Tuesday, 30 June 2026

‘Cave Crave’ Brings Flooded Cave from Thai Rescue Mission in July Update

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Cave Crave (2025) developer 3R Games is bringing Thailand’s Tham Luang cave system to VR, the very same that gained global recognition in 2018 after a local junior football team became trapped inside due to sudden flooding.

The new addition is slated to arrive sometime next month following the 2025 release of the game’s Nutty Putty Cave update, promising to bring another real underground environment as a part of the studio’s expanding ‘Real Caves in VR’ initiative.

Having prompted a large international rescue effort in 2018, which tragically ended the lives of two cave divers attempting to rescue the 12 boys and their coach, the VR recreation of the Tham Luang system is focusing on the cave’s real structure and conditions rather than reinterpreting the event.

“Our goal remains the same,” said 3R Games CEO Piotr Surmacz, “we want to let players experience the scale, atmosphere, and complexity of iconic underground spaces from the inside.”

Surmacz says the team is “working to make the experience as authentic as possible,” while avoiding turning real events into traditional game mechanics; the Tham Luang update will arrive in Cave Crave’s ‘Tourist Mode’, which is designed for exploration rather than objectives or scoring.

The studio says it worked with specialists, including cave diver Vern Unsworth and 3D scanning expert Roo Walters, to bring the project to life, noting that the actual cave was captured using LiDAR-based scanning to capture geometry and spatial detail—something the team says will help preserve the cave’s “vastness, darkness, and unique underground character.”

The update will also offer the chance for players to swim in the game for the first time, as it will feature flooded corridors where limited visibility and restricted oxygen will create a “tense and challenging experience,” the studio says.

The update title is slated to arrive on all supported platforms next month, including Quest, SteamVR, and PSVR 2, with a non-VR version planned for Steam.

The post ‘Cave Crave’ Brings Flooded Cave from Thai Rescue Mission in July Update appeared first on Road to VR.



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Meta’s Brain AI Takes a Step Closer to Telepathy With Improved Thought-to-Text Decoding

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Meta has announced the next version of its AI system for non-invasively decoding brain activity into text. Called Brain2Qwerty v2, the company hopes its latest method will help people with neurological injuries or diseases that impair speech.

Meta’s latest brain-computer interface (BCI) builds off last year’s Brain2Qwerty v1, which initially showed that non-invasive brain recordings could be decoded into text with surprisingly high character-level accuracy. It used both electroencephalography (EEG) and magnetoencephalography (MEG)—two non-invasive methods that measure the magnetic and electric fields elicited by neuronal activity—although it was only capable of decoding individual characters.

Now, the company has shown off its v2 model, which is said to improve nearly every aspect of the system by using an end-to-end architecture, large language models (LLMs), real-time decoding, and vastly improved pattern recognition.

Note: The findings was presented in a recent paper, which involved researchers from Meta and a host of universities and institutes, including Université PSL (incl. École Normale Supérieure), University of Lille, Paris Cité University, Université Paris-Saclay, CNRS, Inria, CEA (NeuroSpin), Basque Center on Cognition, Brain and Language (BCBL), and Hospital Foundation Adolphe de Rothschild.

According to the paper, Brain2Qwerty v2 was trained on approximately 22,000 sentences from nine volunteer participants, each of which were recorded for 10 hours wearing an MEG device while actively typing.

Meta says that instead of relying on hand-crafted pipelines to detect neural events, they used end-to-end deep learning to decode directly from raw brain signals—essentially meaning they could not only decode single letters like in v1, but also full words and sentences.

MEG user input via Brain2Qwerty v1 | Courtesy Meta

While v2 represents a pretty significant leap forward, it hasn’t approached 100 percent accuracy yet:

“Brain2Qwerty v2 recovers sentences coherently from noisy neural inputs, achieving a word accuracy rate of 61%, significantly improving upon the 8% word accuracy from other non-invasive methods,” Meta says.

Meta says its most performant participant achieved a 78% word accuracy, where “more than half of all sentences are decoded with one word error or less,” the company says.

“We also find that decoding accuracy improves log-linearly with data volume, suggesting that the remaining performance gap with surgical approaches could be further narrowed through data scaling alone.”

The project’s long-term goal is to develop communication technologies for people with neurological injuries or diseases that impair speech, notably without requiring invasive surgery, like Elon Musk’s Neuralink BCI startup, which expanded human clinical trials earlier this year.

