Don Carson played Walkabout Mini Golf during the pandemic in 2020.
In 2025, he puts on a VR headset in his Oregon home to sketch places he wants people to visit and enjoy from their own homes beginning sometime in 2026.
Carson works as senior art director for a team called Mighty Coconut that's steadily grown over his relatively brief tenure.
The Coconuts now number in the dozens.
Every seven weeks or so their creative engine releases a new destination priced just under $4. The last was Walkabout's 31st course, Viva Las Elvis, and we toured the place with its lead artist.
Globally across stores from Meta, Apple, Sony, Valve, and Bytedance, Walkabout players return to the Welcome Shack to find a new course available. According to Mighty Coconut, when players did that for Elvis in January it created the highest day of revenue ever for them, with players buying Elvis and continuing the journey by grabbing a few more courses too.
That it's unusual enough to be newsworthy for me to mention Martell uses no outside investment to employ these artists says something about the forces shaping the VR market. Here, you're reading about a company called Mighty Coconut making one of the best paid multiplayer VR games ever conceived, employing dozens of deeply skilled artists who basically only come together in the physical world when it is time to brainstorm new ideas.
I don’t care what measure analysts use to apply the label “unicorn“ to a certain class of endeavor. To me, Walkabout is a VR unicorn if only because you can see in recent courses the continuous steady ripening of a platform. You can feel it looking around at the smoke in the lights of Elvis or when plucking a giant guitar string there.
“We don’t have any specific openings at the moment,” Mighty Coconut's Job page says, though they do post an email address.
I include that because I know people out there are looking for jobs. You can read Quest To Horizon from my colleague Henry Stockdale. We also have a large body of links reporting on the many layoffs at a large number of studios. Some of them used to employ more people than Martell does for Walkabout.
What I've done is invite Carson for an intimate 1:1 voice conversation from his home in Oregon to mine in New York, hosted by my colleague Beck from Canada in the UploadVR Studios.
One comment I wanted to pull out for you from Carson:
“Some uninitiated person who sees Walkabout Mini Golf on the surface could easily eye roll at how simple it is what we're offering. But then they experience it. And especially when they experience it with friends, they'll say something else is going on here.”
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“And my answer is, yes, it is, and it is by design and by listing out these principles, we're not showing off what we do, we're saying to other world builders, 'you can do this too. We give you permission to think about these things as you're designing and not because it's a secret, but because these principles thought in this order actually can create really immersive loved gifts to your audience.'”
“Why do I like this so much? Why is this so engaging? Why is this so immersive? It shouldn't be. It looks like Legos. And yet I'm...being evoked. I'm having emotions. Well, a lot of that is based upon these simple rules and the same tricks and same techniques that have been used successfully in image making, movie making, film making, and ride making.”
Meta for Education is now out of beta, offering schools and universities an "end-to-end solution" for adopting VR & mixed reality via Quest headsets.
Meta for Education is built on the Meta Horizon managed solutions (formerly Quest for Business) mass device management software stack, and the company says it enables educators to "access a range of education-specific apps and features", while letting them "manage multiple Quest devices at once, without the need for each device in a classroom or training environment to be updated and prepared individually".
The program ran as a beta from November, with over a dozen universities and colleges in the US & UK participating. Now, it's generally available for any interested school, college, or university.
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Under Meta for Education Quest 3 is priced at $630, and Quest 3S at $400 for the 128GB model or $500 for the 256GB model. These prices include two years of Meta Horizon managed services, the core backend for mass device management, which afterwards costs $24/month per headset for Shared Mode.
Unlike for businesses, though, Meta for Education offers the ability to unlock "lifetime" access for $100 per headset. Thus, organizations could buy Quest 3S headsets with "lifetime" access for $500, or Quest 3 for $730.
On the content side, Meta says the program offers "a range of subjects including science, history, and language arts".
According to Meta, of the 43 schools already using VR & mixed reality, 87% of students reported "feeling more engaged and interested" in their lessons, 85% of teachers found it to be "a valuable tool to enhance their teaching", and students also experienced a 15% improvement "in their academic performance on multiple-choice assessments".
If you're using VR or mixed reality in your classroom, via Meta for Education or a different program, please contact us and let us know how it's going.
Bono: Stories Of Surrender, a documentary launching in May, will be the first feature-length Apple Immersive Video.
What Is Apple Immersive Video?
The Apple Immersive Video format is 180-degree video with 8K per-eye resolution, 90FPS, stereoscopic 3D, high dynamic range (HDR), and spatial audio. It's served in the Apple TV app with higher bitrate than many other immersive video platforms.
