Thursday, 12 November 2026

‘Hot Dogs, Horseshoes & Hand Grenades 2’ Review – VR’s Smartest, Most Hardcore Roguelike

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Hot Dogs, Horseshoes & Hand Grenades 2 is here, bringing a heaping dose of the shooting range fun and gun realism you’re used to from the original. Now you can also take on an extraction-based roguelike campaign that puts your shooting (and reloading) abilities to the ultimate test. Read on to find out why it may just be VR’s smartest, most hardcore roguelike to date.

Developer: RUST LTD
Publisher: RUST LTD, Creature
Available On: Quest, SteamVR
Reviewed On: Quest 3
Release Date: November 12th, 2026
Price: $40

Gameplay

Undoubtedly, this game is for the people who love the original Hot Dogs, Horseshoes & Hand Grenades, which on the face of things isn’t really saying much since it’s a sequel to the game that’s been cooking in Steam Early Access for a decade. At its heart though, Hot Dogs, Horseshoes & Hand Grenades 2 is a roguelike shooter built atop the scaffolding of a gun simulator. Newcomers to the series may find it a little daunting at first, but also surprisingly deep and rewarding too.

Courtesy RUST LTD

At first, you’re thrown into the game with minimal explanation, which can be frustrating, especially if you haven’t followed along with developer Anton Hand’s regular dev logs which do a much clearer job of describing the game’s various systems.

The expectation is that you’ll stumble your way through multiple deaths before figuring out how to reload each gun, how to clear levels, how the game’s in-universe currency works, and a host of other important things that I kind of wish were more apparent at the onset of the game. That is, unless you want to put a pause on the campaign, and hang back at base and do the measurably less fun job of reading WienRpedia text entries, or going through various guided ‘Certification’ tutorials. You don’t have to, it just helps.

Captured by Road to VR

That said, H3VR2 is everything it was promised to be. Procedurally generates levels are filled with unique traps and alarms, an increasingly difficult array of hot dog-flavored enemies (aka ‘Sosigs’), and a lot of really fun humor along with way.

As an extraction-style roguelike, each level allows you to extract loot, which you find throughout the map. You can fit in your gear transport pod before heading back to base, and going for your next run.

Courtesy RUST LTD

And you’ll find a ton of loot—more than you can shake a meatstick at. Like, a lot of seemingly useless stuff, like ammo that doesn’t work with your current loadout, or red dot sights for (again) stuff you don’t have. The choice here is to either keep it to the end of the run and hope all of it fits in your single allotted loot pod, or recycle it for its base parts: meat, mustard, or metal, and try to spawn something more useful in to use or take back as extracted loot. It’s a fun balancing act that really makes you think before hoovering up random stuff.

That seems to be the overarching theme with H3VR2: smart balancing that gives you just enough to keep going, but not enough to feel like you’re the ultimate badass right away. After all, how can you feel like a badass with a little Hi-Point peashooter? You need to earn your guns, spend your money on worthwhile upgrades, and also earn your understanding of the game in the process.

And personally, H3VR2 represents the high point so far this year in VR gaming.

Immersion

Honestly, at first I wasn’t really feeling H3VR2 solely based on the level of difficulty related to handling and reloading guns. It’s a faff—no two ways about it.

Guns are as realistic as they can get, requiring multiple (and unique) steps to reload, chamber, fire, and unload—a fairly tall order when gun-toting hot dog men are hunting you down and attempting to end your latest run. After playing for a few hours, that’s much less of a complaint now. I understand most pistols and long guns. Even if they’re all different, I’ve developed the muscle memory to get them working, which is in part thanks to taking time at the range, and pushing through a particularly unsuccessful string of first runs.

That said, I can’t pretend like the game’s high gun realism isn’t a barrier to entry. I can’t count the times I tried to cock a gun only to find out the model needed me to toggle the safety off first, or how many times I dropped a spent magazine in terror as I frantically tried to reload, only realizing later that it was actually my last, and I wouldn’t be able to restock it with bullets at one of the many reloading stations dotted throughout the game. In short, you’ll be expected to intuit a lot of interactions from the start, and git gud.

Still, after about an hour of attempts and you inevitably fail your way up a level or two, the game starts to give back. You’ll start to find more loot, more ancillary weapons that actually come in handy, and you’ll get better at developing your own tactics on how to best take down a patrolling Sosig, who might even have a little healer robot floating overhead to suck up even more of your ammo. It’s always difficult, but once you create those fundamental gun handling skills, the game starts to really take off.

