Friday, 12 December 2025

The Seamless Dream: Killing The VR Loading Screen

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In games, nothing breaks player flow like a loading screen, and in virtual reality this problem is amplified tenfold. ‘Presence’ or ‘immersion’, the magical yet fragile feeling of ‘being there’, is what makes VR so special. When a player is suddenly teleported out of a fantastical world and into a cold, black expanse with a solitary loading bar, the illusion is instantly shattered. Worse yet, unaccounted mini-loads can cause frame rate stutters and subsequent VR sickness. In this Guest Article, VR developer Charlie Cochrane explores a range techniques for designing around immersion-breaking loading screens.

Guest Article by Charlie Cochrane

Charlie Cochrane is a solo VR dev running Crooks Peak studio. With a background in robotics, programming, and a cookie delivery company, he started making hobby VR games in 2016 and went full time in 2021. His sci-fi action horror game ‘By Grit Alone‘ released winter 2024, and the upcoming Victorian zombie train sim ‘Full Steam Undead‘ is due Spring 2026, both available on Meta Quest and Steam.

A loading bar in VR doesn’t just pause the game; it teleports the player to a disorienting black void, completely breaking the sense of ‘presence’.

It’s a problem I took as a core design pillar for my previous game, By Grit Alone, and my upcoming title Full Steam Undead. Both feature a ~4 hour campaign with a hard rule: zero loading screens and no framerate stutters.

In this article, I’ll share some of the high-level techniques, from technical wizardry to deceptive tricks, that developers use to minimize or hide loading entirely. The reader should come away with a new appreciation for these invisible systems and a better understanding of why there are so many elevator scenes in games.

The Background Load (Streaming)

The best loads are the ones players don’t even realise are happening. Enter ‘Asset Streaming’; the goal here is to load the game’s assets (models, textures, sounds) in small chunks in the background before they are needed, rather than all at once in a single, game-halting block.

This can be tricky, as the game needs to predict what needs loading and when, so that it’s ready and preloaded at the moment it’s required. It’s a careful balancing act; if you preload too much then you’ll eat up all the memory, while not enough and you may be caught out needing unloaded assets. This can be extra tricky in VR, where memory and processing power can be tight on standalone systems and even the shortest blocking load can cause a noticeable stutter.

Asset streaming can be as simple as loading an MP3 audio file a few seconds before it needs to play. In By Grit Alone, each time you get an NPC radio message, I play a little radio static buzz at the start of the call. This two second clip frames the call nicely, but also buys me two seconds to load the actual message in the background!

A more complex but common example; chunking up a large open world map and loading/unloading those chunks depending on the player’s location and view direction. Asgard’s Wrath 2 is a lovely example of this; done properly the player is able to ride around the massive map without a loading bar in sight. Done poorly and the player will see parts of the world or enemies teleporting in and out of the game.

The Hidden Load (Deception)

Asset Steaming is great, but even then, sometimes the engine just needs more time or memory. For example: the player is moving from one massive area to another, and the new area is too big to be streamed in ‘invisibly’ without first removing the old.

Enter ‘The Elevator’. The player steps in, presses a button, and is forced to wait as they slowly ascend or descend, perhaps while NPCs chat or some stuffy elevator music plays. That (often unskippable) ride is a loading screen in disguise. By placing the player in a small space, the engine can unload the previous scene, free up the memory and then load in the new scene, while the ride gives the engine time to do this in the background.

That long elevator ride isn’t just for dramatic tension. It’s one of the most common and effective ways to ‘mask’ the loading of an entirely new, complex environment.

Of course the elevator is just one example, but once you know what to look for, you’ll see these hidden loads everywhere:

  • The Tight Squeeze: The player has to shimmy through a narrow rock crevice or between two walls.
  • The Slow-Open Door: A character struggles to pry open a heavy gantry door or waits for a high-tech ‘decontamination’ scan before the door opens.
  • The Crawlspace: Forcing the player into a vent or low tunnel, where movement is slow and the view is restricted.

These aren’t lazy designs, they are non-intrusive solutions to keep player interactivity in the world, while giving the engine the time and resources to perform loading in the background.

The ‘Pause’ as a Load (Diegetic UIs)

Opinion alert: good VR design integrates UI into the world as a core part of maintaining presence. To me, a pause menu that unnecessarily teleports you out of the game is just as bad as another loading screen. Excellent VR examples of putting menu components into the game world include:

In Cosmodread, an updating map of the spooky ship is wrist mounted and always glanceable:

In The Lab, you load a level by pulling an orb onto your head rather than using a menu of listed levels:

In Into The Radius, you manage your inventory by pulling items out of a physical backpack rather than an inventory menu:

All of these avoid the ‘pause’ and keep the player in the world. Even better, in doing these actions without pausing, the player may be looking over their shoulder when doing so, aware that their environment might not care if they are stopping to check their bag or map.

The ‘Failure’ Load (Instant Resets)

It can be very hard to hide failure (sorry mum), but hiding a load on failure? That we can do!

In a challenging, restart-heavy VR game, failure can be part of the learning loop. Think of Beat Saber or Pistol Whip; having to wait 10 seconds for a ‘Reloading Checkpoint’ between every reset would completely kill the flow.

Restarting in Beat Saber is instantaneous, so as not to punish the player

These games use ‘Instant Reset’. The reason they can restart in a fraction of a second is that they never unload the level. Think of it like a stage show: when an actor flubs a line in rehearsal, the crew doesn’t rebuild the entire set. The director yells “From the top!” and the actors simply reset to their starting positions.

The game is doing the same thing. It’s not reloading the level; it’s just hitting a giant ‘rewind’ button. It teleports you back to the start and resets the enemies and objects to their initial state. The level’s assets never leave memory. While more complex than simply reloading the level from scratch, it respects the player’s time and keeps them in the zone, turning frustration into a simple, “Okay, again!”

The ‘First Time’ Load (Shader Compilation)

When I said my games have no loading screens, that was a little lie; as with many games, the very first time a player starts one of my games, I do a ‘first time load.’