We highly praised Apple Immersive Video in our Vision Pro review. It's not possible to cast or record Apple Immersive Video though, so you'll have to take our word for it unless you have access to a Vision Pro.
October saw the release of the first scripted Apple Immersive Video short film, Submerged. Then, in November, The Weeknd released the first Apple Immersive Music Video.
Those projects had runtimes of 16 minutes and 5 minutes respectively. In May, they'll both be dwarfed by the "feature-length" Bono: Stories Of Surrender documentary, as Apple describes it.
Apple hasn't yet gone into specific details about the documentary, but Deadline reports it's directed by Andrew Dominik (the director of the film The Assassination of Jesse James) and will reimagine Bono’s critically-acclaimed one-man stage show by the same name, which itself was based on his bestselling memoir.
Bono: Stories Of Surrender is set to release on May 30, and the immersive version will be exclusive to Apple Vision Pro.
Symphoni blends conducting with spellcasting in a new mixed reality rhythm game, and it's out soon on Quest.
Developed by techToy Studio, Symphoni promises a rhythmic adventure on Quest 2, Pro and 3/3S. Focused on classical music with composers ranging from Beethoven to Tchaikovsky, the game uses a colorful interactive landscape that sees your play space transform through mixed reality. Here's the previous announcement trailer.
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At launch, Symphoni features 16 different tracks with three difficulty levels. You can level up magical abilities through a progression system, unlock achievement crystals, and also collect four different wands. User-generated Symphonies for composing your own musical challenges will arrive at a later date.
Detailing the game's history in a press release, techToy Studio founder Ingram Mao states the idea for Symphoni came to him in 2023 during a Chicago Symphony Orchestra concert after experiencing synesthesia. While Symphoni is built around controller-less hand-tracking, Touch Controllers are also supported.
The classical music focus is reminiscent of last year's Maestro, a VR rhythm game from Double Jack that we later awarded our Best Hand Tracking Game of 2024. However, Maestro instead places you in the role of a conductor tasked with guiding a full orchestra.
Symphoni arrives next week for $19.99 for the wider Meta Quest platform.
A Valve leaker claims the Valve Deckard headset is set to launch by the end of this year at $1200, including first-party "games or demos".
The leaker, known as Gabe Follower, has successfully revealed the existence and details of multiple Valve projects in the past, including Counter-Strike 2 (CS2) and Deadlock.
Now, in a post on X, Gabe Follower claims "several people" have "confirmed" that Valve aims to release its wireless standalone headset running SteamOS, codenamed Deckard, by the end of this year, with a "current" target price of $1200 for the full bundle, which will include first-party "games or demos". Interestingly, they claim this $1200 price will see the product sold at a loss, suggesting Valve intends to pack high-end components and specifications into Deckard.
Several people have confirmed that Valve is aiming to release new standalone, wireless VR headset (codename Deckard) by the end of 2025. The current price for the full bundle is set to be $1200. Including some "in-house" games (or demos) that are already done. Valve want to give… pic.twitter.com/alHzQuwNvc
The claimed leak comes three months after models of Deckard's "Roy" controllers were discovered in SteamVR driver files, revealing their design and inputs. The models included bumpers and a D-pad, suggesting the Roy controllers can act as a gamepad for flatscreen gaming. Gabe Follower claims this ability is a "core feature" of Deckard, and does not require a PC, with the flatscreen games running onboard.
Roy is almost certainly a reference to the antagonist of the movie Blade Runner, wherein Deckard is the protagonist.
That Valve is working on a new headset was not a rumor, even before the controllers leaked. The company has repeatedly confirmed it over the past three years.
In December 2021, well over a year after the launch of Index, Valve President Gabe Newell said the company was "making big investments in new headsets".
In October 2022, Valve posted a job listing for a computer vision engineer to help “prototype, ship, and support” a VR headset for "millions of customers world-wide", with inside-out tracking, camera passthrough, environment understanding, eye tracking, and hand tracking. And in December 2022 Valve product designer Greg Coomer told a Korean gaming news magazine the company has been "working on a new VR headset lately", and that there are "several projects going on in-house".
Most recently, in November 2023 Valve strongly hinted that the headset would focus on wireless VR streaming from your PC, something that datamining had already suggested.
Index reaching six years old in June, and its SteamVR usage share has been steadily declining since launch of Quest 3. Valve fans have been crying out for a successor, and many in the industry have hoped it to be a standalone direct competitor to Quest 3. Whether or not Deckard focuses on standalone VR or wireless PC VR, though, remains to be seen.
