Ancient Dungeon VR, the rogue-lite dungeon crawler, just got an update on PSVR 2 that finally brings multiplayer co-op to the game.
Initially launched in 2021 on Steam Early Access and the now-defunct App Lab for Quest, Ancient Dungeon was designed as a single player experience, taking you through 20+ hours of twisting dungeons for physics-based combat against blocky wizards, skeletons and other classic D&D-inspired foes.
While Quest and the SteamVR version gained four-player co-op in mid-2024, unfortunately this didn’t include the PSVR 2 version at the time, which launched on that platform in December 2023.
Now, the game’s creator Eric Thullen has released the long-awaited multiplayer update for PSVR 2, allowing up to four players to take on the game’s procedurally-generated dungeons, traps and enemies in co-op mode.
In a Reddit Q&A, Thullen says cross-play isn’t currently supported across any of the game’s various platforms, however the indie dev has confirmed that cross-play with Quest and PC VR “will be coming at a later date.”
Ancient Dungeon is one of VR’s biggest indie success stories, initially gaining traction thanks to its successful Kickstarter in 2020, and later releasing a very well-received beta version that garnered over 1,000 reviews, giving it a score of [4.8/5].
Now, nearly five years later, the game continues to pump out regular updates, including things like new weapons, cosmetics, insight upgrades, dungeon floors, and relics—all of which Thullen’s team is putting in place before the game’s big 1.0 release, which the team says in a Steam update is still “a ways to go.”
You can find Ancient Dungeon VR across Steam for PC VR headsets, the Horizon Store for Quest, and the PlayStation Store for PSVR 2, priced at $20.
Vision Pro, Apple’s very first headset, just turned one year old. Now that we’re into 2025, is it still worth buying? Read on for our no-nonsense recommendation.
Vision Pro isn’t worth the cost for most people.
Why: Vision Pro is an incredible headset by many measures. The interface, ease of use, and ecosystem integration are second-to-none. And while it has standout features like immersive FaceTime, support for almost all existing iPad apps, automatic 3D photo conversions, and an excellent ultrawide virtual monitor, the reality is that most people aren’t going to get $3,500 worth of value from the headset. There aren’t yet enough uniquely valuable use-cases or ‘killer app’ experiences to justify dropping that much cash on the headset.
To be clear, this assessment isn’t unique to the year 2025. Vision Pro was too expensive for most people on the very day that it launched. At a different price point, our recommendation would be very different. But for now, the cost will outweigh the value for most people.
Who should buy Vision Pro?
Like Apple CEO Tim Cook has said, Vision Pro is a glimpse into the future that you can get today. But looking through that time machine costs a pretty penny. If you’re someone with money to burn and a love for the latest tech, there’s probably no other product on the market today that can deliver the “wow this feels like the future” moments that Vision Pro can.
Quest Games Optimizer, the paid software that lets Quest users boost game performance, has now topped over 100,000 users.
Initially released in 2022, Quest Games Optimizer is a tool Quest users can run in the background during gameplay that can increase resolution, performance, frame rate, and increase battery life across all Quest headsets—from the 2019 original all the way up to Quest 3S.
Now, its creator ‘Anagan79’ announced Quest Games Optimizerhas reached over 100,000 users. Provided all were paid full-price users, this would amount to over $1 million in gross revenue from the $10 app, which notably includes a lifetime license.
Granted, the optimizer doesn’t work with all Quest games, however the team has included a reference list of supported titles, amounting to 1,000 Quest apps which have been tested and approved to work with Quest Games Optimizer.
The app dopes this by letting you adjust various hardware system settings for each game installed on your headset, allowing you to use preset or create custom profiles to tweak things like render resolution, refresh rate, CPU and GPU levels, and fixed foveated rendering.
Unlike the bulk of Quest apps, which are offered either on the official Horizon Store or through SideQuest, the sideloading platform and storefront, Quest Games Optimizer is offered exclusively through its website and distributed via itch.io.
Still, one of the easiest ways to sideload the app is via SideQuest’s Advanced Installer, which allows you to install apk files via a tethered PC connection.
Meta CTO Andrew Bosworth released an internal memo to employees, stating 2025 is going to be “the most critical year” for the company’s XR efforts yet, Business Insider reports.
Titled “2025: The Year of Greatness”, the memo (seen below) largely takes an inspirational tone, urging Reality Labs employees to do “the best work of your career right now.”
Bosworth, who also leads the company’s Reality Labs XR division, offers hope and motivation for teams to succeed, stating the company needs to “drive sales, retention, and engagement across the board but especially in MR.”
Bosworth also puts emphasis on the success of Horizon Worlds, Meta’s cross-platform social XR platform, noting the mobile version of the app “absolutely has to break out for our long term plans to have a chance.”
