Friday, 7 August 2026

VR Design Unpacked: Everyone Should Know These VR Interface Basics

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Our series Inside XR Design examines specific examples of great XR design. Today we’re looking at the game Electronauts and what it can teach us about smart VR interface design.

Editor’s Note: Electronauts was released eight years ago this week! It was featured in the pilot episode of Inside XR Design. Incredibly, Electronauts still has a lot to teach when it comes to VR interface design. In celebration of its release anniversary and enduring insights, we’re bumping this episode of Inside XR Design back up to our front page to highlight the game’s cleverly designed interface and what it shows us about ease-of-use, hierarchy, and flexibility.

You can find the complete video below, or continue reading for an adapted text version.

Electronauts is a music making game by developer Survivors that’s designed to make it easy to feel like a competent DJ, even if—like me—you don’t have much musical talent. It’s available on every major VR headset; check out our full review here.

And while it’s easy to think that the game’s interface has little relevance outside of music, nothing could be further from the truth. The Electronauts interface is smartly designed at the core, and for reasons that have nothing to do with music or rhythm games.

There’s three pillars to this interface that make it great: ease-of-use, hierarchy, and flexibility.

Ease-of-use

It’s clear to see why the designers would give the players drumsticks for a game with drum-like instruments, but what’s really smart is also making the drumsticks the tools for manipulating the interface. Humans are evolutionarily adept at manipulating tools—in fact studies have shown that with enough practice, we subconsciously and proprioceptively consider tools to be an extension of ourselves.

In the case of Electronauts, the extra reach provided by the drumsticks allows the interface to be comfortably large to overcome issues with precision, making the entire interface easier to use with less chance for mistakes.

We can see this clearly in the way that the game’s buttons work. While the intuitive idea would be to have buttons that are pressed as they are touched, Electronauts does things differently for the sake of precision and reliability. Instead of simply touching a button to activate it, you actually insert your drumstick into the button and then pull the trigger.

This is a very smart solution to the issue of missing physical feedback in VR. Real life buttons are deeply designed around physical feedback, and this feedback helps you press them reliably. Because there’s nothing to push back on the drumstick in VR, it’s harder to confidently target and activate a physically simulated button.

Asking the user to intersect the button with their drumstick and then pull the trigger to confirm their selection greatly increases the precision of the game’s buttons compared to a physical button simulation.

Hierarchy

Hierarchy is an essential part of any interface. It’s the way in which you organize the functions of the interface so that it’s logical, easy to remember, and easy to access.

Electronauts has a very smart hierarchy where all of the game’s functions are contained within tools, and all of the tools are represented as cubes. To access the functions of any tool, you simply place a cube into a pedestal.

You can think of each cube as it’s own little mini-app, just like the way that smartphone apps are shown as icons on a screen, each containing specific functionality. This makes it really easy to remember where to access certain functions without the interface needing to overwhelm the user by displaying all the functions at once.

With a limit of three cubes active at any one time, Electronauts does a good job of having a clearly organized hierarchy that’s not too deep. A hierarchy that’s too deep—like having folders inside of folders inside of folders—can mean too much time spent digging to reach the function you’re looking for, even if it means everything is clearly organized.

Flexibility

The hierarchy design in Electronauts also lends itself well to flexibility. With tools contained in physical cubes, the user is free to manipulate them in whatever way is most useful for their specific needs. This also makes the interface inherently ambidextrous; instead of having the Backing Tracks tool hard-coded into the right position, for instance, I can easily swap it to the left side which is better for me because I’m left-handed.

Being able to quickly and easily arrange the interface in the way that’s best for you is a lot like being able to drag windows around on a computer. In the context of making music, being able to quickly and easily adapt the workspace for the given task makes the interface more useful than if it was hard-coded to a single arrangement.

– – — – –

One test of a great interface is if it can be used quickly and precisely, without getting into the way of the user. Electronauts couldn’t demonstrate this more clearly, as it allows users to smoothly control tons of variables even while being rushed along by the beat of each song.