We'll keep a close eye on the Valve leaker community, and the company itself, in the coming weeks and months for any further hints of a potential 2025 launch of Deckard.
Orion Drift, the much-anticipated follow-up from the creators of the breakout success Gorilla Tag, has launched into early access on Quest.
Following the team’s acquisition of numerous key developers from now-defunct studio Ready At Dawn (creators of the incredibly popular Echo VR), there has been buzz about Another Axiom's new game taking on the mantle of 'spiritual successor' to the much loved title. For the legions of Echo aficionados like myself, it might be best to temper those expectations, at least for now.
Orion Drift is at its heart a massive social environment that gives players freedom to engage with a large-scale sci-fi hub world brimming with things to do. Players will load into a particular instance of The Orion, a massive floating space station comprised of four distinct districts, connected by a fast-paced orbital zip-line.
On entering the game, players arrive at the Drift Ball district and are immediately confronted by the overwhelming ambition of Orion Drift. Stretching out ahead of you is the sprawling hub area dedicated to the new VR sport, Drift Ball. However, glancing upwards and around you will reveal the scale of The Orion, with the other districts looming from their place in the cylindrical space station.
Every instance of The Orion can host up to 75 players currently, but Another Axiom has declared ambitions to scale this to 200. Each district is dedicated to a specific activity: Drift Ball, Golf, Parkour and a competitive obstacle course called the 'SCRAPRUN.'
Gameplay across all of these zones takes inspiration from both Echo VR and Gorilla Tag. As one might expect, fast, fluid movement is at the heart of every element of Orion Drift. Moving around feels like a smoother, lower gravity version of the famous Gorilla Tag arm swinging locomotion. That includes the ability to slide around the environment or employ wrist mounted thrusters, similar to those available in Echo.
For those with the stomach for it, the movement system is truly excellent. It's intuitive, graceful, and challenging in equal parts. This is “easy to learn, hard to master” at its finest. Be warned though, Orion Drift currently has almost no comfort options, so players susceptible to motion sickness should be very cautious approaching the early access release.
Of the four districts, the Drift Ball zone feels the most fleshed out at launch. Drift Ball sees players using arm-based locomotion to traverse the arena, hitting a ball towards their opponent’s goal. Essentially, think Gorilla Tag soccer. While the basics are intuitive, there is a steep skill curve here. Watching experienced players darting around the field shows the depth and nuance in the game’s mechanics, and it’s clear that some truly competitive esports moments will be had in these arenas.
The Drift Ball district comprises multiple arenas for players to join matches in, some with a clear ceiling that allows great vantage points for spectating. There are also training areas that allow players to practice shooting or goal keeping. I personally enjoyed the goalkeeping challenge so much that I could see that being a successful mini-game in its own right.
The other districts feel considerably less refined; however, they still offer enough to be enjoyable and sell Another Axiom’s vision. There are numerous areas in these satellite districts that remain conspicuously ‘under construction’ with limited feature sets or severely rudimentary texture packs.
The Golf district is an elaborate, multi-tiered golf course where players will use their drift ball skills to whack their ball towards the hole.
The Parkour district, still very much under construction, showcases its potential. There are some tutorial-based courses to learn the basics and a vast skate park inspired area for players to bound about, freely enjoying the game’s signature movement mechanics.
Elsewhere, the SCRAPRUN district feels like the furthest from complete, offering what appeared to be a head-to-head obstacle course. With no tutorial or onboarding guidance of any kind, I was left equally confused and intrigued by this area.
For all the positives so far in early access, Another Axiom is definitely leaning into its community in terms of assumed knowledge and player led onboarding. Playing Orion Drift without experience of Gorilla Tag or a community guide can be confusing. This is particularly true for those desperately seeking comfort options or assistance with basic navigation.
As development continues, the onboarding process urgently needs some refinement for Orion Drift to live up to its enormous potential.
Though much has been said about this being a spiritual successor to Echo VR, Orion Drift doesn’t quite live up to the weight of that statement as it currently stands. The scale of the game is impressive, the social hub is great, the movement mechanics are outstanding, and Drift Ball is pretty good. It just doesn't capture the same magic that Echo did.
While there are rumors of a zero-gravity area (and perhaps an accompanying disc sport), Orion Drift in its current state feels much more like the natural evolution of Gorilla Tag, albeit with some heavy influence from the Lone Echo universe.
Regardless, Orion Drift has made a strong entrance into early access with its well-polished mechanics and a clear statement of intent to the ambitious scope that it intends to deliver. With an enormous community behind it and considerable funding from the studio's past success, I will be eagerly watching Orion Drift as it develops throughout its early access period.