While inspirational, the memo also offers an existential warning:
“This year likely determines whether this entire [XR] effort will go down as the work of visionaries or a legendary misadventure,” Bosworth says.
“On paper 2024 was our most successful year to date but we aren’t sitting around celebrating because know it isn’t enough,” he continues. “We haven’t actually made a dent in the world yet. The prize for good work is the opportunity to do great work.”
This follows news of a leadership shakeup at Reality Labs, announced by Bosworth last week in a leaked internal forum post obtained by Business Insider.
The post included info that Meta CTO Reality Labs COO Dan Reed is being replaced by Meta COO Javier Olivan, and that Reality Labs will work more closely with the company’s core business, as Bosworth stated the division has become “a positive driver for Meta’s overall brand.”
Late last month, Meta’s quarterly financial report revealed that Reality Lab saw its best ever Q4 revenue but, like in quarters past, it coincides with equally growing costs, which amounted to a record $1.08 billion in quarterly revenue, but also quarterly costs of $6.05 billion, making for quarterly loss of $4.97 billion.
Reality Labs is responsible not only for its Quest platform, its related services and research and development, but also Ray-Ban Meta Smart Glasses, which are built in collaboration with EssilorLuxottica.
Now in its second generation, the device has proven successful it’s prompted Meta to not only extend its partnership with the French-Italian eyewear conglomerate into 2030, but also reportedly produce a premium pair of the smart glasses with a built-in display, tapped to launch sometime this year.
Here’s Bosworth’s full memo:
2025: The Year of Greatness
Next year is going to be the most critical year in my 8 years at Reality Labs. We have the best portfolio of products we’ve ever had in market and are pushing our advantage by launching half a dozen more AI powered wearables. We need to drive sales, retention, and engagement across the board but especially in MR. And Horizon Worlds on mobile absolutely has to break out for our long term plans to have a chance. If you don’t feel the weight of history on you then you aren’t paying attention. This year likely determines whether this entire effort will go down as the work of visionaries or a legendary misadventure.
I’ve been re-reading “Insanely Great,” Steven Levy’s history of the Macintosh computer. If you haven’t read it the book chronicles the incredible efforts of individuals working in teams of 1-3 to build a device that more than any other marked the consumer era of personal computing. What I find most fascinating about it is the way that even people who left the program on bad terms (it was not particularly well managed) speak about the work they did there with an immense sense of pride. There was a widespread cultural expectation, set by none other than a young Steve Jobs, that the work needed to be “insanely great.”
On paper 2024 was our most successful year to date but we aren’t sitting around celebrating because know it isn’t enough. We haven’t actually made a dent in the world yet. The prize for good work is the opportunity to do great work.
Greatness is our opportunity. We live in an incredible time of technological achievement and have placed ourselves at the center of it with our investments. There is a very good chance most of us will never get a chance like this again.
Greatness is a choice. Many people have ben at the precipice of opportunity and failed to achieve. For the most part they failed to even challenge themselves.
You should be doing the best work of your career right now. You should be pushing yourself to grow where needed and doubling down on your strengths. When you look back on this time I want you to feel like you did everything in your power to make the most of it.
You don’t need big teams to do great work. In fact, it may make it harder. One trend I’ve observed the last couple of years is that our smaller teams often go faster and achieve better results than our more generously funded teams. Not only that, they are much happier! In small teams there is no risk of falling into bad habits like design by committee. You should be so focused on results that being in a bunch of docs or meetings is too frustrating to bear.
The path is clear. You don’t need to come up with a bunch of new ideas to do this great work. Most people in the organization just need to execute on the work laid out before them to succeed. It is about operational excellence. It is about master craftsmanship. It is about filling our products with “Give A Damn”. This is about having pride in our work.
I will close with an Arnold Glasow quote: “Success isn’t a result of spontaneous combustion. You must set yourself on fire.” 2025 is the year. Let’s be on fire.
Meta’s VP of XR, Mark Rabkin, is departing the company after leading its XR efforts for more than four years. Rabkin cites family health issues as the primary driver for his departure.
Today Mark Rabkin announced his plan to leave the company in March. In his public announcement he said, “devs and fans [of XR]—I will leave you in good hands. More to come.” Which likely means we’ll soon learn who will take over the role in his place.
As Meta’s VP of XR for the last four years, Rabkin oversaw the launch of Quest 3, Quest 3S, and the latest platform developments, like Quest’s software rebranding to Horizon OS, the assimilation of App Lab into the Horizon OS store, and a significant push toward mixed reality and spatial computing on the company’s headsets.
Though Rabkin was VP of XR for some four years, he says he’s been at Meta for 18 in total, where he had started in 2007 as a “rowdy, slightly cocky, fresh-faced backend infrastructure C++ engineer in my twenties.”
According to his LinkedIn, Rabkin worked his way up to VP positions over the following decade. He joined the XR side of the company in 2019, first as the VP of XR Experiences before eventually becoming the VP of XR overall.