Sosigs are delightfully frangible too, as melee weapons and bullets take noticeable bites out of them. And as you’d expect from a hot dog-flavored war simulator, it never gets too serious either, as Sosigs are full of one-liners.

As far as object interaction goes, you can grab most guns in a number of ways, which is nice since you’ll need both hands to load and rack any given weapon. Meanwhile, you can also force grab stuff from far away, or on the ground to keep you from having to crouch or move in odd ways just to grab a Soviet grenade or a single shotgun shell.

Level design is also a high point, as it entirely fits the backrooms-esque narrative purpose of the game. There is a good amount of non-interactable doors, lockers, and other set dressing which may have been better integrated into levels though. Still, levels feel intentional, from the reloading stations to the door opening buttons, which you can push with the tip of your gun, back, hand—whatever you have on you.

Comfort

All of your standard VR locomotion options are here, so it’s very comfortable for most anyone.

Seated mode, although depending on your inventory style, can sometimes make it a pain to grab something by your hip if you’re in a chair with arm rests.

‘H3VR2’ Comfort Settings – November 12th, 2026
Turning
Snap-turn✔
Quick-turn✖
Smooth-turn✔
Movement
Teleport-move✔
Dash-move✔
Smooth-move✔
Arm Swing-move✖
Blinders✔
Head-based direction✔
Controller-based direction✔
Swappable movement hand✔
Posture
Standing mode✔
Seated mode✔
Artificial crouch✔
Real crouch✔
Accessibility
Subtitles✖
Adjustable difficulty✔
Two hands required✔
Real crouch required✖
Hearing required✖
Adjustable player height✔

The post ‘Hot Dogs, Horseshoes & Hand Grenades 2’ Review – VR’s Smartest, Most Hardcore Roguelike appeared first on Road to VR.



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Android XR Glasses from Warby Parker & Gentle Monster Coming December 10, Pre-orders Now Live

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Eyewear giants Gentle Monster and Warby Parker are set to launch their first Android XR smart glasses next month, built in collaboration with Samsung and Google.

Pre-orders are now open for both Gentle Monster and Warby Parker Android XR-powered frames.

Much like Meta’s array of smart glasses include built-in cameras and off-ear speakers so you can capture video and photos, and also interact with AI for things like live translation, turn-by-turn directions, and making calls and listening to music.

Instead of Meta AI though, you have Google’s Gemini in your ear, with many of the familiar Google services

Gentle Monster and Warby Parker smart glasses will be available in their respective retail stores in select countries (more below), with demos also available at select Google Stores; in-store and online availability is coming December 10th. Check out the styles, pricing and availability below.

Gentle Monster

Gentle Monster is taking a decidedly more high-end approach to its Android XR glasses, with frames starting at $449.

The company revealed three more designs in addition to the three initially shown before today. All six are set to include a variety of color combos: dark red, pink, gray, and yellow, as well as tinted, clear, blue, and brown lenses. Prescription options are available for most frames, the company says.

Courtesy Gentle Monster

Notably, Gentle Monster’s collection will only be available initially in the United States and South Korea. At the time of this writing, the company hasn’t released plans for a wider international rollout.

You can pre-order all six direct from Gentle Monster’s website.

Warby Parker

Although not as cheap as, say, Meta’s latest $300 smart glasses, which omit the Ray-Ban/Oakley branding, Warby Parker appears to be rounding out Android XR’s lower end with optical or sun styles starting at $395.

The frames were created by Warby Parker’s in-house design team in New York City, and feature three styles—Alden, Reid, and Wren. The company says these was inspired by some of its most popular designs.

Courtesy Warby Parker

Warby Parker smart glasses will be available in Pine, Saddle, and Jet Black colorways, with a wide range of prescription, width, and lens options, the company says.

You can find all three direct from Warby Parker, which notably only sells in the US and Canada. You can also book a demo in participating locations.

Warby Parker & Gentle Monster Specs, Privacy

This first generation of Android XR smart glasses feature a Qualcomm Snapdragon AR1 Gen 1 chipset, a single 12MP front-facing camera with indicator LED, and up to 9 hours of use per charge, with a portable charging case providing seven extra charges.

Notably, that 12MP camera is ultra-wide, and is said to include HDR processing and image stabilization. It’s built-in mic array also captures audio spatially, the company says. All of the Android XR smart glasses are said to work with Android and iOS phones.

Courtesy Warby Parker

Undoubtedly, privacy has become a major concern for smart glasses wearers, as some places are even banning them outright. Just like with Meta smart glasses, taking a photo or video prompts an indicator LED to light up, and covering it or disabling it in some way will stop it from recording.

