris is that it has this fantastic world with a lot of technology and species and is quite open. Any adventure can happen within the existing Stellaris universe.” He also confirmed that Fast Travel has worked closely with Paradox’s story and content designers during development.

Ghost Signal: A Stellaris Game screenshot

Unsurprisingly, Ghost Signal ties into the original game beyond sharing a universe, though Smith carefully avoids revealing any specifics. “There are strong links to certain events that happened in the original game, but it’s hard to elaborate on them without spoilers. There are quite a few twists and turns; there is more story than you can imagine.”

I then moved on to Ghost Signal’s hand-tracking support, which Fast Travel revealed last December. Turning your hands palm-up lets you access menus, dragging a closed fist allows you to move around your environment, while open-palm aiming will enable you to scan and pinch gestures to shoot. Smith explains that the team implemented support after conversations with Meta.

“They suggested incorporating hand-tracking into this game. It’s tricky with hand tracking because you can only do so much, which is why the ideal way of playing Ghost Signal will always be using the controllers. We have hand-tracking there for those who want to try it, you can judge for yourself, but it was a suggestion.”

ghost signal stellaris

Ghost Signal also includes asynchronous online features, like finding the abandoned ships of other players mid-run to give you a new power-up. However, I didn’t experience what Smith calls the “main feature” of this, the ‘Daily Journey.’

“You get a global leaderboard and local leaderboard for your friends. A new map is generated every day, which is the same for everybody,” Smith reveals. “We can challenge each other, you get scored depending on how far you get, and then you’ll rank on this leaderboard.”

On the topic of a PC VR or PSVR 2 port, Smith doesn’t dismiss the idea but confirms it isn’t a current priority. “We’re not closing any doors, but right now, we’re focusing on the Quest 2.”

Ghost Signal: A Stellaris Game arrives on March 23 for the Meta Quest platform.

Farming Sim Across The Valley Releases In April For PSVR 2 & PC VR

FusionPlay revealed its upcoming VR farming sim, Across the Valley, arrives on PSVR 2 and PC VR next month.

First revealed during the Upload VR Showcase Winter 2022, FusionPlay’s latest game is a big departure from its previous VR title, Konrad’s Kittens. Placing you inside a virtual farm, Across the Valley tasks you with picking fresh fruit and vegetables, keeping your livestock happy through mini-games and using your profits to expand the farm. Featuring a hand-drawn art style, you can watch the new release date trailer below:

“Our devoted team is proud to bring a fan-favorite genre to the most powerful VR hardware. The soil is a canvas and the farmers are the artists! Using their hands, they will raise adorable animals, nurture copious crops, and manage the farm of their dreams,” said Konrad Kuntze, CEO of FusionPlay, in a prepared statement. Here’s the official gameplay description:

Realize the dream of living off the land in a charming virtual reality homestead. Prepare to get those hands dirty watering fields, milking cows, raising adorable baby animals, and even taking the pigs out for a truffle-hunting adventure!

Marry seeds to soil and tend to them with the utmost love and care to yield a bountiful harvest at the end of the season. Sell crops at the market and reinvest profits into expanding the property or improving workflow. Establish an egg empire, develop a piggie province, or dabble in a little of everything before the sun sets on the horizon after a hard day’s work!

Across the Valley arrives on PSVR 2 and PC VR on April 6 for $19.99.

Former Half-Life Writer Says Cancelled Borealis Game Was Developed ‘Too Early’ For VR

Former Half-Life writer Marc Laidlaw revealed why Valve cancelled the Borealis VR game in a new interview.

This isn’t the first time we’ve heard about Valve’s pre-Half-Life: Alyx plans in VR. Geoff Keighley’s Half-Life: Alyx – Final Hours detailed how Laidlaw looked into a new Half-Life VR game in 2015, codenamed Borealis. Named after the Aperture Science Research ship, Laidlaw’s outline would have seen players exploring the vessel as it travelled through time, showing events like the Seven Hour War. However, according to the former Valve employee in a new Rock Paper Shotgun interview, this idea came too soon:

It was too early to be building anything in VR. When people are struggling with the basic tools they need to rough out a concept, it’s hard to convey any sort of vision, and it all evaporated pretty quickly.

Continuing on, Laidlaw says Borealis would have tied together Half-Life and Portal but claims this wasn’t his idea. Stating “I didn’t want it to go there at all,” Laidlaw says he had to react “as gracefully as I could to the fact that it was going there without me” and elaborates on the consequences such a crossover would bring.

