Amid Evil VR Arrives On April 20 For Quest And PC VR

Publisher New Blood Interactive revealed that retro-style shooter Amid Evil VR arrives on April 20 for Quest and PC VR.

Developed by Indefatigable and Elijah Immersive, Amid Evil VR takes heavy influence from classic 3D shooters like Quake and Doom, using a retro-themed aesthetic reminiscent of Compound. Promising seven episodes with different settings and enemies, magical weaponry, adaptive enemy AI, non-linear levels and multitudes of “options and cheat codes for a truly golden PC age experience,” you can watch the new gameplay trailer below:

First announced two years ago, Amid Evil VR directly adapts the original flatscreen PC release from 2019, and the team claims “this is not some half-baked version of AMID EVIL ported to VR” on its Steam page. Unfortunately, if you previously bought the original Amid Evil on Steam, this isn’t a free update for the existing flatscreen game. Amid Evil VR will require a separate purchase, though pricing details remain unconfirmed.

Speaking to UploadVR, New Blood Interactive CEO Dave Oshry also confirmed that the upcoming DLC expansion, The Black Labyrinth, is also being adapted for Amid Evil VR. A prequel to the main game, this tasks you with completing trials within the eponymous Black Labyrinth, eventually defeating the keeper of Axe of the Black Labyrinth. Oshry tells UploadVR “it’ll come as an update later on” and that a PSVR 2 version is also in development, but no release dates were provided for either.

Amid Evil VR arrives on April 20 for Meta Quest 2, Meta Quest Pro and PC VR via Steam, while the PSVR 2 version release date remains unconfirmed.

Star Wars Jedi Knight: Jedi Academy VR Port Nears Release On Quest & Pico (Updated)

Team Beef confirmed its Star Wars Jedi Knight: Jedi Academy port on Quest and Pico will soon launch for Patreon backers.

Update March 21 2023: Grant Bagwell from Team Beef confirmed on Twitter that the in development playable version of Jedi Academy will be available within the next week for Team Beef Patrons. Meanwhile the public release of Jedi Outcast is “still aiming for release by the end of Q1.” Original article, published January 10, continues below. 

Confirming its plans through Grant “BaggyG” Bagwell’s Twitter, Team Beef revealed a development build for Star Wars Jedi Knight: Jedi Academy’s VR mod is expected to launch for Patreon backers “over the next month or so.” Playable on Quest and Pico, that’s being developed concurrently with Star Wars Jedi Knight II: Jedi Outcast, and both are called “JKQuest” ports. However, Team Beef explains that Jedi Academy presents different development challenges to Jedi Outcast, citing dual-wielding sabers and Jedi Academy’s initial lack of first-person gameplay.

As for Jedi Outcast, Team Beef’s VR mod — not to be confused with the separate Jedi Outcast fan remake — released as an “in-development” build to Patreon backers last November. Playable on Quest 2, Quest Pro and Pico 4, the group confirmed it isn’t ready for public release yet, stating there’s “a few things to fix and new functionality to be added.” A ‘Companion App’ is also planned for mod downloads and auto-installation. Like with all Team Beef mods, you’ll need to purchase the full game and sideload it with the mod onto a Quest or Pico headset. For Jedi Outcast and Jedi Academy, both are currently available on Steam for $9.99.

Team Beef’s best known for porting classic PC games to VR. Alongside Star Wars, we’ve previously seen them tackling Half-Life port Lambda1VR, the Quake series, Return To Castle Wolfenstein, and more. Alongside project updates for the Doom 3 DLCs, RazeXR, and WrathQuest, Team Beef closed this update by announcing a vote on its next VR project, for which it’s currently taking suggestions via Trello. That vote’s open to patrons from January 13-15.

Creed: Rise To Glory – Championship Edition Out Now On PSVR 2 & Quest 2

The ‘Championship Edition’ of Creed: Rise to Glory is available now for PSVR 2 and Quest 2.

Survios revealed the April 4 release date just before the release of PSVR 2 and we’ve embedded a new launch day trailer above. The Championship Edition includes “new characters and a new location from” the new Creed III film which continues with Adonis Creed taking over the Rocky franchise.

The new edition is a free upgrade for Quest 2 owners while it’s a $19.99 upgrade for original PSVR owners wanting the PS5 edition for PSVR 2. The standard release of Creed: Rise to Glory – Championship Edition is available for $39.99 on PSVR 2 for PS5. A ‘Deluxe’ release of Championship Edition is also available for $49.99, which includes an additional 22 “glow” costumes and is available as an upgrade from the PS4 Creed release for $29.99.