Researchers highlight in Nature that while invasive methods are more efficient at thought-to-text, they expose patients to “nonnegligible risks of brain hemorrhage and infection.” Very real challenges in maintaining cortical implant function over extended time periods is also a risk, making invasive methods less scalable overall.

That said, there’s still a long way to go before we see anything approaching consumer-grade MEG devices. Many of the classical MEG devices of today are still very much “helmet in a hospital room” levels of massive, although there are smaller devices now that can operate at room temperatures, like Cerca’s optically-pumped magnetometers (OPMs).

The key limiter holding MEG back though for eventual consumer adoption is background magnetic interference, which requires even these much smaller systems to work in a magnetically-shielded environment; the magnetic fields generated by the brain are much weaker than the Earth’s magnetic field and the host of everyday tech like smartphones, Wi-Fi, and power lines which are all millions of times stronger.

Whatever the case, it’s heartening to see that patients who can’t qualify for invasive BCI could get a significant boost in quality of life someday, hopefully soon.

The post Meta’s Brain AI Takes a Step Closer to Telepathy With Improved Thought-to-Text Decoding appeared first on Road to VR.



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Monday, 29 June 2026

Quest Peak Summer Sale Brings Big Savings to Top VR Titles

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It’s heat wave season again, which means Meta is throwing out some pretty sweet deals on some of the best Quest games out there.

From now until July 5th, you’ll be able to grab some of our favorite VR titles in Meta’s Peak Summer Sale, including hits like The Climb 2, Synth Riders, Blade & Sorcery: Nomad, Arizona Sunshine II, Demeo x Dungeons & Dragons: Battlemarked, Teenage Mutant Ninja Turtles: Empire City, Clone Drone in the Hyperdome, and a heck of a lot more.

You’ll find links and prices for all of those and more below, alongside a list of games you might want to check out too. As always, you can find the whole stack of discounted Quest titles over on the Peak Summer Sale page.

GameSaleMSRP% Off
Alien: Rogue Incursion$10$4075%
Arizona Sunshine II$15$3050%
Blade & Sorcery: Nomad$24$3020%
Breachers$12$2040%
BRINK Traveler$9$1540%
The Climb 2$14$3053%
Clone Drone in the Hyperdome$12$2040%
Cooking Clash$10$1533%
Cosmonious High$14$2030%
Creed: Rise to Glory – Championship Edition$12$3060%
Demeo x Dungeons & Dragons: Battlemarked$24$3020%
Drums Rock$10$2050%
Dungeons of Eternity$15$3050%
Elements Divided$10$1533%
Eleven Table Tennis$18$3040%
FLY – A Google Earth Flight Sim$7$1030%
Ghosts of Tabor$17$2532%
Golden Gloves$12$2040%
Human Fall Flat VR$8$1338%
Kaiju Battle Simulator$8$1233%
LES MILLS Bodycombat$19$3037%
Maestro$12$2552%
Metro Awakening$15$3050%
Ocean Rift$7$1030%
The Pirate: Republic of Nassau$12$2040%
Prison Boss VR$8$2060%
Real Fishing VR$14$2030%
Shave & Stuff$12$1520%
Slime Lab$15$2025%
Strayed$12$1520%
SUPERHOT VR$20$2520%
Synth Riders$13$2548%
Tactical Assault VR$15$2025%
Teenage Mutant Ninja Turtles: Empire City$19$2524%
Thief VR: Legacy of Shadow$14$2030%
Titans Clinic$15$1817%
Vacation Simulator$14$2030%
Virtual Skate$11$2045%
War of Wizards$16$2020%
Wreckin’ Raccoon$8$1233%

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Apple Vision Pro & Smart Glasses Exec Reportedly Leaves for OpenAI Hardware Team

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Apple’s top executive in charge of Vision Pro and smart glasses is reportedly leaving the company to join OpenAI.

According to a Bloomberg report, longtime Apple hardware exec Paul Meade is leaving Apple for OpenAI’s hardware team, which according to people with knowledge of his departure will include work on OpenAI’s upcoming AI-powered devices.

In Meade’s 15-year tenure, he oversaw iPad, program management for the iPhone, and then eventually Vision Pro via its Vision Products Group, which he joined in 2017 and later took over as hardware engineering lead in 2019.

While the product group is principally responsible for the launch of Vision Pro, Bloomberg maintains Meade was also behind the development of Apple’s rumored audio-only smart glasses, which would be similar in function to Ray-Ban Meta and Google’s upcoming fleet of Android XR-running smart glasses, slated to release this year from partners Samsung, Warby Parker, Gentle Monster, and Gucci parent company Kering.