Google says that camera visuals captured by Gemini are not saved in your Gemini History and aren’t used to train AI models or target ads. What’s more, glasses are also designed to “automatically redact bystanders’ faces from these visuals before Gemini processes them,” the company says.

Data stored on glasses is also encrypted, and if data leaves your glasses, it’s also encrypted in transit to keep it private and secure.

Much like how Android works on mobile, Android XR lets you control which apps have access to the device’s camera and mic, which you can change at any time. Google says you can also review or delete your chats with Gemini, and adjust your settings at any time in Gemini History.

The post Android XR Glasses from Warby Parker & Gentle Monster Coming December 10, Pre-orders Now Live appeared first on Road to VR.



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Wednesday, 11 November 2026

VR Bowshooter ‘In Death’ Spins Out ‘Siege of Heaven’ DLC to Full Game on Quest Today

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‘Siege of Heaven’ was a DLC for VR bowshooter In Death: Unchained (2020), but starting today, it’s getting its own game.

Called In Death: Siege of Heaven, the single-player game essentially replaces the original’s creepy corridors and intense face-to-face enemy encounters with pure, single vantage point archery, making the roguelike experience more of quick drop-in, drop-out wave-based tower defense game.

Now available on Quest Pro and Quest 3/3S, In Death: Siege of Heaven features eight different maps set in the atmospheric world of In Death, two difficulty modes (Easy and Normal), as well as global leaderboards.

Developer Superbright tells us that by offering it as a standalone game has allowed them to upgrade the graphics pipeline with Mobile HDR rendering at 90 Hz (on Quest 3/3S and Quest Pro), build a new 3D Lobby and first-time shop tutorial, add dynamic wave music, and launch fresh Season 1 leaderboards.

Notably, the original ‘Siege of Heaven’ DLC is still accessible in In Death: Unchained for everyone who already owns it.

You can find In Death: Siege of Heaven on the Horizon Store, priced at $11.99.

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Social VR Platform ‘Somnium Space’ Returns to Steam Next Month Following Crypto Purge

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Somnium Space, the adult-only social VR platform, was delisted from Steam during Valve’s crypto games purge in 2021. Now, the platform is slated to return to Steam next month.

We first learned that Somnium Space was eyeing a Steam re-launch earlier this summer, as the company promised it would launch on SteamVR (incl. Steam Frame) and Steam Deck, and also eventually Apple Vision Pro too.

Now, Somnium Space’s Steam page notes it’s coming to Steam Early Access in December 2026.

The company is hosting its Somnium Connect event on November 28th, where we hope to learn more about just what’s changing, although this ostensibly means Somnium Space will be complying with Steam’s blanket ban on cryptocurrency and NFTs.

The platform was heavily involved with both starting in October 2019, when virtual land was auctioned off, and a year later when its cryptocurrency CUBE was released. Then, in 2021, Valve purged all crypto/NFT-centric games, which also meant Somnium Space would essentially attract players by funneling them to their own launcher.

Notably, Somium Space says the Steam release is slated to include the company’s signature user ID system, which ensures all users are verified as being over 18.

“Our goal is to keep the core Somnium experience accessible to everyone who meets the platform’s 18+ age requirement and completes the mandatory free age verification. We do not plan to lock core platform features behind a purchase price,” the Steam page reads, noting it’s aiming to stay in early access for the next 1-2 years.

Unlike VRChat, which is primarily built around user-created avatars and worlds, Somnium Space was founded as a persistent virtual world with a more monolithic structure. After its v3.1.6 update in July however, users can now host paid and/or private instances, allowing for things like concerts, classrooms, meetings, paid events, and moderated gatherings.

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Tuesday, 10 November 2026

Meta Reportedly Rebranding Horizon+ to ‘Meta VR+’, Adding Popular 3D Films to Game Service

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Meta may soon rebrand Horizon+, its VR game subscription service for Quest, to ‘Meta VR+’, as the company appears to be bundling a number of 3D films to better appeal to Meta VR Glasses owners.

Ostensibly sourced from the latest HorizonOS 2.10 release which began rolling out late last month, dataminer ‘NT2182’ (via ‘NoriDoesVR’) has uncovered an image that suggests Meta is getting ready for another rebrand.

This time, the company is reportedly refocusing its Horizon+ game subscription service for Quest to include 3D films, and renaming it Meta VR+ the process.

Courtesy NoriDoesVR, NT2182

Notably, Guardians of the Galaxy Vol. 3 (2023), Project Hail Mary (2026) and Spider-Man: Far From Home (2019) are all actually owned by three different entities: Amazon MGM Studios, Sony Pictures, and the Disney-owned Marvel Studios, respectively.