Ikea, Aston Martin, and Red Bull are a few examples of brands that have found success in VR marketing. But it's easier said than done and there's a specific playbook for engaging audiences in VR. What are top considerations?
As a moderator myself, nothing could sound more disturbing than the idea of a revised social media moderation policy presented with the caveat that more bad stuff will get through.
Recently, Mark Zuckerberg announced that Meta, the company that heralded and then fumbled the metaverse, will be dialing back their moderation on their various platforms. He has explicitly claimed that, “…we’re going to catch less bad stuff…”
This is especially menacing because Zuckerberg identifies bad stuff as including drugs, terrorism, and child exploitation. He also specifically says Meta is going to get rid of restrictions on topics like immigration and gender. They’re going to dial back filters to reduce censorship. Oh, and he says they’re ending fact-checking.
This is a mess.
Moderation is challenging. That challenge varies in relationship to the zeitgeist, the societal character of the times, which is quite complex these days. It also varies by platform. The scope of the challenge of moderation on Facebook is greater than at Hypergrid Business, yet the core issues are the same. Good moderation preserves online well-being for contributors and readers, while respecting genuine alternative perspectives.
At Hypergrid Business we have discussion guidelines that direct our moderation. Primarily, we apply moderation principles on content that is likely to cause personal harm, such as malicious derision and hate-speech towards specific groups or individuals.
At Hypergrid Business, malicious derision, a kind of bad stuff, was driving away contributors. However, letting in more malicious derision would not have improved the discussions. We know this because once discussion guidelines were instituted that removed malicious derision, more contributors posted more comments. So when Zuckerberg says Meta intends to get rid of moderation restrictions on topics like gender and immigration, we know from experience that the bad stuff will be malicious derision and hate-speech towards vulnerable and controversial groups, and this will not improve discussions.
The unfortunate ploy in Meta’s new moderation policies is the use of the expression, “innocent contributors” in the introductory video presentation. He says that the moderation policies on Meta platforms have blocked “innocent contributors”. Although the word ‘innocent’ typically conveys a neutral purity of positive disposition, intent and action, Zuckerberg, uses ‘innocent’ in reference to contributors whether they are the victims or the perpetrators of malicious commentary. This confounding use of the word “innocent” is a strategic verbal misdirection. Zuckerberg attempts to appear concerned while pandering to any and all sensibilities.
Zuckerberg’s emphasis, however, is not limited to moderation filters. Rather, he is laser focused on how Meta is going to end third party fact-checking entirely. Zuckerberg pins the rationale for his position on the assertion that fact-checking is too biased and makes too many mistakes. He offers no examples of what that alleged shortcoming looks like. Nonetheless, he puts a numerical estimation on his concerns and says that if Meta incorrectly censors just 1 percent of posts, that’s millions of people.
Zuckerberg further asserts that fact-checkers have destroyed more trust than they’ve created. Really? Again there are no real world examples presented. But just as a thought experiment, wouldn’t a 99 percent success rate actually be reassuring to readers and contributors? Of course he’s proposing an arbitrary percentage by writing the 1 percent statement as a misleading hypothetical, so in the end he’s simply being disingenuous about the issue.
Facts are essential for gathering and sharing information. If you haven’t got an assurance you’re getting facts, then you enter the fraught areas of lies, exaggerations, guesses, wishful thinking… there are many ways to distort reality.
It’s fair to say that fact-checking can fall short of expectations. Facts are not always lined up and ready to support an idea or a belief. It takes work to fact-check and that means there’s a cost to the fact-checker. A fact used in a misleading context leads to doubts over credibility. New facts may supplant previous facts. All fair enough, but understanding reality isn’t easy. If it were, civilization would be far more advanced by now.
Zuckerberg, however, has an obvious bias of his own in all of this. Meta doesn’t exist to ensure that we have the best information. Meta exists to monetize our participation in its products, such as Facebook. Compare this to Wikipedia, which depends on donations and provides sources for its information.
Zuckerberg argues against the idea of Meta as an arbiter of truth. Yet Meta products are designed to appeal to the entire planet and have contributors from the entire planet. The content of discussions on Meta platforms impacts the core beliefs and actions of millions of people at a time. To treat fact-checking as a disposable feature is absurd. Individuals cannot readily verify global information. Fact-checking is not only a transparent approach for large-scale verification of news and information, it’s an implicit responsibility for anyone, or any entity, that provides global sharing.