The most common reason for this is for ‘Shader Compilation’. A shader is a small program that tells the GPU how to render a surface—this fire, that wet-looking rock, this glass window. The first time the game needs to show you ‘fire’, it may have to compile that shader, causing a noticeable hitch or stutter in the headset, and this can happen when any new type of surface is shown for the first time.

As with many games, By Grit Alone opted for a simple trade-off: make the player wait once.

By Grit Alone first time load helps avoid shader compilation stutters down the line

When you first boot the game, it runs a one-time shader compilation step. In exchange, the player gets to traverse the entire campaign without a single stutter from a shader being compiled on the fly. It’s a classic ‘pay now or pay later’ problem, but for VR, paying for the load later during gameplay can mean a VR sickness inducing frame stutter.

When You Just Can’t Hide It (The “Honest” Load)

Sometimes there’s no way around a loading screen so obviously keep it as speedy as you can.

It is also important to keep the player’s head tracking active during the load (i.e. if they move their head, the loading bar will stay in place in the tracked environment rather than be stuck to the player’s view). Having a loading bar stuck to your view is the worst reminder that you have a headset strapped to your face.

It can also be a great time for a well placed tip; adding a tip about difficulty settings on By Grit Alone’s first time load saved a lot of player frustration.

Even better is an interactive loading screen. Is it possible to actually enjoy a loading screen? Black and White 2‘s interactive loading screen was a little game unto itself:

– – — – –

In the end, all these techniques serve a single purpose: give the player the best experience possible by reducing or removing unpleasant loading screens and unnecessary pauses. By combining smart technical decisions with clever, context-aware design, we can protect the player’s flow state and deliver on the seamless dream of virtual reality. This is paramount in VR especially, where a loading screen can render the player completely blind in a black expanse or cause sickness-inducing frame rate stutters.

As hardware gets faster, these techniques will certainly evolve, but I have a feeling we’ll still be waiting in elevators and crouching through vents in the far future of VR gaming.

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Thursday, 11 December 2025

Meta Reportedly Set to Raise VR Headset Prices, Keep Existing Devices in Market Longer

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Meta appears to be planning to raise the price of its VR headsets moving forward, according to a recent internal memo, which company leaders hope will combat rising costs. Meta may also be retiring the Quest 3 and 3S line a little later than expected.

The News

As reported by Business Insider, a December 4th memo from metaverse leaders Gabriel Aul and Ryan Cairns notified employees that Meta has “made a shift” in its VR efforts which could include price increases to combat costs associated with tariffs, as well as keep existing hardware in the market for longer.

“Our devices will be more premium in price going forward, but we’ll have a healthier business to anchor on and free ourselves from feeling existential about any singular device’s success,” Aul and Cairns’ memo reads.

The memo, which thus far has only been viewed by Business Insider, also includes a call for high-quality software experiences meant to match the “excellence” of its devices. Additionally, Aul and Cairns’ said Meta will “ship new hardware at a slower cadence going forward.”

“We’re committed to VR for the long-haul so we need to align our business model and roadmap to an approach that will make this possible,” the memo says. “We’ve been working hard to bend the curve and accelerate ahead of the category’s natural growth rate, which means running multiple programs in parallel as well as carrying costs like tariffs and subsidies for content, GTM, and devices.”

Notably, the memo also included info on a critical delay of a puck-tethered XR headset, and a new Quest headset which is set to be a “large upgrade” in capabilities from current devices, and will “significantly improve unit economics.”

Meta currently sells Quest 3, starting at $500, and Quest 3S, starting at $300—the latter of which is currently on sale for $250.

My Take

Meta regularly subsidizes Quest in an effort to recoup on software sales, making them technically cheaper than they might otherwise be. It’s a strategy console platform creators have been doing for ages, and it certainly works at getting people through the door.

But now, it seems we’re headed for another rough patch that Meta needs to navigate if it wants to continue its role as the holder of the most popular VR platform. And above all, I’m curious how Meta will keep serving the entry level user while pushing prices higher. It’s basically stemmed the flow of cash to third-party studios, making platform exclusives few and far between nowadays. And competition is coming from both sides: Google’s Android XR represents a threat to the low end, and Valve’s Steam Frame on the enthusiast end of things.

While the memo said the next Quest will “significantly improve unit economics,” I’m afraid that doesn’t really mean much since it didn’t come with a supporting statement. Relative to what? Previous pricing estimations? Current prices?

Anyway, Meta could hike prices in a number of ways we’ll be watching out for in the coming year: Quest 3 may get a price bump over its regular $500 MSRP, leaving Quest 3S at the low end. This could keep the flow of new users coming at the regular pace, while effectively only “taxing” users looking for the technically better headset.

Quest 3S (left), Quest 3 (right) | Images courtesy Meta

Then again, both headsets may see a modest price bump, which is then teased down in successive sales periods, like it did with Quest 2 when that one was hiked from $300 to $400 following supply chain shock stemming from the COVID-19 pandemic. The company could also equally leave pricing the same, and only apply hikes on forthcoming devices.

Any which way, I’d expect Meta to attempt to soften price shock with included first-party games (even older ones) and possibly longer free memberships to Horizon+, its monthly game service.

And whatever the case, it’s pretty clear the Quest 3 platform is going to be around for a while, which means developers will need to keep it in mind even as Meta tries to push better hardware, which could include more powerful chipsets, higher pixel density displays, and stuff like built-in eye-tracking.

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Coldplay Immersive Concert Coming to Quest Soon, Music Pack Lands on ‘Beat Saber’ Next Week

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Meta has partnered with Coldplay in a big way, soon bringing the British pop-rock band’s music to Beat Saber, and an immersive concert to Horizon Worlds before the New Year.

The News

Coldplay’s Music of the Spheres tour became the most-attended concert tour in history this year, bringing the band’s live music to over 13 million people over the course of its 2022-2025 run.

Now, Meta announced it’s bringing Coldplay to the virtual stage on December 30th, as Horizon Worlds users can jump in for a free immersive concert, which is set to include hits like ‘Yellow’, ‘Fix You’, and ‘Viva La Vida’.

Notably, the concert was captured at Wembley Stadium with 15 VR cameras, which will bring virtual concert-goers front-row vantage points in 180 degree VR video.