What I really want people to take away from this though is that the principles of ease-of-use, hierarchy, and flexibility are ideal in any VR user interface, not just in a music game. The core design concepts imbued in the Electronauts interface can be applied to many other VR experiences, right down to using drumsticks—or some kind of hand-held implement—as the primary means of interface interaction.


Enjoyed this breakdown? Check out the rest of our Inside XR Design series and our Insights & Artwork series.

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‘MemoMind One’ Kickstarter Hits $1M, Making a Strong Case for Camera-less Display Glasses

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China-based projector manufacturer XGIMI launched a crowdfunding campaign in June for its first smart glasses, MemoMind One, which is banking on consumer interest in display-clad smart glasses that don’t contain cameras. Now the campaign has reached $1 million, giving the segment anther early vote of confidence.

The News

MemoMind One quickly surpassed its lowball fund goal of $80,000 HKD (~$10,000 USD) when the Kickstarter launched on June 28th, going on to secure $500,000 in less than a week after launch. Now the project just topped $1 million with 20 days left in the campaign, which closes on August 28th.

If you haven’t followed its progress, MemoMind One was first shown at CES 2026 in Las Vegas in January, pitching a pair of smart glasses that don’t include any sort of camera, instead sporting dual green micro-LED displays (2,000 nits), integrated audio, and a host of AI-assisted actions, such as real-time translation, note taking, contextual assistance, and navigation.

MemoMind One (Nomad) | Courtesy XGIMI

Notably, MemoMind One is positioning itself as one of the least expensive display smart glasses on the market, with pricing starting at $400 for the Standard Edition of all stylings: Nomad, Gotham and Archive. There is also the option to add prescription lenses ($500) and a Custom Edition with multiple colorways starting at $450, all of which are expected to ship in August 2026.

XGIMI hasn’t released any sort of stretch goals, as it appears the campaign is more oriented toward pre-orders. You can learn more about it on MemoMind One’s Kickstarter here.

My Take

This is a bit of a casual rehash of my original take when MemoMind One reached the $500,000 mark, but I’ll save you click with this (slightly) condensed version.

If MemoMind One’s campaign is any indication, not having an onboard camera is a much stronger marketing position than you might think, partly due to blowback Meta is getting from its own display-less camera smart glasses right now.

Until recently, Meta hasn’t properly kept creepers from drilling out capture LEDs, or otherwise vaunting the system by other means. It’s too early to tell since there are no major competitors yet, but Meta may have ‘poisoned the well’ somewhat.

While MemoMind isn’t the first to claim camera-less display smart glasses as a unique marketing proposition, it is doing it at a cheaper price than the main competition: Even Realities G2, which are priced at $600 before adding prescription lenses.

That said, I’m not certain ‘display only’ smart glasses will ever be truly massive; cameras and displays are difficult to run together in today’s power and compute constraints, so it seems more like a temporary division that’s being fashioned into a marketable segment. I’ll be putting those assumptions to the test when I go in for a long-term hands-on with MemoMind One, so check back soon.

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Valve Quietly Lowered ‘Steam Frame Verified’ Badge Requirements for Native VR Games

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Valve quietly changed the requirements for games aiming to run natively on Steam Frame, the company’s long-awaited standalone headset.

The News

Valve first announced at Game Developers Conference (GDC) earlier this year that developers would need to hit two specific stats if they hoped to get the coveted ‘Steam Frame Verified’ badge, meaning their game natively runs well on Frame.

Apps needed to hit a minimum of 90 fps, which is higher than Frame’s minimum variable 72Hz refresh rate and a minimum of 30 fps at a resolution of 1,280 x 720 for flatscreen titles. Notably, the ‘Verified’ badge isn’t a minimum spec, but rather a label noting the game largely works without issues.

Courtesy Valve

As noted by VR.org early this week, Valve quietly changed the VR-specific requirement for apps a few months ago without as much as a news update.

Now developers hoping for the ‘Steam Frame Verified’ badge can go as low as 72 fps, although their app needs to hit at least 1,728 × 1,728 per eye resolution “during normal play,” Valve says in the official documentation.