According to the PlayStation blog, the ‘Championship Edition’ on PSVR 2 makes use of eye-tracked foveated rendering along with support for HDR and overall “enhanced fidelity” compared to the original release. The blog post also mentions improved haptics, implemented in both the headset and Sense controllers, alongside 3D audio support, “lightning-fast” load times and support for cross-platform online play.

This article was originally published March 19, 2023 with the Championship Edition’s release date announcement, and updated with new details with release on April 4, 2023.

Steam Spring Sale 2023 Discounts Half-Life, Star Wars & More

The Steam Spring Sale 2023 is now live, offering big discounts on PC VR games.

Following last month’s Steam Next Fest, the Steam Spring Sale 2023 has begun and there’s over 1,500 PC VR games on offer. With VR discounts as high as 90%, unsurprisingly, the most notable sales are mostly for older PC VR games. Half-Life Alyx matches its previous lowest price at $23.99 (60% off), Star Wars: Squadrons is going cheap at $5.99 (85% off), F1 22 comes in at $9.59 (84% off), while big names like No Man’s Sky ($29.99 – 50% off) and The Elder Scrolls V: Skyrim VR ($19.79 – 67% off) also have substantial discounts.

Several newer PC VR games are also discounted but don’t expect anything particularly big. Red Matter 2, Moss: Book II and Hubris are all 25% off; Bonelab, Kayak VR: Mirage and Lonn have 20% discounts, but others like Gorilla Tag and Among Us VR remain at full price. You can find the full discounted games list here, but these are some of the biggest Spring Sale VR highlights:

The Steam Spring Sale 2023 remains live until March 23, ending at 10am PT. This includes a heavy discount for the Valve Complete Pack for $6.54 (96% off), which times up well with the recent release of the Half-Life 2: Episode One VR Mod.

Pavlov VR Review – Straight Shooter On PSVR 2

Pavlov is a solid VR multiplayer shooter that thrives in its tactile interactions and gunplay. Read on for our full Pavlov PSVR 2 review. 

Offering a VR first-person shooter (FPS) experience modeled after Counter-Strike, Pavlov began its life on PC VR in 2017 and is now one of the longest-running multiplayer VR games available on headsets. While a modified ‘lite’ version of the game, titled Pavlov Shack, is available for Quest, Pavlov on PSVR 2 brings the full multiplayer FPS experience to PS5 with support for cross-play with PC VR players. 

Pavlov VR Review The Facts

Platforms: PC VR, PSVR 2 (Review conducted on PSVR 2)
Release Date: Out now
Developer: Vankrupt Games
Price: $24.99

While Pavlov is a PSVR 2 launch title, it doesn’t try to wow you in the way most VR games do. Its goal isn’t to show you shocking sights or frightening sounds, but instead is wholly dedicated to the pure spectacle of FPS gameplay. Luckily, it does so excellently. 

It is somewhat let down by smaller lobby sizes and a lack of player progression. Plus, your fun is almost entirely reliant on having others to play with. However, this is one of the few launch titles that I could see myself playing a year from now. It offers an arsenal of guns that feel great to use with solid feedback, and there’s plenty of replayability to be found if you’ve got a squad to play with. 

Packing a Punch

Fundamentally, Pavlov brings the tried-and-tested formula of Counter-Strike into VR, with all the thrills and pains of team-based matches. There is no narrative to follow, no guided paths – just whatever fun you can create. Luckily, it’s an excellent sandbox for creating your own fun. 

Upon booting up the tutorial, one of the major things that stuck in my mind was how necessary everything feels. Guns can be customized with sights and attachments, for example, which resulted in tangible differences to the way I played by making some guns feel heavier or changing the way I held others. 

Even small details, like reaching up to your ear to use the radio or dropping the mag to reload your weapon, are satisfying in the way they straddle a line between being a game and mimicking real life. Movements feel consistent and your actions feel weighty.

Ways to Play

Outside of a handful of small tutorial sections and the gun practice ranges, Pavlov has a generous offering of different modes at launch. There’s no single player campaign and while many of the modes can be played offline with bots, it’s online multiplayer that is the real draw here. 

There’s the standard competitive game modes like Team Deathmatch or Search and Destroy, where you’re tasked with eliminating the enemy team or planting bombs respectively. There’s also a zombie mode, which is both spooky and surprisingly engaging, combining fast-moving zombies with creepy settings. It’s playable, if very tough, in single player mode, but can be incredibly rewarding with a couple of friends. Players are granted new guns and gear every round, which are used to move you forward in the round. Starting with just a pistol and working your way up, the mode gives you a chance to explore Pavlov’s entire arsenal. 