Batman: Arkham Shadow (2024) has just topped over 1 million players, evidenced by an in-game achievement that nearly everyone is bound to earn just by booting up the game and playing for a few minutes.
Camouflaj’s Batman: Arkham Shadow, the Quest-exclusive game released last October, was poised to be a big draw for the holiday season last year, prompting Meta to bundle the VR native continuation of the Arkham series with every new Quest 3 and Quest 3S purchase.
Now, as first reported by UploadVR, it seems one of Batman: Arkham Shadow’s easiest achievements has now tallied over 1 million players.
The achievement, called ‘False God’, is activated when a player finds a Rat King Idol, of which there are 40 strewn throughout the game as hidden collectibles.
The first to note that Batman: Arkham Shadow had topped 1 million players was French-language YouTuber ‘QuestWithMatt‘, who also tracks a number of games, including Skydance’s Behemoth (2024) and Metro Awakening (2024).
According to similar in-game achievements, those games have topped nearly 500,000 players and over 400,000 players respectively.
Interestingly, as charted by QuestWithMatt below, the post Christman boom handily doubled player numbers—historically Meta’s biggest period for headset activations as well as downloads of the Meta Horizon mobile companion app.
It’s really no surprise though that Batman: Arkham Shadow is outperforming its other ‘AAA’ Quest exclusives though, as the game comes bundled with all new Quest owners, effective since just before the game’s October release until April 2025.
Notably, if it weren’t included with every Quest 3S sold to date and Quest 3 purchased after September 2024, Batman: Arkham Shadow would have grossed $50 million, owing to its $50 price tag.
That said, it’s also a fabulous game in its own right, with Batman: Arkham Shadow garnering a ‘Great’ rating in our full review. We especially liked how it captured the essence of the Arkham series by understanding the core formula and deeply adapting it for VR, not to mention its well-executed movement, light puzzles, and innovative VR melee combat. Check out the (spoiler free) review linked above to learn more.
Apple is reportedly making good headway on its quest to bring controllers to Vision Pro, as Bloomberg’s Mark Gurman maintains a collaboration with Sony to bring support for PSVR 2’s controllers to Apple’s headset is still on track.
Gurman noted late last year that Apple had approached Sony in early 2024, which allegedly was a part of a “monthslong undertaking” to bring PSVR 2 controller support to Apple’s $3,500 XR headset. At the time, Apple was also reportedly in discussions with third-party developers to integrate controller support into their games.
“[A]ll signs point to this project still being in development,” Gurman writes in his recent ‘Power On’ newsletter, noting support could likely arrive in a software update later this year via visionOS 3.
Notably, Apple launched Vision Pro in February 2024 without the addition of controllers, relying instead on its integrated hand and eye-tracking capabilities—an extension of the headset’s ethos as a general computing platform over the sort of game console ambitions of devices like Meta Quest.
Choosing Sony as a partner makes a good deal of sense here, as the company has already cut PSVR 2 loose from its PS5 console ecosystem by offering support for PC VR games via a purchasable PC adapter, which some have seen as a sign of wavering commitment to invest in its latest VR headset. Additionally, the deal would allow Apple to offer a familiar controller standard for developers to target whilst not directly competing with Sony in the process.
Provided the report is true, supporting motion controllers marks a decisive shift by Apple to appeal to mainstream VR gamers—or at least what you’d come to expect from a modern XR headset. Even before Vision Pro launched, industry rumors alleged Apple wasn’t keen on making controllers or supporting third-party controllers either.
Still, that hasn’t stopped third-parties from doing the legwork themselves, Apple be damned. Most notable is Surreal Touch controllers, which raised $127,000 via Kickstarter, which critically don’t rely on Vision Pro’s tracking capabilities at all, instead using on-board cameras to track their position, similar to Meta’s Touch Pro controllers. To learn more, check out XR industry veteran Nima Zeighami’s early impressions of Surreal Touch.
Known for its work on the open source version of Google’s Tilt Brush, Open Brush, The Icosa Foundation has now released a version of Google’s low-poly 3D modeling app Blocks for Quest.
Like Blocks, the studio’s appropriately named Open Blocks has the same simple interface as the original, allowing creators to design low-poly 3D assets in VR.
Previously only available on PC VR headsets via Steam however, Open Blocks is now available for free on the Horizon Store for Quest 2 and above.
Key features include compatibility across PC VR and and standalone VR platforms with OpenXR support, a focus on low-poly assets for everything from gaming to prototyping, and streamlined tools for easy, immersive modeling.
The Icosa Foundation initially released Open Blocks on PC VR headsets shortly after Google open sourced Blocksin July 2024, bringing renewed support to the app’s code base, which saw less than a year of updates from Google after its initial release in 2017.