Valve is emphasizing both the new resolution requirement—not previously mentioned for VR content—and reprojection now, as developers are encouraged to submit motion-vector and depth data so users can optionally run at higher refresh rates using “improved reprojection techniques.”

Additionally, Valve notes that VR games incapable of serving up 1,440 × 1,440 per-eye will appear with an ‘Unsupported’ badge. Unsupported titles can still be downloaded and played on Steam Frame however, leaving it up to the user to decide.

My Take

At least in terms of native rendering capability, that initial 90 fps (~25% increase over Quest’s 72 fps baseline) felt like a pretty significant hurdle for developers looking to port their Quest games to Frame. Anyway, that was my initial read back at GDC 2026 in March.

It’s important to note though that Frame’s Qualcomm Snapdragon 8 Gen 3 is more powerful than Quest 3’s Snapdragon XR2 Gen 2, with a faster CPU and GPU. Frame also has built-in eye-tracking, which enables foveated rendering, making for two potential advantages to offset the extra workload of moving from Quest’s 72Hz baseline spec to Valve’s previously announced 90Hz.

While it may allow some developers an easier path to porting their Quest content to Frame, and therefore stocking Steam with more content, the new ‘resolution + frame rate’ badging system also ensures that developers aren’t needlessly sacrificing resolution to hit 90 fps.

My firmly held belief is that Steam Frame, like all of Valve’s recent hardware ambitions, is a long-term play for Valve. Like Steam Deck, Valve is trying to make Steam into the premium content distribution platform for a new hardware platform. The question is whether the content (and the revenue) is juicy enough for third-party headset makers to eventually come in, adopt Steam, and follow Valve’s lead.

Looking for more Steam Frame news?

Valve Unveils Steam Frame VR headset to Make Your Entire Steam Library Portable: Valve shows off Steam Frame, the standalone headset that can stream and natively play your entire Steam library—with only a few caveats right now.

Hands-on: Steam Frame Reveals Valve’s Modern Vision for VR and Growing Hardware Ambitions: We go hands-on with Valve’s latest and greatest VR headset yet.

Valve Says No New First-party VR Game is in Development: Valve launched Half-Life: Alyx (2020) a few months after releasing Index, but no such luck for first-party content on Steam Frame.

Valve is Open to Bringing SteamOS to Third-party VR Headsets: Steam Frame is the first VR headset to run SteamOS, but it may not be the last.

Steam Frame vs. Quest 3 Specs: Better Streaming, Power & Hackability: Quest 3 can do a lot, but can it go toe-to-toe with Steam Frame?

Steam Frame vs. Valve Index Specs: Wireless VR Gameplay That’s Generations Ahead : Valve Index used to be the go-to PC VR headset, but the times have changed.

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Thursday, 6 August 2026

25 Free Games & Apps Quest 3S Owners Should Download First

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Not ready to plonk down your first $100 on Quest games? Thankfully there’s an impressive number of free games, experiences, apps, and social VR platforms to keep you playing before you’re paying.

Looking to make your Quest 3S gaming experience even better? Don’t miss our top picks for the most essential Quest 3 accessories.

Free Multiplayer Games

Yeeps: Hide and Seek

As a Yeep, your belly is full of stuffing used to craft anything from pillows for building to bombs for destruction. Pull items from your vast imagination and toss them into the world. The game’s intuitive block-based building makes it easy to express your creativity at any skill level.

Gorilla Tag

Like your primitive ancestors, Gorilla Tag will have you lumbering around a tree-lined arena using its unique ‘grab-the-world’ locomotion style that lets you amble around like a great ape. Chase the other apes and infect them or climb for your life as the infected chase you. Pure and simple. Make sure you’re far from TVs, furniture, babies, and pets because you will punch something in the mad dash for sweet, low-poly freedom.

Animal Company

Riffing off Gorilla Tag’s locomotion scheme, Animal Company brings a heap of fun in multiplayer adventures that replicates the game loop of Lethal Company. Amble through a host of weird environments and collect loot and bring it back to base for profit, but beware: monsters and traps await, so employ stealth, strategy, and cooperation to avoid or overcome them. With friends, of course.