Meta Glasses | Courtesy Meta

Additionally, Meade reportedly led development on other AI-related wearables, which includes the company’s ongoing AR glasses efforts—expected to materialize sometime before 2030.

Fletcher Rothkopf, Meade’s deputy in charge of product design function for Vision Pro and its smart glasses, is reportedly taking over Meade’s responsibilities in the meantime.

Bloomberg maintains Meade will work alongside former Apple colleagues and luminary designers Jony Ive, Tang Tan and Evans Hankey, who respectively left Apple over the years to eventually found AI hardware startup ‘io’, which OpenAI acquired last year for $6.5 billion.

This follows the departure of Apple CEO Tim Cook, who is set to be replaced by John Ternus, a long-time Apple veteran and Senior Vice President for Hardware Engineering. Ternus was also heavily involved in the launch of Vision Pro in addition to a slew of core Apple products.

Notably, prior to joining Apple in 2001, Ternus actually worked at Virtual Research Systems, a now-defunct VR hardware company making some of the first commercially available VR headsets.

Bloomberg characterizes Ternus’ ascension to CEO a controversial move within Apple’s hardware engineering unit, which has led to a shakeup that has reportedly sidelined a number of executives.

Apple has reportedly also deemphasized Vision Pro is recent months, cancelling a cheaper and lighter XR headset—previously expected for release in 2027—in favor of developing smart and AR glasses.

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Friday, 26 June 2026

VR RPG ‘Township Tale’ is Shutting Down in July Following Second Game Cancellation

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Alta announced it’s sunsetting multiplayer RPG A Township Tale (2021) next month, making for a second bit of bad news this year since the studio pulled the plug on its follow-up game, Reave.

Alta co-founder and CTO Joel van de Vorstenbosch announced the news on the game’s Discord, noting the studio explored multiple avenues of keeping the game alive, which ultimately failed.

Now, the game is scheduled to go dark on July 20th, which also includes pulling it from the Quest Store and shutting down the game’s PC VR installer.

Here’s van de Vorstenbosch’s full statement:

Hi @everyone, It’s with a heavy heart that I’m announcing the closure of A Township Tale and its live services. The game will become unavailable to download, and its backend services will be taken down, on the 20th of July.

Like many others, we’ve been impacted by the state of the VR industry in ways we didn’t foresee. As many of you know, we discontinued our second game, REAVE, at the start of May.

We have explored various avenues to keep A Township Tale live, but unfortunately none are realistic in our situation. A Township Tale began in 2016, launched in pre-alpha in 2018, and launched on Quest in 2021. Across that journey, we had the privilege of building what we believe became one of the most special experiences in VR, with one of the best communities in VR. I want to say a huge thank you to everyone who has been part of that.

To our players: thank you for playing, for your feedback, and for the fun times. To everyone who spent time in Discord: I’ve personally sent around 120k messages here, mostly from back when I was working on ATT, and it was a genuine pleasure spending that time with you all. To our moderators, server owners, and community leaders: thank you for helping maintain, organize, and support this community over the years. To our supporters: thank you for your ongoing support. I can confidently say A Township Tale would not have made it this long without you.

And to everyone who worked on ATT over the years: thank you for helping build something truly special. Unlike REAVE, A Township Tale’s community platforms will not be closing. Discord, Reddit, the wiki, and other community spaces will remain live, though they may shift further toward being community-managed if they have not already.

Our hope is to preserve some of the history around A Township Tale, and to ensure the community can maintain contact with each other. We know many friendships and relationships have been built here over the years. I encourage everyone to take advantage of the coming weeks to jump back into ATT and enjoy some final adventures.

I also encourage people to share other games they’re interested in, including in #other-games, so that the fun can continue elsewhere after the 20th of July.

A Township Tale is what you might call an MMO-like, as it offers up an open-world environment with a wide variety of roles so users can survive, craft, and build up an abandoned settlement together. It only supports up to 8 players on Quest and 40 on PC VR, however it was one of those games that easily tricked you into thinking it was much larger.

Initially launched in early access on PC VR headsets in 2018, the successful launch on Quest in 2021 allowed Alta to attract over $12 million in investment, which at the time was used to expand the studio and accelerate development of A Township Tale.

Then, in 2024, the studio announced it was working on ‘Project 2’, later revealed to be extraction-style multiplayer dungeon crawler Reave.

Although the studio progressed to the point of hosting months of open playtesting, Reave was ultimately cancelled in May 2026, with the studio citing “increasingly difficult market conditions.”