The studio is hoping to eventually include support for its replacement of Google Poly, the Icosa Gallery, which will allow users to share their creations online. Other features currently in the works include MR passthrough mode, support for glTF importing, more base shapes, and an improved color palette.
“This will be instrumental in unlocking Open Blocks’ full potential for asset creation and remixing,” the studio says. “Our long term roadmap will transform Open Blocks into a full modelling suite, giving you more control over materials, adding texturing support, and enabling more powerful tools from traditional CSG pipelines.”
Additionally, the studio says support for additional platforms is planned for future releases, including Pico XR headsets. You can learn more about how to best use Open Blocks by visiting the app’s website, which features a full rundown of the tools and controls, and how to import and export assets.
So you’re thinking about getting into VR and looking to do it on the cheap. Could a Quest 2 headset be worth buying in 2025? Read on for our no-nonsense recommendation.
Let’s make this real easy:
If you can find Quest 2 (128GB or more) for less than $100: Buy it
Why: Quest 2 is officially a last-gen headset, but that doesn’t mean it’s worthless. Quest 2 headsets in 2025 can still play 99% of the content in the Quest library, and Meta is still updating the headset with the latest software, for now. It’s easy to find a second-hand headset for less than $100 (make sure controllers are included!). At that price there’s plenty of fun and value to be had with everything the headset can do today. Not only that, but Meta’s latest headset, Quest 3S, is actually pretty similar to Quest 2. It’s just about the same size, same battery life, same lenses, and same resolution. For the most part it just has a more powerful processor which means it will be able to play games in the future that require that horsepower, but for now almost none of the Quest library needs that extra power.
If you can’t find Quest 2 for less than $100: Buy Quest 3S or Quest 3
Why: Every dollar you spend above $100 for a Quest 2 has diminishing returns in value compared to buying one of Meta’s newer headsets. Quest 3S and Quest 3 share a newer processor compared to Quest 2. Over the next few years developers will prioritize the newer headset, which means fewer games will run well (or at all) on Quest 2 over time.
Vertigo Games, the studio behind the Arizona Sunshine series and Metro Awakening (2024), announced it’s sold off SpringboardVR, the location-based entertainment (LBE) VR content distribution platform.
Vertigo Games acquired SpringboardVR in 2021, announcing at the time it was looking forward to “leading SpringboardVR into the future in this exciting phase of accelerating growth in VR.”
Now, leading provider of virtual reality LBE management software SynthesisVR has acquired SpringboardVR for an undisclosed sum, noting the transaction will take effect on February 1st, 2025.
“This acquisition strengthens the industry by providing a future-proof foundation for arcade operators and developers, setting the stage for sustained growth and innovation in the next era of VR,” the companies say in a press statement. “While both the SpringboardVR and SynthesisVR platforms will maintain independent operations and ensure business continuity, their combined presence under Deploy Reality demonstrates a long-term commitment to location-based VR, offering operators more options and resources. By bringing together two innovative platforms, this partnership plays a key role in the growth and success of VR arcades worldwide.”
Based in the Netherlands, Vertigo Games is best known for a rash of popular VR titles, including Metro Awakening (2024), Arizona Sunshine Remake (20204), Arizona Sunshine 2 (2023), but also LBE versions of Arizona Sunshine and Space Pirate Trainer, and a host of others, including multiplayer titles Eclipse and Ghost Patrol VR.
Despite losing its more direct pipeline to SpringboardVR, Vertigo Games says it remains “deeply invested in the future of location-based VR through its renewed long-standing partnership with SynthesisVR,” as the XR developer and publisher intends to continue producing LBE VR experiences alongside at-home consumer content.
“Vertigo Games is fully committed to the evolution of VR arcades,” said Vertigo Games CEO Richard Stitselaar. “With this transition, we are setting a course for the future—one where Vertigo Games can focus on content innovation and creativity while SynthesisVR drives platform advancements. By strengthening our long-standing collaboration, we’re ensuring that both operators and developers benefit from more powerful, forward-thinking solutions so we can offer audiences truly immersive, next-generation entertainment.”
While the news doesn’t suggest financial troubles as such, it does follow some economic turbulence in the industry, which this month alone has seen layoffs affect Sweden-based Fast Travel Games, known for recent VR releases Action Hero (2024) and Mannequin (2024), and Drop Dead studio Soul Assembly.
Other studios caught up in ongoing industry woes include Canada-based Archiact, which also reduced headcount in January 2024, developer behind VR port of DOOM 3 (2021), as well as social VR studio VRChat, which laid off 30% of staff.
Daisy Ridley, who played ‘Rey’ in the recent Star Wars sequel trilogy, has been tapped to star in an upcoming VR experience, which is slated to arrive on Quest in March.