I felt like doing this made both universes smaller, but from a franchise branding perspective, that’s a good thing. I eventually did come up with a scenario in which we could connect Aperture and Black Mesa, and we had Borealis lying around from the earliest days of Half-Life 2, so I thought maybe we’d end up with some cool lore and backstory in the long run.

This isn’t the only interesting news to emerge from this interview. Regarding Half-Life’s future storyline, he calls his plan during Borealis’ development “vague and diffuse” before addressing the now infamous ‘Epistle 3,’ which detailed one potential storyline for the cancelled Half-Life 2: Episode Three. Claiming it was “deranged” and he had “nobody to talk me out of it,” Laidlaw evidently regrets releasing it and offers an explanation:

Eventually my mind would have calmed and I’d have come out the other side a lot less embarrassed. I think it caused trouble for my friends [at Valve], and made their lives harder. It also created the impression that if there had been an Episode 3, it would have been anything like my outline, whereas in fact all the real story development can only happen in the crucible of developing the game. So what people got wasn’t Episode 3 at all.

We’ll never see what Borealis could have offered, but if you’re after more Half-Life, the upcoming Episode 1 VR mod arrives on March 17 for free to all existing owners.

Echo VR Fans Plea To Zuck With Meta Ad

Fans of Echo VR brought the metaverse to Mark Zuckerberg this week.

A group called Fight For Echo put an ad above Meta to protest the forthcoming closure of its free-to-play VR esport Echo VR. The ad reads:

“Zuck, don’t kill VR esports”

Over the past month fans of the zero-g esport pooled money on gofundme to run the ad near Mark Zuckerberg’s social network. On Friday, Meta CTO Andrew Bosworth confirmed he saw a picture of the plane and its message which circled over Meta HQ for hours. The successfully delivered ad impression, however, didn’t turn into a conversion for the desired action. On Friday, Bosworth said he stood by the decision to close the game’s service.

Assuming Meta’s top leadership continues as planned and shuts down the game, fans of Echo VR stand to lose their main reason for using Quest headsets. In the future, though, they can look forward to easy-to-use tools for sending ads in the metaverse. This single personalized ad cost more than $3,000, so when fans in the future plead with Meta to keep their worlds online there’s an opportunity for the platform company to offer better pricing and conversion rates.

“Imagine how ads would show up in space when you have AR glasses on,” one Meta executive quoted by The Verge recently told employees. “Our ability to track conversions, which is where there has been a lot of focus as a company, should also be close to 100 percent.”

Ads In The Skybox


Flightaware.com lists the flight path for an aircraft departing Livermore, California shortly after noon on Wednesday.

Its path circles the airport and then proceeds to Meta’s Menlo Park offices where it circles continuously until returning to land before 4 pm. The image above marks the Flysigns.com flight overlaid with Google Maps showing a tight circle for the banner its Cessna Skyhawk carried over Meta HQ.

On Thursday, the Meta Horizon Worlds team signed a message emailed to Quest owners reminding fans:

“We are reaching out to let you know that Echo VR servers will shut down on August 1st, 2023 – 10:30 AM Pacific. On this date, both Echo VR and Echo Combat will no longer be playable.”

I spoke on Friday by phone with Fight For Echo organizer Duncan Carroll about his initial reaction to the announcement that Meta and Ready At Dawn would shut down the game.

“I was just shocked, it was just so out of the blue, such a strange move and very unexpected,” he said. “It just seemed like the worst possible move for a company that’s wanting to build the metaverse.”

Previously, former Meta technical guide John Carmack issued a lengthy statement to UploadVR saying that “destroying that user value should be avoided if possible” while outlining several possible alternatives. Elsewhere, a fan petition calling on Meta to cancel this shutdown reached over 26,000 signatures at the time of writing.

You can also check out our Guest Editorial from long-time Echo VR player Sonya “hasko7” Haskins, who discussed the importance of Ready at Dawn’s popular game and impact on the wider community.

Among Us VR Now Supports Custom Lobby Settings

Schell Games released a new Among Us VR update, adding custom lobby settings and a new hat pack.

Previously announced in December’s Among Us VR 2023 roadmap, custom lobby settings are now live as part of the game’s fourth patch. Outlined in a new blog post, Schell claims this allows for “over 9 billion customization configurations,” letting you adjust pace, balancing, and the general rules. Complementing this is a new indicator that highlights gameplay balance between Impostors and Crewmates.

These options include: enabling/disabling specific tasks, distance of Crew and Impostor vision, number of emergency meetings and tasks, customizable discussion time, anonymous voting, plus sabotage and kill cooldowns, visible hands, number of imposters, emergency meetings and long tasks; and altering the kill cooldown length.