Across all game modes, the game’s arsenal is extensive. There’s tens of gun types, ranging from snipers to shotguns to rocket launchers, and you’ll have to figure out the little intricacies of reloading them and getting used to how they all work. After some time with the game, you’ll be familiar with the recoil and reload of each weapon, which can make picking up varied weapons and building up kill streaks an absolute thrill. One game mode, ‘Gun Game’, actively incentivizes this way of playing, requiring you to get a kill with each weapon to unlock the next one. 

Pavlov uses the headset feedback to really jolt you when you’ve been killed and all of your own kills are met with the satisfying crunch of your controllers. Haptic feedback in the Sense controllers and the headset add weight and a real boom to every action.

Pavlov PSVR 2

The Joy of Play

Pavlov’s greatest strength is found in the ways it encourages you and your friends to invent your own fun. The TTT game mode, for example, involves a handful of players becoming traitors who must covertly mess up and kill others without getting noticed. As it was almost a decade ago, this mode achieves brilliance in its simplicity.

The game modes aren’t the only way Pavlov encourages a certain silliness though. You can throw up and catch your own weapons, you can kill your teammates by accident and everything has a certain weight to it that can be quite alarming. There’s an almost shocking physical feedback to a good headshot, which can be hilarious when you mistakenly hit your own friends.

The sound design, particularly for guns, only adds to this. The old-school rifle comes with that satisfying “ding” when you finish out a clip and each shot of Barrett sniper rifle comes with a thunderous “boom.” It’s one of those games you can’t think of without the cool gun sounds rattling in your head. 

Not In Search Of Realism

In terms of visuals, Pavlov looks adequate on PSVR2. It is clearly quite inspired by Counter-Strike and wears that on its sleeve. While there are plenty of better-looking VR games – especially on PSVR 2 – Pavlov’s visuals are stylized just enough to not quite feel outdated. 

Though it could opt for slightly more realism at points, the game makes up for it with fantastic gun physics and gameplay that strikes a balance between finicky and arcade-y. It performs near perfectly on PS VR2, with no stuttering or graphical issues during my time playing. As far as a ports are concerned, this does almost everything right. 

Pavlov VR Review – Comfort

Pavlov is designed to be played while standing up, as it uses a from-the-hip reloading system. There’s currently no option for alternate control bindings or mag placement, so the game doesn’t function as a seated experience. 

It uses stick-based artificial movement, with the option for vignetting. Jumping and crouching are all physical movements as opposed to buttons, with options for snap or smoothing turning. You can physically move and turn within your playspace, but there’s no option for teleport movement. 

Unfortunately, there’s no progression systems or ways of customizing your character, which can leave the game feeling a little stale. This will be especially true if you don’t have friends to play with and don’t fancy communicating. It’s a shame, as even some basics like custom skins would add a lot in the way of match-to-match progression. 

Likewise, while the PSVR 2 version of Pavlov has some great modes, it also lacks the mod support seen in the PC VR version. That means that the current game modes are the extent of what you’re able to play right now, and makes you wish there were a few extra included, especially the weirder ones like TTT.

Pavlov PSVR 2

Pavlov PSVR 2 Review – Final Verdict

Pavlov isn’t the type of VR game to show your parents when they come over. Instead, it’s the game you and your buddies will play together every Friday night. Its arsenal of guns are satisfying to use and are accompanied by some great sound design, with just enough game modes to keep you busy. On PSVR 2, the adaptive triggers and headset feedback make everything feel just a bit more weighty as well. 

No game quite gets my adrenaline going quite like Pavlov. Though a lack of any dedicated single-player mode and no mod support may leave you longing for something a little more guided, Pavlov gives a fantastic Counter-Strike-like multiplayer experience on PSVR 2 that should keep fans of the genre coming back for more. 

Upload VR Review Recommended


UploadVR focuses on a label system for reviews, rather than a numeric score. Our reviews fall into one of four categories: Essential, Recommended, Avoid and reviews that we leave unlabeled. You can read more about our review guidelines here.

Unplugged PSVR 2 Mini Review: All Sense, No Hands

Available at launch for PSVR 2, Unplugged is one of the more curious titles to arrive on Sony’s new VR headset.

We’re big fans of Unplugged, which launched in October 2021 on Quest as a hand tracking-exclusive game that built the technology into the very core of the experience. It brought the fantasy of air guitar to life, merging Guitar Hero gameplay principles with cutting edge technology that allows you to shred to your heart’s content in virtual reality with no controllers, just your hands.