As reported in a Hollywood Reporter exclusive, the experience is called Trailblazer: The Untold Story of Mrs. Benz, which recants the story of 19th century German automotive pioneer Bertha Benz—the first person to drive an internal combustion engine automobile over a long distance, and wife of Carl Benz, creator of the Benz Patent-Motorwagen from 1885.
The VR experience, which is slated to arrive on Quest 2 and above on March 7th, is being directed by Emmy-nominated Eloise Singer from UK-based Singer Studios, which also developed narrative VR experienceThe Pirate Queen: A Forgotten Legend (2024), starring Lucy Liu.
Ridley, who plays the role of Bertha Benz, will join Singer and Lesley Paterson as executive producers when Trailblazer is made into a film and graphic novel series.
“Bertha’s determination and courage are incredibly inspiring,” Ridley tells Hollywood Reporter. “It’s been such a privilege to step into her world and help tell her story. I hope audiences are as moved by her journey as I was while working on this project.”
Trailblazer: The Untold Story of Mrs. Benz is said to “invite audiences to step into Bertha’s shoes, explore her workshop and assemble the engine that reshaped transportation forever.”
While the VR experience first premiered at the Venice Film Festival in 2022 and SXSW in 2023, that was before plans were revealed that Ridley would be attached to the project.
Mindshow, the real-time CG animation company, unveiled its virtual production platform for enterprise partners looking to use XR headsets to speed up the animating process. The company additionally announced the appointment of David Baron as Chief Operating Officer, a founding executive at Hulu, and industry veteran of Fox Digital Media, Paramount, and Microsoft.
You might have heard of Mindshow when it first launched on Steam in 2017, giving anyone with a PC VR headset the ability to animate and capture everything from short skits to entire shows thanks to its virtual production tools. The app was delisted from Steam in 2020, ostensibly pointing to the company’s ambition to turn its once consumer-oriented platform into a enterprise toolset.
Now, Mindshow has unveiled that enterprise production suite, which allows select industry partners to animate in virtual studio sets using XR headsets, including Apple Vision Pro and Meta Quest, merging real-time rendering with “asset ingest and character animation tools accessible across the entire production pipeline—from storyboarding to final pass,” the company says in a press statement.
Before its platform unveiling, Mindshow worked with a number of brands to create promotional videos and narrative content for Barbie, Hot Wheels, Monster High, and Enchantimals, as well as a slew of Cameos from Cheetos mascot Chester Cheetah.
While the company says it will continue to offer its full-service production studio though its Los Angeles-based location, the Mindshow platform is now available for licensing to select entertainment companies, sports organizations, and consumer brands.
The studio says Mindshow features proprietary lip-sync technology which converts pre-recorded audio into stylized animated facial performances and character movements. It also includes virtual studio cameras for in-app capture, motion capture for real-time character expression, and asset integration, allowing companies to rig existing 3D models for quick animation.
“Every step of animation requires a specialized tool—from assets to previsualization to rendering and review. This technical fragmentation bottlenecks creativity costing production teams time and money,” said Sharon Bordas, CEO of Mindshow. “Mindshow is purpose-built to integrate a growing ecosystem of virtual production capabilities as rapidly as cutting-edge content tools and technology hit the market, making studio-quality animation immediate and intuitive through a single platform.”
The company says its recent addition of streaming veteran David Baron as COO “underscores Mindshow’s commitment to scaling its enterprise software platform.”
Baron notes that Mindshow helps bands “move from concept to delivery in one production cycle, turning characters into multi-platform properties across social, streaming, previsualization, and beyond.”
In its quarterly financial results today, Meta revealed that its Reality Lab division saw its best ever Q4 revenue but, as before, this coincides with equally growing costs.
Meta’s Reality Labs division houses its metaverse and XR groups, and some of its AI initiatives.
During its Q4 2024 earnings call, Meta revealed that Reality Labs reached a record $1.08 billion in quarterly revenue, but also had its biggest quarter in terms of costs at $6.05 billion, resulting in a quarterly loss of $4.97 billion. This just barely beats the division’s previous revenue record of $1.07 billion in Q4 2023, and significantly beats it’s largest quarter for costs of operation in Q4 2023 at $5.72 billion.
During the company’s Q4 2024 investor earnings call, CEO Mark Zuckerberg said that the “number of people using Quest and Horizon [Worlds] has been steadily growing,” and also that he believes 2025 is the year the company’s investments in improving the look and feel of Horizon Worlds will begin to pay off.
Regarding Q4 2024, however, Zuckerberg alluded to Meta’s Ray-Ban smartglasses as the main driver of the revenue milestone, saying that “Meta Ray-Ban are a real hit.”
But revenue is only half of the story, as Reality Labs’ growth in costs have far exceeded its growth in revenue. In Q4 2024, the division cost the company $6.05 billion to run. When offset by its revenue, that still puts the Reality Labs $4.97 billion in the red for Q4 2024.
