Friday, 30 October 2026

Halo-inspired Co-op Shooter ‘EXOSHOCK’ Launches on Quest & PC VR in Early Access

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EXOSHOCK is a Halo-inspired co-op shooter for up to four players that we’ve been waiting on since it was announced last year. Now, you can find it on Quest and PC VR headsets.

Last we heard, Exoshock was initially targeting a Fall 2025 launch, although developer POLARITYONE was admittedly only a two-person team at the time. It’s had a number of open betas and playable demos, which has helped shape the game to what it is today.

Exoshock is a hybrid game, where VR and PC players are able to play together in the same game, offering up firefights in a gritty sci-fi universe. Here’s how the studio describes it:

You are a Division 9 operative, owned by the Basilisk Group. Board starships in transit, sabotage systems, steal data, and eliminate targets. Gear up, complete your Contract, get out, and return for another.

Enemies flank, suppress, and push your squad. Reload under fire, strike with melee, and cover your teammates. Find an opening and turn a desperate fight around.

The action is set across three starships of varying sizes, including “some of the largest maps ever built for VR,” the studio says. That includes semi-procedural objectives, six Resistance levels, and Contract Complications, meaning no two runs are the same.

The studio says its road to 1.0 is currently focused on making the initial experience deeper, richer and more replayable, with plans to expand the game through Weapons 2.0, deeper Characters and VR Embodiment, expanded environments, additional enemy factions, an evolved Combat Director, new cooperative objectives, expanded progression, and further improvements to audio and world building.

Estimated to be in early access for 12 months, the studio says it additionally plans to continue improving multiplayer, performance, stability, quality of life and overall polish throughout development.

You can find Exoshock in early access over on Steam for PC and PC VR headsets and on the Horizon Store for Quest 3/3S, priced at $20.

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‘Titanfall 2’ VR Mod Gets Even More Intense with Open Multiplayer Beta, Now Live

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Legendary movement shooter Titanfall 2 (2016) has been available in VR for almost a month now thanks to CircuitLord’s unofficial VR mod. With a recent update, you’ll also now be able to go head-to-head with other hardcore VR fans in online multiplayer too.

Created by mod maker CircuitLord, the Titanfall 2 VR mod already included a list of near-VR-native tweaks for its single player campaign when it released late last month. Pretty impressive for a free VR mod—available through CircuitLord’s mod installer.

Now, CircuitLord’s Titanfall 2 VR mod is running an open multiplayer beta, which includes both NA and EU servers. You can check it out in action below:

The Titanfall 2 VR mod has already received high praise for its comprehensive reworking of game’s controls for VR, including interactive weapon reloading for every gun in the game, a gesture-based reload for weapons like the Wingman, and a good translation of its admittedly intense locomotion, which lets you wall-run, dash-slide, and swing your way around the map with a grappling gun.

What’s more, the Titanfall 2 VR mod is free: just bring your own copy of the game, make sure your have a VR-ready PC in addition to basically any PC VR headset that supports OpenXR.


If you want to support the creation of more mods like this, consider contributing to the creator, CircuitLord, who is also developing a spiritual successor to Echo Arena with his own VR game called No Shot.

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Thursday, 29 October 2026

New Emulator Promises to Run Quest Exclusive VR Games on Any PC VR Headset

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A new emulator may finally make it easy to not only play Quest exclusives on PC for better performance, but on any PC VR headset out there.

The News

Called Venture, the Quest emulator is designed to be easy, which means no mucking with GitHub repos like with Android XR Bridge or Refract, two similar projects that have been in the wild for about a month now.

With Venture, users can download an executable for Windows, sign into their Meta account, download games to a local PC, and play with any OpenXR supported PC VR headset.

Behind the scenes, Venture says it’s using OpenGL ES through Google’s an open-source graphics abstraction library (ANGLE), allowing games to render on your PC’s GPU.

Older Oculus VR games work without modifying the games themselves, as Venture supports games built on the legacy Oculus VrApi, allowing them to run through OpenXR. That includes older 32-bit ARM titles too, not just newer 64-bit games.

