Per Aspera VR Quest 2 Review: Civilization Building At Its Finest

Per Aspera VR is a narrative-driven terraforming sim available now for Quest 2 and Quest Pro. Does this flatscreen port survive its jump to VR? Find out in our full Per Aspera VR review.

In Per Aspera VR, Earth can no longer support life, so mankind has committed to making Mars its new home in a bid to preserve humanity. That’s where you come in, playing as a sentient artificial consciousness called AMI. You’ve been sent to transform Mars from a barren rock into a flourishing bounty by overseeing a planetwide terraforming operation.  

Resident Evil Village Review – The Facts

Platforms:  Quest 2, Quest Pro (Review conducted on Quest 2)

Release Date: Out now

Developer: Tlön Industries

Price: $24.99

The game greets you with an outer-space view of the Martian world just ten days before your arrival. A rocket-propelled structure lands on the planet’s surface and becomes your home base, revealing resources in the immediate area and supplying enough power to get your mission underway.

From here you begin by building mines to tap into some of the planet’s limited resources like aluminum, iron, and silicon. Then factories need to be constructed to refine these raw materials into usable products – for example, an electronics factory will convert one unit of aluminum and silicon into one unit of electronics. 

Per Aspera VR

The products you make from the factories are used to build a range of additional structures from scanning towers that reveal nearby resources to colonies that will eventually become home to scientists. With each new structure comes a power cost so creating energy generators is something you’ll need to do early on to stop production from grinding to a halt. Another essential to invest in early are worker drones – these are the mechanical laborers that shift resources from place to place and construct new buildings.  

You begin with access to only one worker drone at the start, which proves to be a major bottleneck for production. Because of this, I found the first half-hour of the game excruciatingly slow – even on 8x speed. Once you have the ability to produce more workers, however, things start to ramp up and get more interesting.

Extensive Strategic Simulation

As your colony expands, you’ll need to be managing resources, ensuring operations run at peak efficiency, maintaining your structures, and exploring the planet. Trying to make the right decisions to manage your growing settlement and watching it slowly take shape is a genuinely satisfying and addictive experience.

Per Aspera VR

Then there are tech trees that unlock upgrades using points obtained by bringing scientists to the planet to do research. There are three main categories of research each with its own benefits; the Engineering tree provides advances in construction and power generation; the Space tree upgrades abilities to build new bases and import resources to Mars; whilst the Biotech tree improves colonies and planet terraforming abilities.

Expanding your operations to explore more of the red planet is a big part of the fun, with ancient and sometimes dark secrets waiting to be discovered. You’ll quickly realize the large scoop of the game when you zoom out to see the city you’ve been steadily building for the past 2 hours constitutes just a dot on the Martian surface. One playthrough took me about 17 hours in total but with multiple endings, different difficulty levels, and a free-play sandbox mode, there’s a lot more potential gameplay to be had.

Science Fact Meets Science Fiction

Per Aspera is a hard science fiction game that blends scientific fact with fantasy. The topology of the planet is based on real NASA maps of Mars and you will come across actual Martian sites and locations throughout the game. The harsh alien environment will also throw up challenges from time to time – from dust storms that play havoc with your solar panels to meteor impacts that can destroy entire buildings.

Per Aspera VR

  Per Aspera Review – Comfort

Per Aspera is best played seated. While there are no comfort options, I found the game to be a comfortable experience on the whole. However, there is some potential for motion-based discomfort when zooming or moving across the planet.

Per Aspera does hold your hand somewhat and will use objectives to guide you, but there are some things that the game leaves you to figure out for yourself. For the most, these are intuitive enough to discover yourself, but some elements are not so clear. 

When trying to cancel a shuttle flight to Mars, for example, it wasn’t obvious why clicking the big red ‘X’ did nothing. Only after consulting Google did I find out that colonist migration cannot be canceled while in transit to Mars. A pop-up box with an explanation would be good in situations like this.  

Dynamic Storylines

One of my favorite aspects of Per Aspera was the rich and engaging narrative woven throughout the game. Mission control will contact you occasionally to test your AI capabilities, get updates on your progress and provide objectives that build toward your terraforming mission. You get to choose how you respond in each interaction, which can lead to different endings based on your selection. 

Per Aspera VR

The story will have you questioning the existence of mankind and exploring the depths of your digital sentience. Plot twists to keep things interesting and I found the story to be both unique and engaging. However, it also takes a non-linear approach and I noticed that some narrative elements occurred in a different order from how they were supposed to unfold, which made it fragmented at times.

Flatscreen To Virtual Reality

Per Aspera is a flatscreen game that has been ported over to VR. While it’s a fantastic sim on many fronts, I also couldn’t help but feel like more could have been done to make the most of its transition to VR and differentiate itself from the flatscreen version. 

Per Aspera VR

One common concern with simulation VR ports is how menu and charts navigation will work using a motion controls. Per Aspera solution is a simple user interface that can be navigated with radial menus that neatly organize large selections of options. Still, there are times when the limitations of the Quest controllers become apparent. Some actions that only take a single keystroke on the flatscreen version require drilling down through menus with trigger presses on Quest. Even if it only takes a few more seconds to select certain features on Quest, it adds up over time and impacts the game’s flow. 