There’s still plenty more to come for Among Us VR. After reaching one million sales back in January, Schell Games gave us a first look at the new Polus map, which is currently in development and a public vote for its name remains open. Otherwise, further post-launch updates include presently unknown collaborations, improved accessibility and more hats.

Patch four also adds the Accidental Favorites Hat Pack for $4.99, adding five new cosmetics from Innersloth’s original Among Us game: Note 2 Self, MoRawk, Third Eye, Magical ‘Corn and Peeled. A free Pizza Time hat is also available upon updating the main game.

Among Us VR is available now on the Meta Quest platform and PC VR via Steam and Rift for $9.99. Cross-play is supported across all VR platforms, while an upcoming PSVR 2 release is also planned.

ProTubeVR Confirms It’s Developing A PSVR 2 Gun Stock

French accessory developer ProTube VR confirms it’s developing a gun stock for the PlayStation VR2 Sense controllers.

Best known for developing gun-themed accessories that fit VR controllers across different platforms, ProTubeVR announced its upcoming plans earlier today through Twitter. “We officially confirm that we are working hard on the #PSVR2 cups design to make our gunstock compatible with this bad boy!” the company revealed, promising more information will come soon. This announcement follows previous hints from company founder and CEO Romain “Bourin” Armand, who was seen replying to requests for a new PSVR Aim Controller on PSVR 2.

So far, Sony hasn’t confirmed any official PSVR 2 accessories beyond the Sense controller charging station, but ProTubeVR isn’t the only company developing a third-party PSVR 2 gun stock. US-based company Virtual Rifle Systems recently announced similar plans, revealing concept art on Twitter last week. However, that particular accessory is currently in the design phase, so there’s no word on a potential release date.

We don’t have any pricing details or a release date at this time for ProTubeVR’s upcoming PSVR 2 accessory, but we’ll keep you updated once we learn more.

Peaky Blinders: The King’s Ransom Hands-On – Welcome to Shelbyville

Peaky Blinders: The King’s Ransom arrives on Quest and Pico next week. Alongside a new hands-on preview, we interviewed developer Maze Theory to learn more.

It’s been nearly four years since Maze Theory released Doctor Who: The Edge of Time, and now, they’re back again with a new TV show adaptation. Swapping time travellers and Daleks for Birmingham gangsters in the 1920s, Peaky Blinders: The King’s Ransom offers an original story set between Seasons 4 and 5. Teaming up with the notorious Thomas and Arthur Shelby (voiced respectively by their original actors, Cillian Murphy and Paul Anderson), it places you directly inside England’s criminal underworld.

Peaky Blinders The King's Ransom preview event newspaper

With The King’s Ransom launching on March 9, I attended a preview event in London which saw the game collaborating with Camden’s Peaky Blinders: The Rise experience. Watching a performance in the Shelby family warehouse set the tone well, and seating areas were packed with newspapers discussing the hunt for Winston Churchill’s red box. After a short performance, I went hands-on with the Quest 2 edition for under an hour.

It’s no secret that licensed adaptations have a poor history in gaming, but The King’s Ransom is doing its best to stay true to the main series, theme song and all. It captures the harsh streets of Birmingham well , but the standalone hardware means these character models don’t look great – Tommy looks somewhat off, while character animations feel janky. Still, walking into The King’s Ransom is a pleasant surprise, and Peaky Blinders fans will likely be pleased.

Following a quick walk into The Garrison pub, it isn’t long before you’re reunited with your old friend Tommy, who immediately brings you back into gang life. The pub’s private room hides a man ready for interrogation, tied up and masked with a crude sack. You’re given a gun, hammer and more to make him “cooperate.” Once you’ve got the information, you have a choice: kill him or leave him alive. From what I’m told, these choices have minor consequences but nothing that genuinely affects the narrative.

After heading to the betting shop, I soon found myself in a shootout without a gun, leading into a pretty basic combat segment. All I could do was find some clippers to disarm three bombs, achieved by pulling a panel and hitting the wires, while leaving the shooting to Polly Gray. Creeping from cover to cover wasn’t interesting and even when crouched, I took several hits. I’m hoping combat improves later on as, while this is fine for VR newcomers, veteran players may find this somewhat dull.

Still, I’m enjoying the setting and Maze Theory were happy to answer my questions about Peaky Blinders. Shortly after finishing this demo, I interviewed Russell Harding, Chief Creative Officer.

UploadVR: Peaky Blinders isn’t necessarily the first thing many would think of for a VR game, where did the idea come from?