UG

You might think UG is just another Gorilla Tag-style knuckle dragging social VR game, and you’d exactly right in that assumption. Still, UG has proven to be extremely popular, as it lets you explore a dinosaur-filled world, fight, catch, raise and ride your own dino-beasties. And all of it with your friends (and a lot of kids) by your side.

Orion Drift

Created by Gorilla Tag studio Another Axiom, Orion Drift is more of a social platform than a singular game—of course repurposing the studio’s clever locomotion scheme for fast-paced action. Recreating a lot of the fun of now-defunct sports app Echo VR, Orion Drift puts you inside a space station with up to 75 players where you can play the Rocket League-inspired ‘Drift Ball’, and a host of other fun activities too, like parkour challenges, sword combat, and golf. You’ll find plenty of chill zones too for kicking back and socializing.

Population: One

Population: One is still kicking as VR’s most successful battle royale title, letting you climb, fly, shoot, and team-up with whoever dares. The free-to-play game does feature microtransactions, but only for cosmetics, which is nice. It’s more than just a battle royale though: you can play in the sandbox for custom maps and rules, team deathmatch with customizable loadouts, a 12v12 war mode, and more.

VAIL

Vail is a multiplayer shooter that’s pretty full-featured for being basically free. Granted, a number of maps and features are behind pay walls, although its free-to-play ‘Citadel’ area offers up four maps to let you take on others in high-intensity 5v5 battles, letting you hone your skills with weapons and modifier pickups before going for any of its paid DLC.

Gym Class – Basketball

Gym Class – Basketball is the solution if you’re looking to shoot some hoops and dunk like you probably can’t on a physical court. Online multiplayer lets you go head-to-head for a pretty convincing game of b-ball thanks to the game’s physics-based and full-body kinematics.

MotoX

Yeah, MotoX may be a little herky-jerky and the graphics feel a little bit stuck in the PS2 era, but it’s also a full-fledged motocross sim that lets you race around muddy arenas and do massive jumps with your friends. It used to cost $20, but now it’s free-to-play.

Cards & Tankards

Cards & Tankards is a pretty addictive social collectible card game, letting you collect and battle friends with over 180 cards. With cross-play against SteamVR headsets (also free on PC), you may consider hosting your regular game night playing more than a few rounds in the game’s characteristic medieval fantasy tavern.

Poker Stars – Vegas Infinite

No real cash gambling here, but PokerStars’ Vegas Infinite not only let you go all-in on games of Texas Hold’em, but now a full casino’s worth of table games a machines that are sure to light up the dopamine starved pleasure centers of your brain. It’s all free play, so you won’t be risking real cash unless you buy in-game chips, which cannot be turned back into real money: it’s only to keep your bankroll flush for free play.

Gods of Gravity

Gods of Gravity is an arcade-style RTS game where you compete in an epic showdown of between celestial gods (2-8 players). Scoop up ships and fling them to capture a nearby planet, or open wormholes to teleport them across the solar system. Hold planets and moons to boost your production. Mine asteroids for the powerful resources within. And if you dare, capture the sun for the ultimate buff. Then send a massive fleet to conquer your enemy’s home planet. Last god standing wins.

DOWNSHOT

It’s not Garry’s Mod or Boneworks, but it’s pretty dang close, as this anything-goes physics sandbox offers mod support so you and your friends can truly do anything. Its physics playground boasts 200+ items, weapons, and vehicles in addition to endless mod maps.

VRChat

If you’ve been anywhere near the Internet in the last few years, it’s likely you’ve already heard about VRChat, the user-generated social VR space filled with… well… everything you can imagine, re-pro games included like Among Us, Mario Kart, and even a version of Beat Saber. Fashion your own avatar or download the millions of user-generated avatars out there so you can embody SpongeBob, Kirito from Sword Art Online, or any one of the million anime girl avatars that you’re bound to see there.

Hyper Dash

Hyper Dash is a shutting down its multiplayer servers in November 2026, which means the shooter is soon going to be a single player-only game, which is a real shame. In the meantime, it’s still worth jumping in so you can quick dash, sprint, and rail grind across an impressive number of modes, including Payload, Domination, Control Point, (Team) Deathmatch, Capture The Flag, and Elimination. At least until servers go dark, you can also take on both Quest and SteamVR users thanks to the inclusion of cross-play.