Per Aspera VR Review – Final Verdict

Per Aspera VR is a slow burner but if you have time and patience to invest, you’ll find a uniquely engaging base-building strategy sim. Breathing life into the red planet is as absorbing as it is rewarding and the rich dynamic narrative is a welcome addition that’s not often seen in games of this type. While I feel this port could have done more to capitalize on the immersive nature of VR, it still works to deliver an amazing science-fiction tale that is sure to delight fans of this genre.

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.

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.

C-Smash VRS Hands-On: This Could Be The Multiplayer Game PSVR 2 Needs

C-Smash VRS reimagines an obscure Sega classic for PSVR 2, and we went hands-on to preview its upcoming demo.

We’re facing tough times in the VR community with multiplayer. Games like Gorilla Tag continue thriving, but Echo VR’s upcoming closure still stings for many, while smaller games like Nerf Ultimate Championship barely got off the ground before announcing closure. As a mix of Squash and Breakout, C-Smash VRS isn’t emulating those games, but on PSVR 2, I believe it could fill a crucial multiplayer gap.

Developed alongside The Last Worker by Jörg Tittel and Wolf & Wood, C-Smash VRS is a passion project 22 years in the making, and 2001’s Cosmic Smash is arguably one of Sega’s most obscure games. Developed by Sega Rosso, the Dreamcast edition became a Japan-only title following the console’s discontinuation, relegating the Western release to arcades only. I recently attended a C-Smash VRS preview event and tried the arcade edition.

C-Smash VRS requires a sizable play area as you’ll move left and right across a wide distance, and this preview was based on the upcoming demo with solo training and 1v1 online multiplayer. Solo or not, your goal involves hitting colored pads across this room. Call the ball forward through a pulling motion with your Sense controller, use the other controller as a racket, and start hitting away. Some require multiple hits, others move position, and a few are blocked by indestructible grey tiles.

Similar to Squash, the ball bounces back toward you and play doesn’t stop until each tile has been hit; there’s no penalty for missing shots. It’s a simple arrangement that feels easy to jump into, backed up by a retro-futuristic soundtrack and I quickly got into the rhythm. Annoyingly, a couple of shots didn’t track correctly and hit behind me when serving, but I’m hopeful this will be fixed before launch. I was also cautious of my surroundings in may playthrough because there was another player not far behind me on a separate demo unit.

C-Smash VRS

After a few practice rounds, I moved onto 1v1 online multiplayer. Gameplay doesn’t drastically differ but this time, you’re clearing a set group of tiles from behind your opponent, which comes in several groups, and the first to clear them all wins. I didn’t win but I enjoyed the competitive gameplay this adds, and I could feel myself working up a sweat. There’s other modes coming, like two-player co-op against an AI, but these weren’t available to try.

Understanding the fundamentals didn’t take long, and the vibrant blue and orange visuals against this grey space station contrasts well. It‘s immediately clear how much care C-Smash puts into recreating the original game and Tittel highlighted his staff’s efforts in development. Calling this his “dream team,” that includes game director Ryan Bousfield from Wolf & Wood (The Last Worker), designers Cory Schmitz (Tetris Effect) and Arkotype (Polytron), alongside musicians Ken Ishii (Rez Infinite) and Danalogue (The Comet is Coming), many of whom also attended this preview.

Tittel told me in an interview after the demo that development began last year after he approached Sega in 2019. He said he’s wanted to do this since 2001 and I asked how he went from an anti-capitalist adventure like The Last Worker to racket sports.

“This is anti-capitalist too, in the sense that we’re adapting a game that didn’t make bucks. It’s almost an anti-product but to me, the Dreamcast was also that,” he said.

He said he holds a lot of love for Sega’s last major console and worked for the Official Dreamcast Magazine at one point: 

It was the purest console because it dared to be original and fostered independent game development. That invented indie game development as far as I’m concerned, because United Game Artists and Sega Rosso, these teams were autonomous creatively, all founded by people that had earned their place within Sega. The team size was akin to indies today. The ambition is perfect for an indie since it’s not confined by commercial norms.

C-Smash VRS

Asked whether it was challenging adapting Cosmic Smash for VR, he tells me that C-Smash VRS “felt natural from the beginning.” Working with Arkotype and Schmitz, he then approached Bousfield during development on The Last Worker. “I was quite shy at first about convincing him to do another game at the same time, which is kind of mad. The fact that we did it is completely insane.”

It’s easy to draw parallels with Rez, which was originally  developed by United Game Artists for arcades and Dreamcast before Enhance Games brought it to VR, and Tittel confirms it was an influence for C-Smash. He said it was the first PSVR 2 game he bought and that the influence historically goes both ways:

Cosmic Smash was also an influence on Rez because of Kenji Sasaki, he was the executive producer at Sega Rosso and director of Sega Rally. Sega Rally was produced by [Tetsuya Mizuguchi], who then founded United Game Artists and Sasaki-san founded Sega Rosso. Cosmic Smash and Rez started development at the same time. Rez came out in the arcades a year before Dreamcast, so it had an influence visually, aesthetically and philosophically.