It was a truly fantastic concept and the implementation has only got better since launch on Quest. Thanks to updates from Meta improving hand tracking in the years since release, Anotherway have not only been able to improve the experience and reliability of Unplugged on Quest, but actually overhaul the maps with increased complexity as well.

It’s one of the most innovative VR experiences on Quest, which at first glance would make a PSVR 2 release good news, right? Well, it’s not so black and white. There’s one key disclaimer – PSVR 2 doesn’t currently support any form of hand tracking.

Booting up Unplugged on PSVR 2, your only option is to use the PSVR 2 Sense controllers instead. This implements a workaround controller-based solution that’s also used on the PC VR release and has since been added as an option for Quest as well. The end result is something that remains engaging but feels a little less innovative and a little more ‘Guitar Hero but in VR’.

On Easy and Normal difficulties, you’ll only see two colors coming down towards the fret – one small blue note, mapped to the trigger, and a larger cyan note mapped to the grip button. The maps still work the same way, just with less note combinations – you’ll still perform slides and have to correctly hit single and double notes in the right succession to build combos.

On Hard difficulty, the complexity goes up. You’re able to twist your wrist up and down to change between two sets of notes – your standard ‘neutral’ wrist position is for the blue-cyan combination, but twisting your wrist down towards the floor (or, for guitar players, towards the higher strings) will switch to a yellow and pink combination of notes, also mapped to the trigger and grip buttons.

PSVR 2 Unplugged

Unlike Unplugged with hand tracking, which has four notes at all times and therefore many combinations, this system only really lets you play two notes at once, with the added difficulty of switching between colors. You’ll have to quickly adjust your wrist between notes to ensure you’ve activated the right combination of colors before strumming. Taken on its own merit, it’s a decent system that’s certainly playable and still quite engaging to use. Mechanically, it makes the game feel closer to Guitar Hero – in that you’re using a peripheral with buttons instead of fulfilling that air guitar dream – but it does work.

All the other boons of Unplugged remain in tact too. There’s still the absolutely banger selection of classic rock hits, which significantly helps sell the game in the absence of hand tracking. Plus, visually it looks fantastic and while the visual upgrade isn’t life-changing, you can tell that the added power of PSVR 2 gives the game a nice boost – everything looks really crisp. In terms of performance on PSVR 2, the songs I tried were all rock solid, as you would expect.

Of course, some of the magic of the original concept gets lost in translation. At the end of a level, for example, your controller hands automatically display the horns for your to hype up the audience with. Again, it works, but lacks some of that immersion that came from physically making the horns with your real hands. Likewise, strumming with controllers is functional but a bit conceptually odd without real hands. You’re told to pick up and hold the guitar pick, but in reality you just press the trigger on it to begin the song and then strum with your virtual controller hands, no buttons needed. It doesn’t feel quite the same as pinching your thumb and index together and precisely aiming for the strings, but it gets the job done.

For a game that started as a hand tracking-focused release, it’s somewhat surprising that it still feels engaging to play on PSVR 2. No, it’s not quite the same and it feels a little less unique when played with controllers, but for people wanting a Guitar Hero-like experience on PSVR 2, it’s a good option with an absolutely amazing selection of rock songs.

Unplugged is available now on PSVR 2 for $24.99. You can read our full Unplugged review for Quest here.

Little Cities On Quest Are Now Populated By Little Citizens

The Little Citizens update for Little Cities adds residents to nDreams and Purple Yonder’s VR city simulator.

Unlike the paid Snowy Islands DLC last December, Little Citizens marks the latest free update in Little Cities for all existing owners on Quest. Following last year’s Attractions and hand-tracking updates, Little Citizens adds tiny residents to the city streets, who will interact with your various creations. The new version is available now and you can find the full update outline below:

Little Citizens adds people to the streets of your cities, bringing the hustle and bustle to your mini-metropolises and an even greater sense of immersion to the game. You’ll see residents interacting with your creations in a whole host of ways including enjoying a relaxing day at the beach, practicing yoga in the park or taking in a game at the stadium – they even wave back to you! You’ll also see these Little Citizens grow in number as your city expands.

We came away impressed during our Little Cities review last May on Quest. Calling it “an impressive effort from Purple Yonder and an accomplished city simulator,” we believed it offers a “succinct yet well-designed experience” and awarded it our Recommended label.

It effectively adapts the genre’s traditional mechanics into a distilled format that feels native and well considered for VR. The focus on immersive city design is the right approach, backed up by brilliant visuals and audio. The control scheme and UI fades into the background, as it should, leaving you to intuitively build your city without it ever getting in your way.

Little Cities is available now on the Meta Quest platform for $19.99, or bundled with the Snowy Islands DLC for $23.99. A Pico version is also available, though the DLC and post-launch updates are currently unavailable for it.