When it goes live on December 30th in Horizon Worlds, available on Quest and mobile devices, fans will also be able to don free Coldplay-themed avatar merch to show their support.

The concert kicks off on December 30th at 11:00 AM PT (local time here)—you can RSVP here.

And the Coldplay digital takeover doesn’t stop there. Leading up to the event, block-slashing rhythm game Beat Saber is launching a 12-track Coldplay Music Pack on December 18th, priced at $15 (or $2 per song), with bundle discounts for new players. You’ll be able to find it on Quest and SteamVR headsets when it launches—just don’t expect it on PSVR 2.

Meanwhile, in the US and Canada, VR fitness app Supernatural will debut new Coldplay workout sessions on December 29th, mixing hits and recent releases into Boxing, Flow, and Stretch routines.

My Take

It seems like Meta is really looking to nail the holiday timing with its immersive Coldplay concert, not to mention embedding the band into its top-performing apps. While you may or may not like Coldplay, it’s a pretty smart move by Meta to leverage the band with pretty much the broadest appeal—since, well, the company isn’t funding exclusive game content like it used to.

Granted, there are a ton of great games on the Horizon Store for newcomers to grab, but Meta seems to have tightened the belt on content funding lately, which is odd since major competitors are just now entering the market—certainly interesting times ahead.

On one hand, we have Samsung Galaxy XR possibly making way for the release of more (and cheaper) Android XR devices, which could serve as more direct competitors to Quest in the future.

Steam Frame | Photo by Road to VR

Launching early next year though, we have Valve’s Steam Frame, which is likely to drive Quest developers to update their PC VR versions to include Frame-compatible play. I don’t expect Frame to unseat Quest as the most popular XR platform, as the company has built a core usership of younger consumers, although it does represent the first time in recent history when Meta may actually need to defend against platform apostacy among upgraders.

Meta is aiming to do this with some powerful new hardware in the future, but it could come later rather than sooner, according to recent reports—so there’s no telling how Meta will position itself in the future to maintain market share superiority.

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Wednesday, 10 December 2025

Meta Delays Puck-Tethered XR Headset to 2027, Next Quest “Large Upgrade” to Current Gen

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Meta may be pushing back the release of an upcoming XR headset that tethers to a pocketable compute puck. Meanwhile, the company says its next-gen Quest will be a “large upgrade” over the current generation.

The News

Meta supposedly planned to release the device, codenamed ‘Phoenix’, in the second half of 2026, which is said to include a goggle-like form factor—also slated to offload compute and battery to a puck-like unit tethered to the headset.

Now, according to internal memos obtained by Business Insider, the release timeline of Phoenix has been pushed back to the first half of 2027.

Maher Saba, VP of Reality Labs Foundation, announced the change in an internal memo released December 4th, further noting that the decision arose from a meeting with Reality Labs leaders and CEO Mark Zuckerberg.

Successive XR prototypes | Image courtesy Meta

Saba maintained that the project should be “focused on making the business sustainable and taking extra time to deliver our experiences with higher quality.”

“Based on that, many teams in RL will need to adjust their plans and timelines,” Saba added. “Extending timelines is not an opportunity for us to add more features or take on additional work.”

A separate memo from metaverse leaders Gabriel Aul and Ryan Cairns added that the release date was pushed back in order to “give us a lot more breathing room to get the details right.”

Continuing: “There’s a lot coming in hot with tight bring-up schedules and big changes to our core UX, and we won’t compromise on landing a fully polished and reliable experience,” the memo said.

Additionally, Aul and Cairns’ memo maintained the company is currently working on its next-gen Quest, which is said to focus on immersive gaming. It’s also said to represent a “large upgrade” in capabilities from current devices, and will “significantly improve unit economics.”

Meta is reportedly also planning to release what Business Insider maintains will be a new “limited edition” XR device in 2026, codenamed ‘Malibu 2’. It’s uncertain what sort of device Malibu 2 is at this time.

My Take

It’s difficult to say what the next Quest will shape up to be. Meta tends to run competing prototypes to see what fits best in the market, and may have a different strategy than anyone expects.

Here’s my current hunch: Quest 3S represents the company’s best chance to reach the low end of the market at $300 (cheaper on sale), and it may be in that position for at least another year. I don’t expect a cheap and cheerful headset from Meta for a while, even with the claim that the next Quest will “significantly improve unit economics.” Relative to what? Quest 3S? A potential Quest Pro 2? We simply don’t know.

Meta’s next real headset (not the limited edition thing) may likely be a high-end headset—think around $800 or $1,000 range—which ought to keep some hardcore Quest platform adherents on the upgrade pathway while possibly offering competition some new(ish) faces: namely Samsung Galaxy XR, Valve’s Steam Frame, and the current Apple Vision Pro M5 refresh. Okay, that’s less of a hunch, and more of a consensus from what everyone’s heard.

What is marginally more certain though is Meta doesn’t seem to be in the manufacturing stage just yet of anything, at least not according to the most recent supply chain leaks, or lack thereof, so I’d expect for a lot more hubbub midway through next year. Whatever the case, I’ve got my eye out for all of the above.

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Tuesday, 9 December 2025

HTC ‘VIVERSE’ Immersive Social Platform Hits 1 Million Monthly-active Users

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HTC announced today that its VIVERSE immersive social platform has reached 1 million monthly-active users, a major milestone. The platform is accessible on flatscreens and VR, so it’s unclear what portion of users are visiting with headsets.

The News

HTC’s Viverse is a user-generated immersive social platform, quite similar to Meta’s Horizon Worlds. It was launched less than a year ago, but the company says the platform has already reached 1 million monthly-active users. While still miles from the likes of Roblox, that’s still a pretty big milestone.

The milestone was helped, no doubt, by the platform’s web-based approach. Viverse worlds can be visited on any device with a compatible browser, including browsers on VR headsets with WebXR support.