This suggests that Meta could be hand-picking specific films to license individually rather than offering a wider swath of exclusive content, like Disney+, Prime Video, or Netflix tends to do.

Meta announced in September it would begin hosting 3D Disney films via Disney+, soon to be available to subscribers in select countries. In the past, the company also inked a multi-year partnership with James Cameron’s Lightstorm Vision to develop new stereoscopic content.

Courtesy Meta

This follows the unveiling of Meta VR Glasses in September. The company is differentiating the $1,300 device from its comparatively cheaper Quest 3/3S gaming platform by focusing on casual content consumption, as well as its use as a private productivity device/virtual screen.

The headset (or glasses, rather) are exceedingly light at just ~100g on-head weight, which is done by offloading the compute and battery to a tethered, pocketable puck.

While VR Glasses runs the same version of Horizon OS as Quest, the device doesn’t come with Touch controllers in the box despite supporting them as additional add-ons, focusing more on hand and eye-tracked input. You can learn more about Meta VR Glasses in our hands-on from Connect 2026.

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Monday, 9 November 2026

Gentle Monster Teases December Release for Android XR Smart Glasses with Joaquin Phoenix

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South Korean eyewear giant Gentle Monster announced its long-awaited Android XR smart glasses are on their way this December, which are built in collaboration with Samsung and Google. And Joaquin Phoenix will be heading the marketing blitz starting later this month.

Gentle Monster revealed a snippet of a soon-to-release short film starring Joaquin Phoenix, which will ostensibly highlight all of the interesting things you can do with a pair of Android XR smart glasses. Like translating foreign (or possibly alien?) languages.

Academy Award and BAFTA winner Jonathan Glazer is directing the short film; Glazer is best known for his work on films The Zone of Interest (2023), Under the Skin (2013), and Sexy Beast (2000). Glazer was also behind a number of iconic music videos throughout the ’90s and ’00s from Blur, Radiohead, and Jamiroquai to name a few.

There’s no word yet on when exactly the glasses will launch, which, alongside similar frames from Warby Parker, will be some of the first to support Google’s Android XR operating system.

One of three Gentle Monster smart glasses models | Courtesy Google & Samsung

Much like Meta’s range of camera-clad smart glasses, the Warby Parker and Gentle Monster frames will include onboard cameras, microphones and off-ear speakers for doing things like taking calls, listening to podcasts, and interacting with Google Gemini.

Samsung has said the first generation of smart glasses will feature a Qualcomm Snapdragon AR1 Gen 1 chipset, a single 12MP front-facing camera with indicator LED, and up to 9 hours of use per charge, with a portable charging case providing extra charge.

No pricing or launch date has been announced yet outside of the new December release window, however both companies have debuted their first sets of styles, which you can see here: Warby Parker smart glasses – Gentle Monster smart glasses.

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Friday, 6 November 2026

‘PAYDAY: Aces High’ Review – A Card Shy of a Royal Flush

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PAYDAY finally got its first VR-native entry into the storied franchise. While it’s not the royal flush I was hoping for, it certainly wasn’t offsuit seven-deuces either.

Developer: Fast Travel Games
Publisher: Fast Travel Games
Available On: Quest, SteamVR (Frame version incl.)
Reviewed On: Quest 3
Release Date: November 5th, 2026
Price: $25

Gameplay

There’s a cohesive story in here somewhere. Somebody named Jupiter is bad. Something something gotta steal stuff from bad man. It’s been forever since I played Payday 2 (never 3), so I can’t say whether this is a continuation, or what’s actually going on.

That’s about as much as I think you should be expected to absorb though, which is just fine for a Payday game. The key isn’t the filler backstory, but really the uniqueness of each mission and its various environmental puzzles. And I’m happy to say that missions are indeed unique, and multilayered enough to make them worth coming back for more. In short, Payday: Aces High is basically what it says on the tin, and I wouldn’t blame you if you stopped reading here.

That said, drilling in a bit deeper, the game isn’t without its flaws, some that may even urk dyed-in-the-wool Payday fans, which I get into a little later below.

Courtesy Fast Travel Games

As it is, there are some standard puzzle bits you’ll see in each of the game’s six mission: four-digit door codes and combination lock codes, both of which require you to hunt around the level for random post-its in a back office or wall somewhere, but there’s also gear-based stuff like hacking laptops using your special watch, and calling in a drone-mounted drill that is something of a minigame to distract you as your buddies will need to defend you while your back is turned.