Facts are themselves not biased. So what Zuckerberg is really responding to is that fact-checking has appeared to favor some political positions over others. And this is exactly what we would expect in ethical discourse. All viewpoints are not equally valid in politics or in life. In fact, some viewpoints are simply wish lists of ideological will. If Zuckerberg wants to address bias, he needs to start with himself.
As noted, Zuckerberg clearly seems uncomfortable with Meta in a spotlight on the issue of fact-checking. Well, here’s a thought: Meta shouldn’t be deciding whether something is true or not, that’s what fact-checking services take care of. It places the burden of legitimacy on outside sources. The only thing Meta has to arbitrate are the contracts with fact-checking organizations for their fact-checking work. When Zuckerberg derides and discontinues third-party fact-checking he isn’t just insulating Meta from potential controversies. He uncouples the grounding and responsibilities of Meta contributors. As a consequence, stated in his own words, “…we’re going to catch less bad stuff…”
What Zuckerberg proposes instead of fact-checking is something that completely undermines the intrinsic strength of facts and relies instead on negotiation. Based on the Community Notes system on X, Meta only allows “approved” contributors to post challenges to posts. But the notes they post will only be published if other “approved” contributors vote on whether those notes are helpful… then an algorithm further processes the ideological spectrum of all those voting contributors to decide if the note finally gets published. Unsurprisingly, it has been widely reported that the majority of users never see notes correcting content, regardless of the validity of the contributor findings. Zuckerberg argues for free speech, yet Community Notes is effective censorship for suppressing challenges to misinformation.
Clearly, getting to the facts that support our understanding of the realities of our world is increasingly on us as individuals. But it takes effort and time. If our sources of information aren’t willing to verify the legitimacy of that information, our understanding of the world will absolutely become more, rather than less, biased. So the next time Zuckerberg disingenuously prattles on about his hands-off role supporting the First Amendment and unbiased sharing, what he’s really campaigning for is to allow the sea of misinformation to expand exponentially, at the expense of the inevitable targets of malicious derision. Remember, Zuckerberg’s bias is to encourage more discussions by all means, a goal which, for a platform with global reach, is greatly aided by having less moderation. Moderation that protects you at that scale is being undermined. Remember, Zuckerberg said it himself: “…we’re going to catch less bad stuff…”
As part of today's Pickleball Update, immersive sports sim Racket Club introduced new sports, updated social areas, and more.
Developed by Resolution Games, Racket Club lets you work up a sweat in virtual reality with unique takes on sports such as 'Box Tennis' and 'Spinminton.' Today's major update introduces pickleball as an official sport, with the addition of a new sport, table tennis, now available in the lab - a testing area where players can trial new athletics.
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Alongside the new games, Racket Club has modified its social area, giving the digital playroom a redesign with new courts and fresh areas to mingle with other racket raconteurs. The update also sees the opening of a cosmetics storefront called the Racket Club Shop, where players can spend coins on outfits and accessories to customize their look. These coins can be earned by completing daily and weekly challenges in the game.
“Since its launch, Racket Club's content has quadrupled, evolving from a single sport to a full-fledged multi-sport virtual sports club, where players can engage in a variety of racket-based games, socialize, and hone their skills,” explains Resolution Games Chief Creative Office Mathieu Castelli, in a prepared statement.
“This update cements its status as the ultimate social VR racket experience—a true 'racket-verse' where friends can meet, compete, and have fun together… with more good things to come in the future.”
Racket Club's Pickleball Update is available on Quest, Steam and Pico.
FRENZIES gets a new social space in today's update, and nDreams outlined the free-to-play VR shooter's upcoming roadmap.
Kicking off the FRENZIES roadmap is the new 'Hangar Update,' which goes live today on Quest. That introduces the titular location, a new multiplayer social space that lets you hang out with friends, play some basketball and join a game together. nDreams states this new area will expand “over the coming months” across future updates. Other changes include improvements to the friend system, a Throne Room redesign, and new gesture animations.
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It's the first step in a new content roadmap, and nDreams outlined two further major updates planned across both spring and summer 2025 respectively. The spring update promises a player progression system that lets you earn XP to obtain rewards, more cosmetics, bot updates, and a new round type with a new arena.
As for the summer content update, nDreams states this will revamp the in-game store, with further adjustments promised for The Hangar. An additional new round type and arena are also planned, alongside further changes the publisher has yet to reveal. You can see the roadmap in full below.
FRENZIES Spring and Summer 2025 roadmap
Notably, this roadmap omits any news on when to expect the full release for FRENZIES, following the game's early access launch back in October. nDreams previously announced that a PlayStation VR2 version is also planned, but much like the full launch, a release date for Sony's headset remains unconfirmed.