To date, Meta has spent a whopping $69 billion on Reality Lab since Q4 2020, but it has only brought in $9.19 billion in the same period.
While the numbers are staggering, Zuckerberg continues to insist that Reality Labs costs are long-term investments that will eventually pay off; he’s previously warned investors that Reality Labs’ costs would continue to grow, and ultimately might not flourish until the 2030s.
Resolution Games, the studio behind XR fantasy board game Demeo (2021), announced they’re releasing a Dungeons & Dragons game in the same vein, called DEMEO X DUNGEONS & DRAGONS: BATTLEMARKED.
Demeo was already pretty D&D-esque when it launched on VR headsets in 2021, but now Resolution Games, in partnership with D&D creator Wizards of the Coast, announced they’re bringing Demeo’s action roleplaying system to the upcoming title, which is slated to be chock-full of authentic D&D lore.
Like Demeo, Battlemarked isn’t going to be the full D&D experience in VR, but rather what the studios are calling a ‘dungeon master-less system’ that focuses on “social strategy rather than social roleplay, encouraging group tabletalk focused on tactics and decision-making.”
Also like Demeo, Battlemarked is slated to feature cross-platform support for up to four players across PC, console and XR headsets. Resolution Games hasn’t specified exact platforms just yet, although we’re speculating on the usual XR cohorts: Quest, SteamVR headsets, and PSVR 2.
It’s also coming with two story-based campaigns at launch with additional campaigns in different D&D settings planned as downloadable content in the future. Resolution Games also hasn’t specified when Battlemarked is coming, so we’ll be keeping our eyes glued to the game’s official website and YouTube channel in the meantime.
“With the launch of Demeo back in 2021, we began to grow an incredible relationship with the D&D player community,” said Tommy Palm, founder and CEO, Resolution Games. “Demeo and Demeo Battles quickly became a game night substitute for Dungeon Masters who wanted an out-of-campaign way to have fun with their groups, and for D&D players to introduce their friends and family to tabletop miniatures games. DEMEO X DUNGEONS & DRAGONS: BATTLEMARKED opens up that appeal even further by adapting the classes, actions, and lore of Dungeons & Dragons to this system for all new adventures and a whole new experience built from the ground up with D&D in mind.”
Miami-based VR publisher VRAL Games announced it’s acquired a 30% stake in PolarityOne, a Seattle-based indie studio developing the upcoming co-op VR shooter EXOSHOCK.
The studios say the investment aligns with VRAL Games’ strategy to expand its presence in immersive gaming, leaving PolarityOne to operate independently with publishing support from VRAL.
“We believe PolarityOne is among the most promising emerging studios in the world, leading the charge in VR game development,” said Rodolfo Saccoman, co-founder and CEO of VRAL Games. “Through our early days working together on EXOSHOCK, it was clear the studio’s founders were aligned with us on our mission of pushing boundaries in VR experiences, so it was a natural fit to enter into a deeper partnership. This strategic investment solidifies VRAL Games’ position as a prominent contender in the VR gaming industry.”
Founded in 2022, PolarityOne specializes in immersive experiences, with its first game EXOSHOCKreleasing initially as a playable demo on SideQuest in mid-2024.
The full game, which is slated to release in early access on Quest 2 and above in Q2 2025, aims to redefine cooperative VR combat, drawing inspiration from Halo, Doom, and Gears of War. Additionally, the studio says the upcoming co-op shooter features a “grimdark sci-fi universe teeming with corporate intrigue and galactic conflict, combining moody, cinematic visuals with an atmospheric soundscape.”
VRAL Games says it’s gearing up to showcase its portfolio of titles at the Game Developers Conference (GDC) in March, including past titles VRIDER SBK (2024) and Squingle (2024), as well as an exclusive preview of EXOSHOCK before its early access launch on Quest later this year. GDC is scheduled to take place at San Francisco’s Moscone Center from March 17th – 22nd.
Path of Fury – Episode I: Tetsuo’s Tower is an upcoming combat sim that’s all about punching your way through gangsters while making a one-way trip through the ’80s-inspired underworld. We went hands-on with the first two levels ahead of its March 12th release on Quest, so read on to find out more.
I grew up on a steady diet of films like Big Trouble in Little China (1986) and a countless parade of ’80s and ’90s Chinese kung-fu flicks as a kid, which means I’m somewhat of sifu myself—at least that’s what Path of Fury wants me to feel, as it tosses a Shaolin Temple’s worth of Cantonese and Russian-speaking gangsters to punch through as you make your way to increasingly tough underworld bosses.
Even after a quick intro, I’m still not quite sure why I’m blasting through armies of dudes, dealing out successive body shots, uppercuts and blocking kicks, but what I can tell you it’s definitely a workout. I can also say that, despite the game’s on-rails design, the world-building is very much on point, serving up a mix of low-poly, PS1-era baddies in a vibrant, varied world.