The announcement of the 1 million monthly-active user milestone comes alongside the culmination of a Viverse student hackathon, which saw students from some 40 schools submitting experiences powered by Viverse across three categories:

HTC also recently announced that it has teamed up with Open Brush to make it easy for artists to share their immersive artwork. Open Brush is an immersive art tool which allows people to paint and sketch in 3D. Historically, it’s been difficult to share this kind of immersive artwork in a way that’s widely accessible. But a new version of Open Brush now has one-click sharing to Viverse, meaning immersive artwork can easily be viewed on the web across a wide variety of devices (including VR headsets). Here’s one such scene if you want to check it out!

My Take

Similar to issues faced by Horizon Worlds, the cross-device nature of Viverse means creators building for the platform are faced with the challenge of creating interesting content for vastly different modalities (flatscreen, mobile, and VR).

While HTC hasn’t shared the breakdown of flatscreen vs. VR players, a quick look through the platform’s top content shows few experiences that are marked as specifically compatible with VR headsets. That means they’re either sub-par experiences when seen in VR, or outright incompatible.

It’s great seeing the web-based approach working, and HTC’s commitment to maintaining WebXR compatibility, but it doesn’t look like VR makes up a meaningful portion of users on the platform to date. That probably won’t change with the Open Brush integration, but it’s a win-win for both; Viverse gets some cool immersive artwork and Open Brush users get an easy way to share their works.

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Google Launches First-party ‘PC Connect’ Virtual Desktop App for PC Productivity & Gaming on Android XR

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Google is rolling out a beta version of PC Connect, a free first-party virtual desktop app for Android XR. With the app, users can stream content from their Windows PC. Desktop apps work, of course, but Google says it has also optimized PC Connect for streaming flat games, and ensured that content on the screen works with Gemini.

The News

Google announced PC Connect this week, saying it is rolling out in beta form. It will presumably require the latest version of Android XR (also rolling out this week), as well as a companion app installed on the Windows PC you want to connect to.

Google says PC Connect is optimized to stream desktop apps, with a focus on low latency and high framerate to make flat games streamed from the PC feel responsive.

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With input crossover, you can control the PC Connect virtual desktop with input from the headset, or from the keyboard & mouse (or gamepad) on the host computer. And, Google says, your computer mouse & keyboard extend into Android XR itself, letting you control the whole system from one input device.

In a brief demo I saw of PC Connect, Google showed desktop applications and games running from a nearby laptop. They showed how the system-level Gemini assistant can ‘see’ the streamed apps (just like local apps) which means you can seamlessly use Gemini on anything you stream to the headset.

More impressively, Google showed me Android XR’s new ‘auto-stereo’ feature working on flat games streamed from the laptop. Auto-stereo converts flat content into stereoscopic 3D in real-time, and it works at the system level. That means any window you open on Android XR (including the PC Connect window) can be converted to stereoscopic 3D.

I got to play Stray (2022) streaming from the laptop, using a gamepad. Considering the auto-stereo feature has no data other than the flat frames being provided from the game in real-time, I was quite impressed with how well it was able to add stereo depth to the game’s complex world. And, because auto-stereo is running on the headset itself, it adds no overhead to the game’s rendering on the host device.

However, there were some performance stutters as I played. It’s unclear to me at the moment if this was due to the streaming laptop not rendering the game smoothly, Wi-Fi stability, or the auto-stereo feature not quite keeping up. I look forward to putting both PC Connect and the auto-stereo feature through their paces once I have them on my own headset.

My Take

PC Connect is far from the first virtual desktop streaming application available on XR headsets. In fact, the longstanding Virtual Desktop itself has been available on Android XR since day one.

However, the launch of PC Connect shows that Google is recognizing that virtual desktop streaming is something that Android XR users want. And it’s free (compared to Virtual Desktop’s $25 pricetag), which makes it a good value-add to users who have never used a virtual desktop app and wouldn’t see the need to spend money on one.

At launch, PC Connect can’t stream PC VR content to the headset (an advantage for Virtual Desktop), but Google suggested this may be added to PC Connect in the future.

The combination of PC Connect with the auto-stereo feature is really interesting. If it works well enough across a wide variety of games, stereoscopic 3D feels like a real enhancement to flat PC games, and gives a genuine reason I’d want to play them in the headset rather than on a traditional monitor. Most likely the accuracy of the auto-stereo feature will be hit-or-miss with some games, but there’s reason to believe it will only get better over time as Android XR headsets become more powerful.

One big question that I’m waiting to hear back from Google about is if the PC Connect creates a direct Wi-Fi link between the PC and the headset (like with Vision Pro), or if both devices need to be connected to an intermediary Wi-Fi network. The former is ideal, as a direct wireless connection between the PC and headset is generally more reliable. And importantly, it means you can stream from your laptop to your headset even when Wi-Fi is inaccessible (or not high performance). Working or streaming media on a plane, for instance, is much easier if you don’t need to count on the plane’s saturated Wi-Fi network.

And last but not least, Mac support for PC Connect was not mentioned. I expect it isn’t included at launch, but it wouldn’t be unheard of for Google to add it in the future.

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‘Teenage Mutant Ninja Turtles: Empire City’ Hands-on – A Radical VR Beat’em Up in the Making

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Teenage Mutant Ninja Turtles: Empire City is coming to Quest, Pico and SteamVR headsets sometime next year, making it the first Turtles game in VR. Ahead of launch, Cortopia Studios gave us a 15-minute demo on Quest to show off just what sort of radical action this co-op beat’em up has in store.

In TMNT: Empire City, you get to tackle the Foot Clan with all four titular Turtles—Leonardo, Raphael, Donatello, and Michelangelo—which also means getting to grips with with each of their signature weapons: katanta, sai, bo staff and nunchaku.

And just like the cartoons (and live action films), you won’t be actually ganking dudes, but rather knocking them out as you explore deeper into the various levels, be it alone or with up to three other friends.

Image captured by Road to VR

I can’t say I was expecting much more beyond combat in the game, although there seems to be a fair share of adventure-style objectives too, like solving casual puzzles, exploring levels for specific items, and scavenging craftable bits to bring back to your humble sewer abode, which lets you craft upgrades for each Turtle.

You also have a nifty smart watch that can display your health bars, real-world time, and a map to help you navigate through what promises to be a good smattering of NYC-inspired levels. I saw tunnels (blocked off for me) to China Town, the Lower East Side, and some sort of ‘Port’.