Harding: I did a little bit of gangster VR work with London Heist. Coming off of Doctor Who, I was really keen to think of something that would push us in different directions, but also build on what we’ve learned by working with showrunners. Trying to place people in that experience. We obviously love the TV show and when you break the show down, there’s such an immersive environment. 

If you look at it culturally, you can see that it’s almost created its own tribe, influencing fashion. There were lots of these types of live events appearing around and we felt there was something that people really would aspire to be in. It felt natural to take those things we liked. When you break down the world itself, it’s visually rich and VR is so good at taking you to those places…When you look at the stories around the  Peaky Blinders, those twists and turns really give some interesting mechanics and dramatic moments for action; it feels really suitable for VR. I also think you don’t need to know the IP. If you’re into gangster or action-adventure experiences, it’s easy to pick up those traits and understand. As soon as you meet those characters, you get where they sit in that world.

UploadVR: How did you approach that with newcomers to the series? How does The King’s Ransom fit into the series?

Harding: We’ve been really careful and we felt that there was a great opportunity to go in between seasons four and five. During those in-between years, we don’t really know what happens within the timeline. We felt that the Shelbys as a family are very recognizable as a gangster family, so it’s quite quickly relatable. You don’t need to have a lot of background family information.

We very deliberately chose to flow the player in from the point of view where, you don’t need to know anything about it. You’re arriving in this world and you’re going to meet this gangster, [Tommy Shelby]. We kept the premise really simple in that respect. We allowed you, as you do in any game, to be introduced to a character and not necessarily assume that you know a lot of depth about them.

But it gives you that depth if you want it through things that you find in the world, which includes collecting letters or bios. So, if you come across the character in The King’s Ransom, you have a journal as part of your character. You’re very journalistic, so you record everything. We felt that that also gave a kind of opportunity for people to delve a bit more into the characters and they wanted to.

peaky blinders: the king's ransom

Upload VR: At the start, you have a choice where you kill a man in The Garrison’s private room. I presume you can let him live but I went for the gun to avoid angering Shelby. Do these choices have a greater impact on the narrative, or is there a set destination?

Harding: We thought about it a lot and we felt that it’s really difficult to control the players’ behavior in VR. You don’t have to kill the guy, it’s down to your behavior. There is a reflection on that within the story; it doesn’t massively change the outcome but it will be recognized. There’s a couple of instances where we do that and I think they’re obvious to players as well. That cause and effect is very subtle but obvious to you, because you know whether you killed him or not.

Upload VR: Things like changing dialogue or something similar?

Harding: Yeah. We also spend a lot more time trying to encourage players to break off the narrative path a bit, to go and explore the world of the Shelbys. We use collectibles to encourage you to investigate, find out more about the world and how it’s setup. 

Upload VR: I did notice that with the cigarettes and the cards scattered around.

Harding: Coming off the back of something like Doctor Who, where there’s more limitations with scale and size, we wanted to try and make more opportunity for players to explore and spend more time in that world. If you play through the narrative, there’s always something to get from the world.

Upload VR: Thinking of Doctor Who, is there any feedback you’ve taken on board from The Edge of Time?

Harding: Absolutely. Every game is building on your last game, there’s always things you learn or even things that you just couldn’t do for various reasons. So, one of the things we did wanted to do is give people the opportunity to go back into the world or explore the world more, so that if you go into Garrison’s Lane into some of those side rooms, there is more freedom.

peaky blinders: the king's ransom

Upload VR: Roughly speaking, how long does it take to get through this adventure?

Harding: About 4-5 hours. Having played it more recently, I feel more confident in that now. I think there’s a lot of opportunity and fun in just going back, which is something that we couldn’t really do before. I think it’s something that people will really enjoy. It’s a little bit like being in the immersive venues we looked at when we started off. The storytelling you get by being in a space, it’s quite fun to go back to. 

In Doctor Who, we learned that we moved people through that experience too quickly and too restrictive. You lose the opportunity for the player to just play at their own pace. And I think that’s really important in VR. If you want to spend 20 minutes exploring the garage and garrison, you can, and people do. You can just move through it, maybe go back later or find out what was hidden in the back of the garage.

Upload VR: I know you’ve got The King’s Ransom running on Quest and Pico. Standalone headsets are more limited when it comes to hardware, so how did you approach that?

Harding: We decided to focus on Quest and Pico first because they are the most demanding. We wanted to create something visually rich, full of interaction and physics, so we felt that if we pushed on that platform the most, then we could keep to the truest experience and balance out where we put emphasis around animation, character interaction. We didn’t want to lose the interaction in the world or characters, so it felt natural to focus on that platform first because it’s the most demanding. 