Wooorld

Ever wanted to use Google Earth in VR? The free tier of Wooorld (that’s three ‘o’s) lets you do just that, as you explore our little blue marble in company of others. There’s a (mostly) 3D map and Google Street View, all of which you use as great focal points as you chat with people around the world. There’s a premium tier that unlocks games similar to Geoguessr.

Free Single Player Games & Apps

Bigscreen

Bigscreen is the mother of all VR video apps. It’s social too, although it doesn’t have to be. Configure your avatar and pop into virtual movie theaters to watch your own content, stream your own stuff for others to see, and watch other people’s content all while having a friendly chat. You can also rent movies, show up for bespoke movie nights, and watch all the free live TV you can shake a stick at, courtesy of a partnership with Pluto TV.

Airport Security Guard

Airport Security Guard is one of those rare multiplayer games that also has a good single player mode, giving you even more quality time with your canine patrol partner as you sniff out passengers trying to smuggle in prohibited items. You can also smash people and light them on fire, which seems somewhat excessive for TSA gate agent, but I guess that’s just the price of keeping the country safe.

LIMINAL: Relax. Unwind. Engage. Explore.

Looking to unwind? Liminal is mostly about reducing anxiety, meditating, and breathing yourself into a better mental state across a variety of environments. I say mostly, because there are also a number of casual games and interactive content to play through too, offering a really good mix of active and passive enjoyment. It’s just about the chillest VR experience.

Anne Frank House VR

This interactive experience takes you into the secret annex where Anne Frank lived for two years in hiding from the Nazi regime. The experience lets you explore the entire annex where eight people hid, and experience what it must have been like for Frank up until the group was discovered and shipped off to concentration camps in August 1944.

Mission: ISS

Get your space boots and Tang ready, because you’re about to take a trip into orbit to learn about life board the International Space Station. You’ll float around in the station’s microgravity environment and experience how to dock a space capsule, take a spacewalk, and let real NASA astronauts guide you on the ISS through informative videos and images. Look out over the pale blue dot and marvel at humankind’s most awesome achievements.

Home After War

Home After War is  a room-scale, interactive experience that takes you to Fallujah, Iraq. Even though the conflict has ended, there’s a looming fear of returning refugees: booby trapped homes and improvised explosive devices (IEDs) in the neighborhoods. Awe-inspiring. Human. Disturbing.

Gravity Sketch

Design models, ideate products, create anything in VR with Gravity Sketch. It has the ability to import images, video, and 3D files (.jpg, .png, .mp4, .obj) and output snapshots and 3D objects (.png, .obj, .iges). Even when it was a paid app, it was a powerful and surprisingly intuitive creation suite. Now that it’s exactly $0 with no hidden gotchas, it’s even better.

Open Brush

Google abandoned Tilt Brush, but made it open source, letting third-party devs build off the entrancing 3D painting and sculpting app. That’s where Open Brush comes in, not only offering up the ability to choose from 48 different brush types, but collaborate on your creations in multiplayer.

BeamXR Live – Stream to Socials

Meta hasn’t exactly made it easy to stream games to social platforms, which is where BeamXR Live comes in, letting you stream your gameplay directly from Quest to Twitch or YouTube with one tap. When you’re broadcasting, you’ll also be able to see your live chat in-headset, and personalize your stream with images, text, and more.

Free Essential Apps

We’re not officially counting these, although you might also want to grab some of these essential free apps:

Update (August 6th 2026): Our latest update shuffles some new titles, and got rid of either defunct or abandoned games.

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Viture Pro 2 is the Company’s Thinnest & Lightest AR Glasses Yet, Priced at $300

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VITURE today launched its latest AR glasses, VITURE Pro 2, which the company calls its thinnest, lightest and most comfortable yet. Alongside it, Viture also unveiled a new, more pocketable USB-C dock which lets you connect to a wider range of devices, such as Nintendo Switch 2.