Image captured by Road to VR

What’s more, the demo does an awesome job of showing off the game’s decidedly ’90s sidescroller roots, making it definitively Turtles to the core: you can jump, kick, dash, and ping around the place at high speed as you take on the dreaded Foot.

While melee isn’t physics-based, there is a block, parry and strike system in place that feels like it needs a little more refinement before I’d consider it super reliable.

Image courtesy Cortopia Studios

You can technically ‘play it by the books’ and engage with enemies like the game wants you to, i.e. by blocking or parrying and then striking them when dazed. Or you can do what I did, and just slice around without a care until dudes fell over.

That said, I’ll need to play a lot more to see how combat actually shakes out, although it has the potential to be a pretty good experience provided more difficult enemies can stop me from cheesing the combat system. As it is, some enemies do have unblockable moves, like the demo’s level boss, which could make combat a lot more tactical than the low level Foot displayed.

Image courtesy Cortopia Studios

It’s hard to tell for now if this is the Turtles VR game of my dreams, since the 15-minute demo is pretty heavy on the tutorialization of each Turtle’s weapon and secondary move, although it seems pretty promising at this point. I want to see more of the story, and also get in with a crew of three other heroes in a half-shell to see how multiplayer will work.

Reservations aside, one thing I can say for sure is it has absolutely nailed the Turtles aesthetic and vibe. Visually, the game has a consistently cool cel shading throughout, making it feel like it’s been ripped out of the comic books. Voice acting is also spot on, and really reminds me of the ’90s cartoons more than the various reboots.

While we don’t know exactly when TMNT: Empire City is set to launch, in the meantime you can wishlist on the Horizon Store for Quest, the Pico Store for Pico 4 and above, and Steam for PC VR headsets.

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‘The Boys’ is Coming to Quest & PSVR 2 in Spring 2026, Trailer Here

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Amazon’s hit TV series ‘The Boys’ is coming to VR for the first time next year in an immersive adventure called The Boys: Trigger Warning.

Slated to land on Quest and PSVR 2 sometime in Spring 2026, The Boys: Trigger Warning lets you ‘juice some Temp V’ and become a Supe, as you take on Vought alongside Butcher, Mother’s Milk, and the gang.

As a non-Supe, the story puts you in the shoes of Lucas, whose life has crumbled around him after his family is killed by the Armstrongs, a group of Vought Superheroes. Led by Butcher and Mother’s Milk, you get thrown headfirst into an underground battle against Vought, as you go on a no-mercy hunt to end the Armstrongs for good.

Although the trailer features a sort of on-rails ride, the game’s description maintains that users will be able to “reach, grab, break, pull, crush and fling enemies using telekinesis,” in addition to “break out hand blades, vanish in heavy-duty camouflage, or go full Homelander with laser eyes” as you can take on levels either with stealth or full-force.

Image courtesy ARVORE, Sony Pictures Virtual Reality

The Boys: Trigger Warning is currently being developed by XR veteran studio ARVORE, known for the Pixel Ripped series and interactive experience The Line, and is being published by Sony Pictures Virtual Reality (SPVR).

The series’ cast are also lending their voices to the game,  including Laz Alonso (Mother’s Milk), Jensen Ackles (Soldier Boy), Colby Minifie (Ashley Barrett), and P.J. Byrne (Adam Bourke).

You can pre-order The Boys: Trigger Warning on the Horizon Store for Quest, priced at $24, and wishlist the game on the PlayStation Store for PSVR 2.

The post ‘The Boys’ is Coming to Quest & PSVR 2 in Spring 2026, Trailer Here appeared first on Road to VR.



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Monday, 8 December 2025

Hands-on: XREAL Aura AR Glasses with Android XR and a 70-degree Field-of-view, Launching Next Year

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Set to launch in 2026, XREAL Aura is the first pair of see-through AR glasses to run Android XR. Here are the impressions from my first hands-on.

During a recent meeting with Google, the company shared with me a range of updates relating to Android XR, including the first look at XREAL Aura. Unfortunately I wasn’t allowed to take any photos or videos during the demo.

XREAL Aura will be the first pair of see-through glasses running the full-blown immersive version of Android XR. Considering the immersion they offer, the glasses are impressively compact. Much of this is thanks to offloading weight, battery, and compute onto a tethered puck which can slip into your pocket. Interestingly, the puck looks like the size and shape of a typical smartphone, but instead, the entire screen area is a giant trackpad which can be used for mouse-like input (in addition to hand-tracking).

Image courtesy Google

Compared to prior models of XREAL glasses with bird-bath style optics, the optics in the XREAL Aura are a bit more compact, allowing you to bring your eyes closer to the lens. XREAL is finally getting close to AR glasses which actually look like glasses without the lenses being so far from your eyes that it looks goofy. They’re still look a little funky because of the distance, but we’re getting there.

Putting on the glasses, I was presented with the same Android XR experience I’m used to from Galaxy XR, except this time the background I was seeing was the real world (albeit, a fairly dim version of the real world due to the light loss through the lenses). Unfortunately, Aura doesn’t include eye-tracking, which means I couldn’t use my preferred look+pinch method of input (which is supported on Galaxy XR); I had to use the default laser-pointer input style which feels more cumbersome.

The quoted 70-degree field-of-view (I assume diagonal, but they didn’t specify) felt usable, but seems like the bare minimum field-of-view needed to get real value out of an immersive operating system like Android XR. If Google hasn’t already specified that any immersive Android XR device needs at least this wide of an FoV, they absolutely should.

I was impressed with the sharpness and brightness of the Aura’s display. It looked pretty good for virtual screen usage (ie: viewing websites, videos, photos, etc). But I also saw obvious pupil swim (which looks like warping as you move your head around). This will be more noticeable in fully immersive experiences or multi-tasking where there’s lots of head movement. For some people, pupil swim is just a visual annoyance, but for others it can be dizzying over time. It’s unclear if this can be improved before launch, especially without any on-board eye-tracking hardware.

One particularly cool feature of Aura is the electronically-controlled dimming lenses. A button on the stem of the glasses allows you to dim the real world from 0% to nearly 100%, blocking out almost all light.