But there are also puzzles specific to each mission, which include everything from timing based challenges to defending various capture points. It’s the sort of thing that requires team-based planning, which is great if you have a good group of three other people by your side.

Now, this may go without saying, but co-op games are almost always more fun with friends, and also people who are earnestly trying to cooperate. That’s most definitely the case with PAYDAY: Aces High, as it serves up mostly the same well-worn shooting and heisting experience you know from its other main branch titles throughout the years, which makes it a great framework for drop-in, drop-out fun.

That said, if you can’t manage to get some friends together, or find a decent quick match—which isn’t too tough right now since the game just launched—you will have to play solo. And I don’t recommend it at all.

When playing solo, or in a silent/uncooperative group (basically solo), you really start to notice just how blindingly dumb the game’s AI is. Baddies come in waves once you’ve blown your cover by donning your mask, or by bumping into a civilian, or being detected in a restricted area. That’s mostly fine. But they’re so inept that the term ‘bullet sponges’ doesn’t do them justice—real quantity over quality stuff.

Courtesy Fast Travel Games

As it is, you’ll find yourself in a room full of enemies of different types, all of which are randomly shooting (and missing most of the time) without any apparent tactic or instinct to take cover. Even the most powerful mini-gun dude with armor is an un-reactive moron on the default Normal mode.

Again, you might not immediately notice this when things are fast and the bullets are flying in good online co-op match, but eventually it’s will become something you just can’t unsee. And higher difficulty only seems to give enemies better armor and shooting ability, and not much else. That is, without a doubt, the biggest flaw in Payday: Aces High right now.

It’s a bit of shame too, because it’s one of the best-looking games on Quest right now, pushing a little higher visual fidelity on PC, but not by much. And Fast Travel Games (re: not the original devs Starbreeze) have translated the Payday heisting experience into a true VR native.

Immersion

Seeing a civilian aimlessly walk in a circle, or a cop who lets you get in his face and think nothing of it really hammers home that the experience isn’t about actually doing a heist. These are lifeless drones that serve more as moveable puzzle pieces, which is fine for the genre. It’s just not terribly immersive.

It essentially boils down the experience to a series of checklists, which is usually capped off with a massive firefight against endless waves of baddies. Make the bad men fall, complete the objectives to best of your ability, get the cash, buy new gadgets, and play any mission again. Maybe even the same just to farm more cash, which me and good group did for about a half-hour before people lost interest. That’s Payday for you. It’s not an indictment of the franchise, just something you should be aware of.

Courtesy Fast Travel Games

The game’s comparatively minor transgressions feel artificial, but not as artificial as its objectively terrible AI. For example, glass only breaks when you shoot it. Why? You have to hold loot items in your hands and crush them until they magically disappear. Because of reasons? Many of the door codes/combos repeat across multiple locks. That’s just bad op-sec. I think all of that can be mocked, but also forgiven in the defense of making the overall experience work for players.

On the bright side, gun handling is actually pretty good, as it allows for manual reloading by popping out a mag with a button press, pulling a mag (or shotgun shells) from behind your back, loading and charging manually. Here, I appreciate sacrificing ease of use when it’s in service of realism.

The inventory system is also smart, putting your guns in defined spots on your body, and extra items in a three-slot pop-up inventory that you can call up by pressing Y/B. Gamey and not immersive, sure, but also well designed enough to give you the import bits when you need them most, and out of the way when you don’t.

Level design is also a strong suit, as large complexes easily swallow lagging team members, offering up a good mix of open and closed-quarter spaces for different types of firefights.

Comfort

For its flaws, Payday: Aces High is a very comfortable game, as it follows all of the well-worn comfort conventions that Fast Travel and other veteran VR developers have accrued over the past decade.

It can equally be played standing or seated, with seated gameplay unencumbered by the inventory system, which doesn’t interfere with arm rests, so you can sit back and play just as easily as standing.

‘PAYDAY: Aces High’ Comfort Settings – November 5th, 2026
Turning
Snap-turn✔
Quick-turn✖
Smooth-turn✔
Movement
Teleport-move✖
Dash-move✖
Smooth-move✔
Arm Swing-move✖
Blinders✔
Head-based direction✔
Controller-based direction✔
Swappable movement hand✔
Posture
Standing mode✔
Seated mode✔
Artificial crouch✔
Real crouch✔
Accessibility
SubtitlesEnglish
Adjustable difficulty✔
Two hands required✔
Real crouch required✖
Hearing required✖
Adjustable player height✖

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