Viture Pro 2 – $300

Like many of the company’s AR glasses, Viture Pro 2 is mostly meant for traditional gaming and computing, albeit on a virtual screen projected in front of you thanks to its see-through AR birdbath optics.

And while it may look similar to the original 2024 Viture Pro from the outside, the company says it’s thinner, lighter, and brighter. Its optical stack has also been re-tuned, delivering better clarity overall, the company says.

Dubbed ‘UltraClarity 3.0’, the Viture says it’s tightened four key visual factors over its predecessor, including field curvature, image sharpness across the full 50-degree field of view (FOV), geometric distortion across the entire diopter range, and image stability as the pupil moves off-center.

Courtesy VITURE

“Sharpness holds not just at the center but into every corner,” the company says. “Horizontal and vertical resolve equally. Straight lines stay straight at any prescription. And the image stays put wherever the eyes wander, instead of swimming as the pupil moves off-axis.”

It’s also impressively thin and light, weighing just 63g, which the company notes is also the thinnest frame the company has ever built, making it 20% lighter and 16% thinner than the original Viture Pro.

Courtesy VITURE

Note: what you don’t see in Viture Pro 2’s promo photos is the required USB-C tether, as it’s not a standalone device, requiring you to attach the included cable from the left temple tip of the glasses right behind the ear. Equally important to note is that Viture Pro 2 doesn’t support 6DOF spatial tracking, as it lacks onboard camera sensors, meaning you can’t pin a display to a specific point in space.

Under the hood, or rather sandwiched on top of its birdbath-style AR optics, is a pair of Sony micro-OLED displays delivering the same 1,920 x 1,080 per-eye resolution and 120Hz refresh rate, albeit with a higher perceived brightness of up 1,600 nits over the original’s 1,000 perceived nits.

It also boasts a built-in diopter adjustment with independent dials per-eye, covering 0 to −5.00D, a slightly higher FOV of 50 degrees (originally 46 degrees), and three included nose pads for seven adjustment positions.

You can find Viture Pro 2 available today for $300 across Viture and Amazon.com, which includes a free lens shade in the box for better immersion.

Mobile Dock Mini – $100

As a part of the company’s five-year anniversary, Viture also unveiled a new, smaller mobile dock called Mobile Dock Mini ($100), which is now available for pre-order.

While Viture Pro 2 can already connect to a variety of USB-C devices natively, the modular, pocket-sized dock expands that to more devices —notably Nintendo Switch 2—while doubling as a USB-C hub and extended battery.

Courtesy VITURE

In all, it’s essentially a more compact version of the company’s original Viture Pro Mobile Dock ($100), featuring a slight smaller at 10,000 mAh battery than the original’s 13,000 mAh. The new Mobile Dock Mini is however 34% smaller and 30% lighter, making it a more pocketable way to charge a phone, Nintendo Switch 2 while powering any of Viture’s glasses models at the same time.

It works in two different modes: ‘Hug Mode’, which “hugs” the back of a Switch 2 as a single unit via a magnetic mount, and ‘Solo Mode’, which allows it to become a compact standalone USB-C hub.

You can find this and the whole gamut of Viture glasses and accessories over on Viture’s website.

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Wednesday, 5 August 2026

‘URXR One’ Mixed Reality Glasses Kickstarter Passes $500K in First 24 Hours

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Unseen Reality’s crowdfunding campaign for URXR One surpassed $500,000 within 24 hours of launch yesterday, showing clear demand for the company’s first slim and light mixed reality glasses.

URXR One was only asking for $50,000 as its initial funding goal when it launched yesterday—admittedly low for an XR hardware project—although it handily blew past in the opening minutes of the crowdfunding campaign. Now, just 24 hours later, and URXR One has garnered over $590,000 with 44 days to go in the campaign.

In case you missed the announcement: URXR One is mainly focused on displaying traditional content, like flatscreen games, films, and spreadsheets via a cabled tethered to PCs and mobile devices.

Unlike birdbath-style AR glasses though, URXR One features VR displays with passthrough cameras, allowing the user to view multiple displays in either their own mixed reality environment or in full virtual reality, as it features both 3DOF and 6DOF modes thanks to built-in SLAM tracking system.