This isn’t the first pair of AR glasses to include electronic lens dimming, but the way it’s integrated into Android XR is a clever value-add. If you launch a fully immersive application (like a VR game), the software can automatically switch the dimming to 100% so the virtual content doesn’t conflict with your real-world background. Or, in applications that would like to dim the user’s background (like a media app), it can set the dimming to 50%. With a passthrough headset like Galaxy XR, this dimming would normally be done digitally, but with the Aura glasses it’s done physically. And Google says developers don’t need to worry about the distinction; if their app asks Android XR to dim the background, it’ll automatically do so through whatever means are available to the device.

Of course, Aura is a ‘glasses-style’ device, so even when dimming is set to 100%, you’ll still see lots of the real-world in your peripheral vision. But still, having the feature makes fully immersive applications usable in a way they wouldn’t on a see-through AR device.

Considering its capabilities, Aura looks strikingly close to a normal enough pair of sunglasses that you might not get a double take by people passing by, though anyone talking to you face-to-face would surely know there is something strange going on behind the lenses.

Even with dimming set to 0%, the real world is still made fairly dim; like wearing sunglasses inside. Whether by design (to account for not enough display brightness) or happenstance (as a result of light loss from the optics), it still feels like you’re wearing sunglasses inside, which limits some of the indoor use-cases you might want to do with a pair of AR glasses. For instance, I’d like to have AR glasses which work as a cooking companion in the kitchen so I can reference recipes while preparing food. But like a regular pair of sunglasses, Aura dims the world too much that I wouldn’t want to use them in the kitchen.

I look forward to trying the finished version. In my brief hands-on, I came away feeling like Aura is the first clear look at the eventual convergence of AR and VR headsets. It feels like a full-fledged Android XR headset but in a much more compact package that will be way more portable and less conspicuous. I could actually see myself using Aura on a plane or in a coffee shop without feeling like everyone would be staring at me.

Indeed, Google is thinking the same. Alongside my look at Aura, the company also announced that it’s rolling out a first-party PC Connect application for Android XR to make it easy to stream your Windows desktop to the glasses for productivity, media, or gaming.

There’s still some key things we don’t know about Aura. The company hasn’t revealed a full set of specifications yet, and we don’t know if there will be any controller support (which would mean incompatibility with many immersive VR games). We also don’t have a price or specific release date, but XREAL has confirmed that Aura will launch in 2026.

The post Hands-on: XREAL Aura AR Glasses with Android XR and a 70-degree Field-of-view, Launching Next Year appeared first on Road to VR.



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Friday, 5 December 2025

Apple Design Lead Heads to Meta, Hopefully to Fix Longstanding Quest UX Issues

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Apple’s Vice President of Human Interface design, Alan Dye, is leaving the company to lead a new studio within Meta’s Reality Labs division. The move appears to be aimed at raising the bar on the user experience of Meta’s glasses and headsets.

The News

According to his LinkedIn profile, Alan Dye spent nearly 20 years as Apple’s Vice President of Human Interface Design. He was a driving force behind the company’s UI and UX direction, including Apple’s most recent ‘Liquid Glass’ interface overhaul and the VisionOS interface that’s the foundation of Vision Pro.

Now Dye is heading to Meta to lead a “new creative studio within Reality Labs,” according to an announcement by Meta CEO Mark Zuckerberg.

“The new studio [led by Dye] will bring together design, fashion, and technology to define the next generation of our products and experiences. Our idea is to treat intelligence as a new design material and imagine what becomes possible when it is abundant, capable, and human-centered,” Zuckerberg said. “We plan to elevate design within Meta, and pull together a talented group with a combination of craft, creative vision, systems thinking, and deep experience building iconic products that bridge hardware and software.”

The new studio within Reality Labs will also include Billy Sorrentino, another high level Apple designer; Joshua To, who has led interface design at Reality Labs; Meta’s industrial design team, led by Pete Bristol; and art teams led by Jason Rubin, a longtime Meta executive that has been with the company since its 2014 acquisition of Oculus.

“We’re entering a new era where AI glasses and other devices will change how we connect with technology and each other. The potential is enormous, but what matters most is making these experiences feel natural and truly centered around people. With this new studio, we’re focused on making every interaction thoughtful, intuitive, and built to serve people,” said Zuckerberg.

My Take

I’ve been ranting about the fundamental issues of the Quest user experience and interface (UX & UI) for literally years at this point. Meta has largely hit it out of the park with its hardware design, but the software side of things has lagged far behind what we would expect from one of the world’s leading software companies. A post on X from less than a month ago sums up my thoughts:

It’s crazy to see Meta take one step forward with its Quest UI and two steps back, over and over again for years.

They keep piling on new features with seemingly no top-down vision for how the interface should work or feel. The Quest interface is as scattered, confusing, and unpolished as ever.

The new Navigator is an improvement for simply accessing app icons, but it feels like it’s using a completely different paradigm than the rest of the window / panel management interface. Not to mention that the system interface speaks a vastly different language than the Horizon interface.

I have completely lost faith that Meta will ever get a handle on this after watching the interface meander in random directions year after year, punctuated by “refreshes” that look promising but end up being forgotten about 6 months later.

It seems Meta is trying to course-correct before things get further out of hand. If pulling in one of the world’s most experienced individuals at creating cohesive UX & UI at scale is what it takes, then I’m glad to see it happening.

Apple has set a high bar for how easy a headset should be to use. I use both Vision Pro and Quest on a regular basis, and moving between them is a night-and-day difference in usability and polish. And as I’ve said before, the high cost of Vision Pro has little to do with why its interface works so much better; the high level design decisions—which would work similarly well on any headset—are a much more significant factor.

Back when Meta was still called Facebook, the company had a famous motto: “Move fast and break things.” Although the company no longer champions this motto, it seems like it has had a hard time leaving it behind. The scattered, unpolished, and constantly shifting nature of the Quest interface could hardly embody the motto more clearly.

“Move fast and break things” might have worked great in the world of web development, but when it comes to creating a completely new interface paradigm for the brand new medium of VR, it hasn’t worked so well.