The Sydney, Australia-based studio hasn’t announced layoffs, and the size of the studio is not certain at this time. Following its $12 million funding raise in 2022, the studio said it was “more than two-dozen and growing,” having scaled up from its original three-person founding team.  

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Studio Behind Top-selling VR Extraction Shooter ‘Ghosts of Tabor’ Announces Layoffs

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Combat Waffle Studios, developer behind VR extraction shooter Ghosts of Tabor (2024), announced the studio is laying off a number of staff in effort to “align the company with the current state of the VR industry.”

Initially released in early access in 2023, Ghosts of Tabor generated over $30 million in revenue with the sale of over 10 million units leading up to release on PSVR 2 in 2025, making it one of VR’s big success stories.

Notably, in addition to selling well across SteamVR and Pico, the Escape From Tarkov-style shooter is consistently one of the top-selling Quest games of all time too.

In a LinkedIn post, Combat Waffle Studios CEO Scott Albright announced the studio is making staffing cuts as a direct result of current turmoil in the VR gaming industry.

Here’s Albright’s full statement below:

Today we made the difficult decision to reduce the size of our team.

As part of this, we are saying goodbye to a number of talented individuals who have contributed meaningfully to our work. We are grateful for their efforts and are committed to supporting them as they transition to new opportunities. Any studio would be fortunate to have them.

We came to this decision after having a project we were working on with a large platform partner get cancelled

These actions are part of a broader effort to align the company with the current state of the VR industry and ensure we are positioned for long term sustainability.

Our focus remains unchanged. Ghosts of Tabor continues to be our core product, and we will continue expanding that universe alongside our partners.

We remain confident in the future of VR and our role within it.

It’s uncertain how many the cuts have affected, or how many remain. In July 2025, Albright noted in a SQR Magazine interview that the studio’s staff totaled 50 employees, which was notably before the Nokomis, Florida-based studio moved from a 7,000 square foot space to a 23,349 square foot building. At the time, Albright said the move could accommodate “an extra 100 people.”

In 2025 alone, Combat Waffle also released Day Z-style multiplayer zombie shooter Silent North and multiplayer survival game Grim, neither of which have yet lived up to the meteoric success of Ghosts of Tabor.

This follows a growing list of studio shutdowns, layoffs, and project cancellations, the most significant of which was Meta’s rash of VR studios cancellations and broad pullback from funding VR games.

As a result, a number of in-progress VR games were cancelled, including an unannounced Batman: Arkham Shadow sequel from Meta’s Sanzaru Games, an unannounced Harry Potter VR game for Quest from Skydance Games, a major project from Moss developers Polyarc, and now, presumably, Combat Waffles next project “with large platform partner.”

Other notable shutdowns include social VR platform Rec Room, VR veteran and Alien: Rogue Incursion studio Survios, and Metro: Awakening satellite studio Vertigo Studios Amsterdam.

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Thursday, 25 June 2026

‘Synth Riders’ Gets Surprise Linkin Park DLC Drop, Its Biggest Music Pack to Date

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Kluge Interactive today announced the launch of the Linkin Park Music Pack for Synth Riders, making it the VR rhythm game’s biggest paid DLC music pack to date.

The Linkin Park Music pack includes 13 of the band’s most iconic tracks which span the group’s entire career, from their breakout album Hybrid Theory (2000) to their most recent releases.

Check out the track list below:

  1. In the End
  2. Numb
  3. Faint
  4. One Step Closer
  5. The Emptiness Machine (Radio Edit)
  6. Bleed It Out (Radio Edit)
  7. Breaking the Habit
  8. Battle Symphony
  9. Papercut
  10. Castle of Glass
  11. Heavy Is The Crown
  12. Up From The Bottom
  13. Over Each Other

“Linkin Park defined a generation of music fans, and we couldn’t be more excited to bring their music into Synth Riders,” said Kluge Interactive’s Sahin San. “Whether you grew up on Hybrid Theory or discovered them through their latest album, this pack is going to hit hard.”

Fun fact: the latest music pack is actually the game’s largest following the release of the Lady Gaga Music Pack in December 2025, which brought 11 of Lady Gaga’s most popular tracks to orb-smacking, note surfing game. Notably, since Synth Rider’s early access release in 2018 (full 1.0 release in 2019), DLC packs have typically hovered around 5-7 songs.

In the meantime, The Linkin Park Music Pack is available for purchase individually or as a full bundle, which you can grab starting today for Meta Quest, PSVR 2, and SteamVR headsets.

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