Without giving too much away, you start out by interrogating a captured gangster for information, leading you to start your first mission at Tetsuo’s Tower, a typical crime lair that’s fronted by a night club full of heavies. As I mentioned, it’s on-rails, which means every step forward is essentially an automatic teleportation through the corridors leading to your next gang of dudes. That did little to distract from the mission at hand though: punch, punch, block, punch.
While fairly simple, the punch and parry system feels delightfully like a retro game, giving off arcade cabinet vibes that feels like its drawing from mid-90s titles like Time Crisis (1995). Instead of ducking behind cover and reloading though, I’m parrying incoming punches by tapping a highlighted target on a fist or foot, and going in for a flurry of blows with the other.
Beating an enemy is as simple as timing your punch to the highlighted body part, and doing it at the required power; red for hard and strong, grey for quick and soft.
This effectively means you don’t have much freedom on how to take down bad guys, although the flipside though is Path of Fury is all about the sort of Instructed Motion you see in games like Until You Fall (2020) or Beat Saber (2019), which prioritizes making you feel like an expert badass at specific moments. And it totally does the job.
Path of Fury is being developed by Leonard Menchiari, the indie dev behind a slew of non-VR games such as side-scrollers Trek to Yomi (2022) and The Eternal Castle [REMASTERED] (2019). Looking at Menchiari’s previous titles, it’s no wonder why Path of Fury feels nailed the classic side-scrolling beat-’em-up feel. What’s more, despite being the developer’s first jab at the medium, it’s a really well-informed VR-native experience too.
For now, I have very few gripes with the two levels I played. I didn’t leave me overly winded, but I can bet a full 30 minutes of punching non-stop will easily fill out your default daily activity goals. For being such a low-poly affair, it’s exceedingly good at setting up scenes and offering up detailed environments that I wish I could linger in and explore.
It does feel a little sparse on options at the moment, giving you only a pause and restart button during gameplay. The two-level taster I played didn’t feature a seated mode, and when you’re blasted too many times, visually reeling over can feel overly uncomfortable, which I would hope can be changed before the final game comes out in March. There’s also currently no difficulty slider of any sort, which is a bummer if you’re just looking to waltz your way through for the sake of the story.
That said, more than anything, Path of Fury feels like one of those cool and stylish additions to your workout routine that offers enough fun and engaging gameplay to trick you into getting your heart rate up, even if you weren’t planning to in the first place.
Path of Fury: Episode I – Tetsuo’s Tower is slated to launch on March 12th on Quest 2/3/Pro, priced at $9.99. You can wishlist it on the Horizon Store here.
Gaijin Entertainment, the studio behind War Thunder (2013), announced that its upcoming aerial VR combat game Aces of Thunder is headed to PSVR 2 and PC VR headsets sometime this year.
Announced in 2023, Aces of Thunder was originally supposed to launch in Q4 2024, tapped to bring a host of the world’s most recognizable World War planes to SteamVR and PSVR 2.
So far, Gaijin has shown off not only a wide range of WWII-era planes, but now also a slate of WWI-era planes too.
This comes in addition to the roster of WWII planes, including the American P-51 Mustang and P-63 Kingcobra fighters, the German Bf 109 and Fw 190 fighters, the Soviet IL-2 attack aircraft, the British Spitfire fighter and the Japanese A6M3 Zero.
While we don’t know exactly when Aces of Thunder is set to launch, the studio tells Road to VR it’s now “planned for 2025.” In the meantime, you can wishlist it on Steam and the PlayStation Store for PSVR 2.
There’s no pricing info yet, although we’re keeping our eyes on the skies for any and all new details about Aces of Thunder.
COLD VR was supposed to launch on January 21st, but was delayed last minute by developer ALLWARE and publisher Perp Games, which maintained it still needed a little more polish. Now the studios have announced the game’s new, definitive launch date: February 11th.
Couched as a spiritual successor to smash-hit game Superhot VR, Cold VR aims to serve up time-distorting action, albeit flipping the script somewhat.
Like Superhot, Cold VR’s movement mechanic is all about how movement interacts with the game clock; when you move, time actually slows, forcing you to think quick on your feet and never take too long to figure out your next move, otherwise the game’s enemies speed up.
Cold VR is coming first to Quest and PC VR headsets, available over on the Horizon Store for Quest 2/3/Pro and Steam for PC VR headsets, priced at $20.
The studio says its also bringing the game to PSVR 2 “soon,” which we tend to believe since you can already wishlist the game on the PlayStation Store.
OrbusVR (2019), the MMORPG for VR headsets, is shutting down, with creator Orbus Online stating it will stop sales on all platforms starting next month and shut down servers completely in April.
The studio released the news in a community update (seen below), stating that it’s pulling OrbusVR from Steam and the Horizon Store come February 10th, 2025. Servers are planned to go offline on April 6th.