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. 

Meta Confirms 10K Additional Layoffs In Continued Restructuring

Meta CEO Mark Zuckerberg shared plans for upcoming layoffs across three areas of the company, which will begin this week and continue into late May.

The first affected group will be the recruiting team, with layoffs beginning this week, according to a note shared by Zuckerberg to Meta employees. This will be followed by layoffs and restructuring in tech groups in April and business groups in May. We contacted Meta to clarify whether this round of layoffs will affect the VR/AR teams but a representative declined to comment.

Overall, this round of layoffs will see Meta reduce its total headcount by around 10,000 by April, while also closing applications for 5,000 open roles that have yet to be filled. The timeline marks the next few steps in Meta’s “Year of Efficiency,” which sees the company attempt large structural changes while still pioneering VR/AR technology and maintaining its position as market leader.

Estimated Meta headcount changes over time.

Zuckerberg called 2022 a “humbling wake-up call” in the announcement this week, which he credits to changes in the economy and increased “competitive pressures.” He then noted that Meta should “prepare [itself] for the possibility that this new economic reality will continue for many years,” which he nonetheless feels will grant the company “the opportunity to be bolder” with its long-term visions.

Alongside its AI and apps work, Zuckerberg noted that the company’s efforts in the metaverse and next-generation computing platforms “remains central to defining the future of social connection.”

One section also claimed that, subject to further study, Meta engineers who joined the company in-person and then either transferred to remote or stayed in-person “performed better on average” than those who joined fully remotely. Zuckerberg posited that “it is still easier to build trust in person.”

The last few months have seen rapid changes at Meta. Following layoffs of 11,000 employees in November, games industry legend and executive consultant for virtual reality John Carmack departed Meta in December, writing that he “wearied of the fight.” Meta’s last reported headcount of roughly 86,000 employees doesn’t reflect either layoff round, so we’ll be curious to see what’s reported in Meta’s next quarterly earnings and how the company’s headcount changes going forward.

Meanwhile, executives at the company continue making decisions about Meta’s next generation VR systems with current plans pointing to new headsets this year and next year as well. Meta also faces renewed competition in VR/AR. Pico 4, the first true competitor to Meta’s market-leading Quest 2 headset, released in 2022, while Sony’s next foray into the market, PlayStation VR2, released in February for the PlayStation 5.

Earlier this month, reports indicated Meta has sold nearly 20 million Quest headsets.  Pico 4 sales were reportedly not meeting expectations in November, with the company laying off hundreds last month. Sony remains tight lipped regarding sales numbers for PSVR 2, but its CFO feels it has a “good chance” of outselling the original PSVR, which sold 5 million units as of December 2019.

Cosmonious High Adds Accessibility Update For Visually Impaired Players

Cosmonious High just received new accessibility features to support visually impaired players, available today on Quest 2, PSVR 2 & PC VR.

Arriving in a free update for existing owners, Owlchemy Labs detailed the Vision Accessibility Update (VAU) for Cosmonious High in a new blog post. Once activated through a new assist button, tutorials, teleportation locations, environments and objects being held or pointed will now have detailed audio descriptions. An audio confirmation plays when items are grabbed or released, while key objects use high-contrast outlines to illustrate themselves clearly.

“We believe that VR gaming should be accessible to everyone, regardless of their abilities,” said Jazmin Cano, Accessibility Product Manager for Owlchemy Labs. “The Vision Accessibility Update is the first of its kind, not just at Owlchemy Labs but for VR gaming as a whole. We want to tear down barriers for all gamers, and this is another great step in that direction.”

Owlchemy claims this was made possible by collaborating with accessibility consultants, which includes renowned accessibility advocate Steve Saylor. In a prepared statement, Saylor confirmed that he’s “often felt excluded from the world of VR gaming” as someone with low vision, but believes “that’s starting to change” with the VAU update:

The combination of visual descriptions, contrasting colors, and other tools make it possible for me to experience VR in a way I never thought possible. This update is a game-changer for low-vision gamers everywhere, and I am proud to have been a part of its development.

This isn’t the first time Owlchemy’s given Cosmonious High an accessibility update. Last June saw the team addressing physical and cognitive disabilities, adding a one-handed mode that only requires a single controller. More seated play options were added, items became easier to grab, and iconography was adjusted for better readability. Further localization and inclusivity improvements were also included.

Cosmonious High is available now on Quest 2, Quest Pro, PSVR 2 and PC VR via Steam. Accessibility features can be turned on and adjusted via your in-game backpack, which you can grab by reaching over your shoulder.