It’s always easier to take high resolution assets and break them down. But from a technical art point of view, those platforms are the most challenging, so that’s where we put a lot of effort. Quest is the largest platform, you need to play to their strengths. We narrowed it down to focus on those two platforms so that we could do those and do them well.

UploadVR: I was also going to ask about Playstation VR2.

Harding: Of course. I think when it comes to future headsets and new platforms, it stems back to what we said. We’re focusing and focused on Quest. If you go onto another platform, we want to do the same and we want to see what we can bring. I think it’s fair to say that all developers look at all of the platforms, all of the time. It’s about evaluating when’s the right opportunity to focus on that platform and in what order, that changes all the time.

I think when you’re a VR developer, it’s pretty hard. You don’t have the audience of the large triple A titles or budgets. You have multiple headsets, different interaction methods and you’ve got different audiences across VR now. It’s quite complex for developers, so I think it really helps if you can just focus on one platform, get that working well…then you utilize those resources again to get it onto the next platform. You do see quite a few teams splitting releases because of that.

Peaky Blinders Garrison

UploadVR: You’ve done Doctor Who and now Peaky Blinders. If there’s anything you could adapt, any TV show or otherwise, what would you choose?

Harding: I think there’s some old games that would be quite fun to do, but as a world, I would love to go into a genuine cyberpunk world and visit something that we used to enjoy when I was younger. I think something in the future would be really good but I can’t pinpoint anything right now.

Peaky Blinders: The King’s Ransom arrives on March 9 for the Meta Quest platform and Pico 4. It’s also coming to PC VR via Steam, though a release date remains unconfirmed.

The Last Worker Delivers On March 30 For Quest, PSVR 2 & PC VR

The Last Worker, an anti-capitalist VR narrative adventure, arrives this month on Quest, PSVR 2 and PC VR.

Jointly developed by Oiffy and Wolf & Wood, The Last Worker is a dystopian adventure packing an all-star cast that includes Zelda Williams and Tommie Earl Jenkins. Playing as world-weary factory worker Kurt (Ólafur Darri Ólafsson), you’re asked to help dismantle his employer from within, and Kurt’s joined by his robotic companion Stew (Jason Isaacs). Promising a “unique” blend of work simulation and stealth strategic gameplay, you can watch the release date trailer below:

“Just as the pandemic has made us all dependent on home deliveries, it took us a whole pandemic to deliver this game,” said director Jörg Tittel in a separate statement. “We’ve often felt like Kurt, overworked, lonely and tired, with Skew reminding us that there will be fun and light at the end of this fulfillment center.”

We briefly tried the Quest version during our The Last Worker preview in 2021. While it was early days, we came away optimistic:

The game has an assured confidence to its storytelling and a high level of production that feels rare in VR right now. For starters, it straight up looks better than most games I’ve played on Oculus Quest … even if that’s down to its handpainted art direction. It allows the teams to get far more out of the visuals than we’re used to seeing on Quest, from the exaggerated wrinkles lining Kurt’s forehead to the tiny details decorating his craft and making it feel like a real, lived-in vehicle.

The Last Worker arrives on March 30 for the Meta Quest platform, PSVR 2 and PC VR for $19.99. A flatscreen release is also planned for PC, PS5, Switch and Xbox Series X|S,

VRNoid Mixes Breakout With Air Hockey This Week On Quest & PC VR

VRNoid brings a mix of retro-themed block breakers and air hockey to VR, which arrives this week on Quest and PC VR.

Created by solo Ukrainian developer Taras Solomakha (Fullmetal Developer), VRNoid was initially targeting a Spring 2022 launch, before facing a lengthy delay due to Russia’s invasion of Ukraine. Now arriving on March 4, Solomakha tells UploadVR “I wanted to bring a classic retro game into virtual reality,” and this eventually became VRNoid. You can read the official description below:

VRNOID is a bricks breaker game mixed with Air Hockey in virtual reality. Swing your striker to hit the ball, destroy bricks, collect power-ups, and dodge bullets. Prepare yourself for challenging levels and bosses that are waiting for you in this retro space.

Promising boss battles, five difficulty options, gameplay modifiers and an in-game level editor, VRNoid’s Steam release also supports two-player local multiplayer that allows a friend to join you through a flatscreen monitor, using a mouse or controller. However, the Meta Quest version is single player only.

VRNoid arrives on March 4 for the Meta Quest platform via App Lab and PC VR. A free demo is available now on Steam, which released as part of last month’s Steam Next Fest celebration.