Released first in Steam Early Access in 2017, OrbusVR was an ambitious project for the time, as it appealed exclusively to PC VR users—a population that wasn’t particularly ‘massive’, but very ardent in their support for the fledgling MMO.
With the birth of its full 1.0 version, OrbusVR took on the name OrbusVR: Reborn in 2019, bringing along with it a fair slice of free gameplay to get curious users hooked on the world’s overarching story, five-player dungeons, 10-player raids, enemies, jobs, and the community that supported it all.
Unlike many traditional MMOs, OrbusVR wasn’t subscription-based, but rather a one-time purchase. At launch, that was $40, however the studio since lowered the all-in price to $20 across PC VR headsets via Steam and all Meta headsets via the Horizon Store.
The studio also relied on in-world purchases for a continued revenue stream, including in-game shop with items such as mounts and cosmetic pets for sale, as well as through ‘Mini Story’ expansion packs, which included new zones, NPCs, and questlines.
Here’s the studio’s message in full:
We wanted to start off by thanking the community. Since the start of development in 2016, to our launch into Early Access of OrbusVR in December of 2017 all the way through this last year, we have always been blessed with the best community. This community has supported us through the last 8 years and allowed us to create the game and social environment that we are proud of. For that and everything you all have done for us, we are forever grateful.
With that said, it saddens us to announce that on February 10th 2025, we will be stopping sales on all platforms, with the server officially going offline on April 6th 2025. While we as a company have tried to sustain the game as long as possible, we have made the difficult decision to take this next and final step.
In the coming months leading to the server shutdown, we will be planning a few farewell events, including increased drop rates on legendaries, unlocking the DLC for all players that may not have experienced it yet, and hosting the last official Mage Tournament in-game. While we are truly sad to say goodbye to this game, we want to celebrate the fun, friends, and memories that have been experienced in our games’ long history. We plan on doing an end of game wrapup, sharing stats like total hours played, monsters killed, etc., in the coming months.
While there are still many things we would like to highlight like standout moments we have had from playing and interacting with the community, to favorite places, or even some of the lesser known lore of the game, this will not be the last post.
We are still hopeful this market gets the love and attention it deserves in the future, and wish all future developers the greatest of success in reaching their goals! We hope this game has given you more friends and memories than one can count. We are so proud of the work we have all put into this game, along with being part of pioneering the future of VR in our small way.
Thank you for making every second of this journey worth it,
Meta Quest Pro wasn’t really the prosumer hit it was chalked up to be, leading the company to discontinue its first mixed reality headset a little over two years after release. Now Bloomberg’s Mark Gurman reports Meta is not only working on an ostensible Quest 3 consumer follow-up, but also a “high-end” model that could succeed Quest Pro.
Citing insider sources, Gurman also reported that Meta is “working on Quest 4 VR goggles, as well as a new high-end model that could eventually become a successor to the Quest Pro mixed-reality headset.”
Released in late 2022, Quest Pro marked a significant departure from Meta’s line of consumer standalone headsets, which, at the time, ranged around the $300 mark.
Initially priced at $1,500, the ‘Pro’ level headset offered a host of features over its concurrent Quest 2, such as color-passthrough, pancake lenses, and both face and eye-tracking. Less than five months later though, Meta decreased the price of Quest Pro to $1,000 in an effort to attract more prosumers.
Then, in July 2023, The Information released a report claiming Meta was discontinuing the Quest Pro line entirely, which Meta CTO and Reality Labs chief Andrew Bosworth was quick to contest, stating “don’t believe everything you read.”
An additional report from The Information from July 2024 suggested Meta was switching its ‘Pro’ efforts to instead develop a lightweight mixed reality device resembling “a bulky pair of glasses,” codenamed ‘Puffin’—reportedly set to target a 2027 release date. This comes in addition to Meta’s claim it’s hoping to release a pair of AR glasses before 2030 which will be similar in functionality to its Orion AR glasses prototype.
A follow-up report from The Information released shortly afterwards further claimed a Quest Pro 2 prototype, codenamed ‘La Jolla’, had also been shelved. Bosworth later went on record to confirm that it indeed cancelled La Jolla, and is developing Puffin, although didn’t make mention of whether the company was abandoning its Quest Pro line for good.
– – — – –
Meta’s iterative approach to product development involves spinning up and shutting down prototypes, which Bosworth has outlined in the past as a way the company prioritizes exploration over immediate commercialization. Where projects, like Quest Pro 2 and others, currently are on that continuum is a mystery, making it difficult to tell whether reported stops and starts are actually stepping stones or dead ends, respectively.
Whilst refuting the earlier claim that the Quest Pro line was cancelled, Bosworth noted “there might be a Quest Pro 2, there might not be. I’m not really telling you, but I will say don’t believe everything you read about what’s been stopped or started.”