Of course, Dye’s onboarding and the new studio within Reality Labs isn’t only about Quest. In fact, it might not even be mostly about Quest. If I’ve learned anything about Zuckerberg over the years, it’s that he’s a very long-term thinker and does what he can to move his company where it needs to go to be in the right place 5 or 10 years down the road.

And in 5 to 10 years, Zuckerberg hopes Meta will be dominant, not just with immersive headsets, but AI smart glasses (and likely unreleased devices) too. This new team will likely not be focused on fixing the current state of the Quest interface, but instead trying to define a cohesive UX & UI for the company’s entire ecosystem of devices.

With Alan Dye heading to Meta, there’s a good chance that he will bring with him decades of Apple design processes that have worked well for the company over many years. But I have a feeling it will be a significant challenge for him to change “move fast and break things” to “move slow and polish things” within Meta.

The post Apple Design Lead Heads to Meta, Hopefully to Fix Longstanding Quest UX Issues appeared first on Road to VR.



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Thursday, 4 December 2025

[Industry Direct] ‘I Am Bird’ Open-World VR Flight Adventure Takes Off on Meta Quest

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We at New Folder Games—creators of I Am Cat, I Am Security, and I Am Monkey—are expanding our series with a new VR experience built around dynamic, natural-feeling flight.

Industry Direct by New Folder Games

Industry Direct is our program for sponsors who want to speak directly to the Road to VR newsletter audience. Industry Direct posts are written by sponsors with no involvement from the Road to VR editorial team and do not appear in our front-page editorial feed. Industry Direct sponsors help make Road to VR possible.

A New Way to Explore VR Worlds

Our latest title, I Am Bird, is available now on Meta Quest! In this game, players step into the role of a super-powered bird and freely fly across a large vertical city full of activities and exploration.

Flight Built Around Natural Movement

We designed a gesture-based flight system that lets players control movement intuitively:

  • Spread your arms to glide
  • Tilt to change direction
  • Lean forward to dive
  • Use quick motions for dashes and fast turns

The system supports both smooth gliding and tight technical flying through narrow streets. Comfort options allow players to adjust assist levels and motion sensitivity.

A Vertical Open City

We built the city around height, speed, and momentum. Each district has its own identity and traversal flow-from wide avenues suited for fast glides to dense blocks crafted for precision flying. Rooftops, ledges, and tall structures hide shortcuts, collectibles, and optional challenges.

Become a Watchful Protector

As an aerial guardian, players respond to various events across the city, including:

  • High-speed chases
  • Street-level disruptions
  • Rescue scenarios
  • Quick-response encounters
  • Support missions for bird allies

All action sequences revolve around timing and positioning, making movement central to every encounter.

Tools for a Super-Bird

We equipped the game with a range of gadgets that expand player abilities and support different mission types. Gadgets can distract enemies, enhance mobility, highlight objectives, or help solve environmental tasks. All tools are gesture-based to keep the flight flow uninterrupted.

Activities Across Every District

Beyond main objectives, the city contains:

  • Races
  • Obstacle courses
  • Light side stories
  • Rooftop collectibles
  • Small events that appear during exploration

These optional activities encourage repeated visits to familiar areas from different altitudes and angles.

Available now

With I Am Bird, we aimed to create a VR experience centered entirely on the joy of free flight and open-world exploration. Intuitive controls, a vertical city full of content, and a wide variety of missions combine to offer a fresh take on movement-driven VR gameplay.

I Am Bird is now available worldwide on Meta Quest!

The post [Industry Direct] ‘I Am Bird’ Open-World VR Flight Adventure Takes Off on Meta Quest appeared first on Road to VR.



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‘Thief VR: Legacy of Shadow’ Review – So Close to Stealing My Heart

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Thief VR: Legacy of Shadow does a respectable job of bringing the storied series to VR for the first time, all the while offering up one of the best stealth games currently in the medium. Some stumbling blocks keep it from being the end-all VR stealth game of my dreams, and it’s painful to know how surprisingly close it actually got.

Developer: Maze Theory
Publisher: Vertigo Games
Available On: Quest, PSVR 2, SteamVR 
Reviewed On: Quest 3, SteamVR
Release Date: December 4th, 2025
Price: $30

Gameplay

We’ve been waiting more than a decade for the next Thief game, with the last having landed on console and PC back in 2014. I wish I could say that playing the VR installment feels like a long-awaited homecoming, although I’ve never actually played any of the older titles, which reach back to Thief: The Dark Project (1998).

I did however have an hour-long hands-on with Thief VR back in September, which left me pretty impressed with what developer Maze Theory was building towards, and also curious as to what it could become.

Now, with the full game under my belt, I can say the studio has delivered on many of the promises: great visuals, immersive storytelling, world-class voice talent, and (mostly) well constructed missions that feel like lived-in places. While I initially called its object interaction “smart”, continue to the Immersion section below for more on why I think that isn’t exactly the case. There are more gripes beyond object interaction, but nothing that made me want to hate Thief VR—maybe just not love it as much as I could.

Image courtesy Maze Theory, Vertigo Games

Anyway, here’s the setup: your name is Magpie, a professional thief who finds a magical relic, turning you from your standard sticky-fingered prowler into something of a Super Thief. At the behest of your fixer and chief mission-giver Cassandra, you need to dig deeper into why Baron Northcrest is so intent on gathering up relics for some surely evil plan. I mean, he’s evil, so of course he’s doing evil things, but you have to stop him somehow.

Gameplay mostly follows this pattern: you’re placed outside of a large building that needs infiltrating, of course covered with guards walking their various circuitous routes. Most of the guards can be knocked out and dragged away into the cover of darkness, while a small minority are essentially immortal tanks that need to be avoided entirely. It’s up to you whether you want to knock out, kill, or avoid any guard. Not killing one of the armor-clad goons, doing a mission undetected, or sweeping up a specific amount of loot can unlock more abilities to choose from at the end of each level.

Image captured by Road to VR

While you don’t need any of the abilities, they certainly make life a lot easier: better heath regen when eating food, quieter movement when crouching or jumping from high ledges, and a ready supply of arrows that you would normally have to scavenge levels to find.