Courtesy Unseen Reality

It’s also remarkably slim and light. URXR One achieves its 93g weight partially because it includes mini pancake optics, which feature dual 1.03-inch micro-OLED displays: 2,448 x 2,064 resolution, ~36 pixels per degree, 90 Hz refresh rate, and a 90-degree diagonal field-of-view (FoV), measuring ~80 degrees horizontally by 56 degrees vertically.

And although it includes onboard compute dedicated to handling tracking and passthrough video processing, a majority of the expected bulk is due to offloaded graphics processing, which is done entirely by a cabled PC or Android/iOS mobile device.

Notably, the campaign opened with a limited number of early bird spots starting from $700, which are all gone now. There is still the standard $800 backer tier, which is said to go up to $900 MSRP once the campaign ends, in addition to a slightly cheaper per-unit Duo Pack tier for $1,550 ($775 each). Unseen Reality says units are scheduled to ship in Fall 2026.

We’ll be following along with URXR One’s crowdfunding progress leading up to its September 18th close. In the meantime, you can learn more on the URXR One Kickstarter campaign here.

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Beyond Frames Sells Off Publishing Rights to Popular VR Shooter ‘Ghosts of Tabor’ in $1M Deal

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Beyond Frames Entertainment is the main publisher behind many of Combat Waffle Studios’ VR titles, including Ghosts of Tabor (2024), Silent North (2025), and GRIM (2025). Now the VR games publisher announced it’s selling off publishing rights of all three titles for a total of $1 million.

The company’s press statement doesn’t specify the games’ new publisher, which isn’t a legal requirement in the EU. It does however note the purchase price for all three titles will be paid in annual installments leading up to Q1 2029, with the total sales amount “exceed[ing] the internally forecasted net revenues for the remainder of 2026.” The news was first reported by UploadVR.

Beyond Frame further notes the sales price “matches the expected net revenues through 2028,” essentially saying that all three games aren’t expected to generate $1 million in collective revenue (after platform fees, etc) until at least 2028.

“The overall impact is a stronger cash position near-term, allowing Beyond Frames to invest in new projects,” Beyond Frames explains, with company CEO Ace St. Germain saying the sale “allows us to take advantage of new, stronger-margin opportunities with promising future upside.”

In response, Combat Waffle CEO Scott Albright strikes a decidedly cautionary tone via a LinkedIn post:

Yesterday, Beyond Frames announced the sale of the publishing rights for Ghosts of Tabor, Silent North, and GRIM.

We’ll have much more to share soon, but I wanted to say one thing today.

Over the last few years, I’ve learned that a publishing agreement is about far more than what’s written on paper.

You can have a good contract.

But what really matters is having a partner whose goals, communication, and vision align with your own.

That’s something every independent studio should think carefully about before signing any deal.

More information coming SOON.

Notably, the move follows layoffs announced by Combat Waffle in June, when the studio said it was restructuring to “align the company with the current state of the VR industry.” The cuts seemingly precipitated from the cancellation of a game earlier this year involving a “major platform partner.”

While unconfirmed at this time, that platform partner was likely Meta, which announced a rash of VR studios cancellations earlier this year amid a broader pullback from funding VR games, which prompted a number of project cancellations, studios closures and mass layoffs.

Inspired by critically-acclaimed extraction shooters Escape from Tarkov and DayZ, Ghosts of Tabor is by far the studio’s most popular title, having generated more than $30 million in revenue before its release on PSVR 2 in 2025.

In comparison, Ghosts of Tabor has garnered over 29,000 reviews on Quest, while its second Day Z-inspired survival shooter Silent North and RUST-inspired survival multiplayer GRIM haven’t reached more than 1,000 reviews per game.

More recently, Combat Waffle self-published a legacy version of Ghosts of Tabor on August 1st, which essentially rewinds a number of post-2024 content updates, many of which have drawn community ire throughout the years.

The post Beyond Frames Sells Off Publishing Rights to Popular VR Shooter ‘Ghosts of Tabor’ in $1M Deal appeared first on Road to VR.



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