He expresses strong admiration for “Mizuguchi-san”, who’s since developed Tetris Effect and Humanity, and praises him for sticking to his vision across his entire career. “Synesthesia…becoming one with feeling, reducing things to the gameplay essence, he’s a fucking incredible game-maker.” 

C-Smash VRS

I suggest this naturally leans into VR’s immersive nature well and Tittel agrees:

Video games started with arcades as a social thing, they weren’t a nerd thing in basements…Games are theatrical, physical, social; that’s what I love about them. You can also have a solo game experience that other people watch. That’s social and we do that with books; we read a book and talk about it. When we watch theater, we enjoy it alone, you don’t fucking babble during it. I want to be part of this new game development movement that makes games you want to talk about. 

C-Smash VRS arrives later this year on PSVR 2, with a demo launching on March 23. As for post-launch plans, Tittel doesn’t confirm any specifics, though I’m told C-Smash VRS doesn’t end with its full release.

“There’s a whole sort of roadmap ahead and there’s a journey in the game for a reason. The universe is a large place.”

Divine Duel Gets A Surprise Release Today On Quest

Divine Duel, the competitive free-to-play 1v1 VR fighter from Immersion Games, launches today on Quest.

A mix of sci-fi and fantasy with “crazy weaponry,” Divine Duel is a big departure from Immersion’s previous VR games, Disc Ninja and Extreme Escape. Bringing us 1-on-1 duels in a realm called Evergarden, there’s four playable Celestials with unique abilities: Vaya the Bioalchemist, Arvald the Solid, Necra the Underqueen and Ishi the War Forger. Following January’s beta test on Quest, Immersion announced the release date through a new launch trailer.

Offering over 40 different weapons, Divine Duel places considerable focus on your character’s customizable loadout. Alongside merging weapons like staffs and swords into new combinations, magical creatures can also be summoned mid-fight to assist you. You can read the official description below:

Divine Duel is a tactical fighting game that mixes Fantasy and Sci-Fi themes to bring you a fresh take on PVP. Forget about ordinary weaponry and prepare to experience an outlandish arsenal that includes weaponized musical instruments, mythical creatures, and a meteor. The game combines fast-paced gameplay with a strategic layer, rewarding players for quick thinking and creative ideas. Duel others in a never-ending struggle for the fate of the Multiverse and prove that you have what it takes to win the Divine Duel.

Divine Duel is available now on the Meta Quest platform via App Lab. A PC VR release via Steam is also planned, though a release date remains unconfirmed.

CoasterMania Launches Today On Quest

CoasterMania, a sandbox rollercoaster VR experience, launches today on Meta Quest headsets via App Lab.

A cross between traditional rollercoaster games and sandbox builders, CoasterMania sees you creating physics-based courses before directly riding them. Featuring a terrain editor and environmental decorations, courses can be shared across the online community. A mixed-reality passthrough mode lets you create rollercoasters around your home, while a puzzle mode update is also planned. You can read the official description below:

CoasterMania is a physics-based VR rollercoaster game where you create, ride, and share the roller coaster of your dreams! Use wacky contraptions and elements to fly through the sky, then experience your creation by jumping in the front seat. Once you’re done, you can then upload your coaster or experience community-made rides in online sharing.

Back in January, we interviewed solo developer Stephen Rogers, whose previous credits includes Brushwork. Asked about his inspirations, Rogers informed us that he wanted to give players “an infinite amount of replayability,” stating that “the vast majority [of rollercoaster simulators] don’t allow you to create anything.” You can check out our full CoasterMania interview for more details.

CoasterMania is out now on Meta Quest platform via App Lab for $9.99.

Beat Saber Releases Upgraded Imagine Dragons Pack, Including New Songs & Maps

Beat Saber just released an upgraded version of its Imagine Dragons DLC Music Pack, featuring two new songs and redesigned maps for the existing tracks.

The Imagine Dragons DLC tracks for Beat Saber first released in 2019, featuring 10 songs available for purchase individually or as a bundle. Since then, the team at Beat Games released a bunch of other DLC tracks and made some significant updates to the game, including new note types and an upgraded lighting system.

Given those changes since the initial release, Beat Games released a ‘new and improved’ Imagine Dragons DLC pack earlier today. The maps for the existing 10 tracks have been redesigned, now featuring arc and chain note types, alongside upgraded environments that use the game’s new lighting system and color scheme. Meta says that players “will immediately notice that the 10 legacy tracks have improved mapping and flow.”

The upgraded pack also includes two new songs – Bones and Enemy, the latter of which is the theme song to Netflix’s show Arcane, set in the League of Legends universe.

The upgraded pack now features 12 tracks total and is available for the same $14.99 price as the original, with individual tracks available for $1.99.

Meta says that existing owners of the former 10-track DLC bundle will be able to purchase an ‘upgrade’ that includes the two new tracks for $2.50. It’s unclear whether existing individually-owned tracks or those who do not purchase the $2.50 ‘upgrade’ will automatically receive the updated versions of the tracks for free. UploadVR has reached out to Meta for clarification and will provide an update if we receive a response.