I always stole everything I saw regardless of whether it was gold, silver, bronze, or whatever. That tactic worked until around the halfway mark, when levels get a little larger, and you need to explore a lot more beyond the main mission objectives. There’s no time limit, so it entirely depends on your appetite for completionism.

 

While you can hunt secondary objectives, thwack guards and turn each level upside down for hours until you’ve shaken out every last coin and golden goblet, the most scarce resource of all is invariably arrows. You have a black jack for knocking out guards, a lockpick for opening pickable doors and chests, and your inherent Glyph Vision, which lets you temporarily highlight important things and reveal otherwise invisible secret areas.

 

But it’s the bow and (lack of) arrow that could mean the difference between you restarting from an automatic checkpoint, or restarting the mission entirely.

Arrow types include a water arrow to put out fire, a fire arrow to light key items on fire, a blunt arrow for knocking out guards, regular arrows for killing and disabling lights, and rope arrow, which lets you spawn vertical ropes to climb up on specific attachment points. While the game usually serves up the arrow you need at the time, levels are chock-full of byways and different ingress points, making variety an important factor. The bow works well, although I think the aiming angle is somewhat odd, making shooting the thing a bit of a chore.

Image courtesy Maze Theory, Vertigo Games

Missions often serve up a good amount of variety, save the last two, which I talk more about below. Levels are often multilayered buildings with high and low ingress points, which means you can mostly tackle them in any style you want—or at least it appeared to be that way to me. Granted, Thief VR doesn’t give you the sort of freedom you get in Hitman, but it’s also a built-for-VR game that doesn’t need to make any of the weird affordances you see in the various Hitman ports/VR modes.

In all, it took me a little over five hours to play the campaign all the way through, although your mileage may vary according to how safe you want to play it, or how much loot you’re willing to hunt for. That said, missions are replayable once you’ve beaten the game, so you can go back and try to get high scores and unlock more abilities.

 

I rarely include impressions of end levels for the sake of spoilers, but this unfortunately bears mentioning: the ending of Thief VR was such a massive letdown, I just had to say something. In the missions leading up to the ending, the game reuses two previous levels, which aren’t really mixed up to feel like anything new—possible signs that the game was rushed out the door.

Then, once you’re tromped through the last mission, and are finally served up what should be the cherry on top of the cake, it all basically ends in five minutes. You don’t get to apply any of the skills you honed throughout the entire game: just a few rando button presses and you’re done. Insult to injury: the game unceremoniously tosses you back to your home base after this short encounter, placing you in front of a mission screen to you can replay whatever.

Immersion

Thief VR looks awesome, as it’s densely packed with tons of environmental storytelling stuff, like posters, graffiti, and found notes all over the place, all of which help you understand the story beyond the periodic conversations you can eavesdrop on before guards head out on planned patrol routes.

Levels offer a ton of places to hide and explore, making it feel like a lived-in place. And what’s more, it also looks good and performs mostly well, even on Quest, which is likely the lowest tier version of the game. Notably, while it’s been a while since I played the demo, which was on PSVR 2, one remarkable thing is every version of the game feels a little too dark for my liking. Like, I need just a bit more light to read and see comfortably.

Image captured by Road to VR

Voice acting is also some of the best you’ll find in any game, VR or otherwise. Stephen Russell reprises his role as Garrett—notably lacking from the 2014 game, which tapped fellow voice acting veteran Romano Orzari instead. In any case, Thief VR’s whole cast seem to have been directed to deliver lines naturally, and less gamey than they might have otherwise.

Immersion is a fickle thing though, and can be quickly broken. For example, walls aren’t always capable of stopping or otherwise muffling noise. This seems to be more buggy behavior than something planned, as I noticed in some levels that guards would be somewhat muffled through doors, while other levels I could hear a guard snoozing from above or below me, as if he were in the same room. At one point, I could hear a half-dozen guards having conversations in possibly three different rooms, many of them featuring the same voice actor.

Guards are also stupid as sin—much dumber than those from analogue series, such as Hitman. I initially went into the game trying to play it as quietly and as far away from baddies as possible, but if I had known I could just run past a guy and then hide somewhere else for 10 seconds before he gives up and goes back about his pre-planned route, I wouldn’t have been so ginger. Here I am (sped up) alarming a guard, which brings their indicator to red before I make a daring escape up a regular ladder, which as we all know, can only be used by Super Thieves.

 

Really. A miscreant has entered an impenetrable palace, knocked out a bunch of dudes, and just showed their face before hiding under a table and you’re not able to alarm other guards? To me, Thief VR seems more content using the carrot rather than the stick: you’ll lose a valuable achievement, but guards won’t go five-star mode on your ass to hunt you down, which means you’ll mostly only ever replay a mission to get an achievement, and not save yourself from getting twacked to death.

Notably, even if a guard is on you, there’s a way of parrying their hits with your trusty black jack. Simply parry in the direction of their hit three times in a row, and guards will be knocked on their knees, allowing you to pop them on the head for a quick dirt nap. I don’t dislike that, as it gives you some recourse in a game fundamentally eschewing melee combat.

Object interaction is also a bit of a sore spot too—more than I thought it would be from my initial hands-on back in September. Most objects are interactable, which is a big plus in the immersion department, but grabbing them feels just a little too fumbly to be reliable. For example, even getting your lockpicks out of your inventory can be hit or miss, which can be frustrating when you need to quickly open a chest or door between you and freedom. Items include what feel like a singular point in the middle that you need to grab for, otherwise you might just paw at it ineffectually.

Okay, questionable game logic and weird bits aside: I think Thief VR’s overall strengths help compensate for some of its weaker moments, as they just become background static to what otherwise is a fun and enjoyable game. Many of these things may be subjects of future patches, although this is the game as it is at launch.

Comfort

Thief VR is a very comfortable game, as it doesn’t include any sort of vehicle rides, or other ways of forcing your perspective in uncomfortable ways.

At times, I did find myself struggling to reach items, even when artificially crouched, which made it slightly less comfortable to play seated than standing and physically crouching, or using a combo of physical and artificial crouch to grab things on the floor.

Thief VR: Legacy of Shadow Comfort Settings – December 4th, 2025

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 ✔

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