To boot, Venture is currently amassing a list of games certified to work, which thus far includes:

  • Asgard’s Wrath 2
  • Assassin’s Creed Nexus VR
  • Bait!
  • Batman: Arkham Shadow
  • Beat Saber
  • Cactus Cowboy – Plants at War
  • Cooking Simulator VR
  • Elixir
  • Epic Roller Coasters
  • First Contact
  • HITMAN 3 VR: Reloaded
  • Job Simulator
  • Marvel’s Deadpool VR
  • Marvel’s Iron Man VR
  • Moss
  • Moss: Book II
  • North Star
  • Puzzling Places
  • Resident Evil 4
  • The Climb 2
  • The Walking Dead: Saints & Sinners
  • V-Speedway
  • Vader Immortal: Episode I
  • Vader Immortal: Episode II
  • Vader Immortal: Episode III

There’s no recommended specs available for PCs yet, although Venture says using an Intel Core Ultra 9 285K and Nvidia RTX 5090, rendering at 2,800 × 2,856 per eye, it’s capable of beating the competition by a fair margin across a number of games.

If you’re interested in learning more before downloading, Venture also runs a Discord channel (invite link).

My Take

Meta’s walled garden doesn’t seem to have much of a gardener anymore now that the company is basically no longer funding big games, so why does it need a wall at all? That’s one question you might ask yourself.

That said, I’m not advocating you download Venture right now because I am not entirely certain that 1) this won’t completely bork your computer, 2) it won’t break Meta’s ToS, or 3) won’t expose your personal information in some unintended way.

The fact remains you that Venture asks you to sign into your personal Meta, which could expose your account to security risks; there’s no guarantee that Meta won’t ban your Quest account either, which essentially puts all of the games you bought down the drain. So emulate at your own risk.

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Valve: We Still Believe in VR, But Content is Still ‘Chicken-and-Egg’ Dilemma

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It’s not very often we get insight into Valve’s thought process, as the company tends to let actions speak for themselves. But at a ‘Steam Indie Connect’ event in Korea, the company says it still believes in VR, and outlined some of the challenges ahead.

The News

As reported by Korean tech outlet Inven, Tom Giardino and Marc Wilkinson from Valve’s Steam business team mostly spoke to the small crowd of eventgoers about AI, and how the company has acknowledged the influx of low-effort, AI-driven content on Steam and how developers can navigate the changing landscape. You can read the full report in English here.

Giardino, who has been with Steam’s business team since 2012, also fielded questions from VR developers, who wanted to know what the company is doing about curation, visibility, and policies for VR games, given the company has just releases its first standalone VR headset, Steam Frame.

Note: The information in this article, including direct quotes, are machine translated from Korean. No video of the event appears to be available at this time, however we’ll update when/if that changes.

There doesn’t appear to be many concrete answers to those questions, although one such developer echoed anxiety among VR fans that Valve might be abandoning VR.

“We still believe in virtual reality,” Giardino said. That said, Giardino noted Steam Frame users are mostly now playing standard flatscreen games rather than VR titles.

Courtesy Busan Indie Connect Festival

One of VR’s biggest challenges is a ‘chicken-and-egg’ dilemma, Giardino said: developers wait for the VR market to expand, while players wait for more VR games. Meanwhile, flatscreen games continue to grow more diverse and compelling, making it more difficult to justify making VR games. That, and expensive, popular flatscreen games launch every week, which is the biggest hurdle facing VR developers, Giardino said.

Valve sees Steam Frame as just one piece of the VR ecosystem; the company has put significant effort into the Steam Link app for Meta Quest, as well as support for the OpenXR standard so users of any headset can play games via SteamVR.

The component crisis is still a factor though, Giardino said, noting that rising prices for RAM and memory ultimately led to Steam Frame being more expensive than the company initially hoped. This, in turn, made it less attractive to new users.

“Moments where we could have welcomed many new customers became reasons to hesitate or wait on VR,” he said, adding, “We feel sorry to VR developers.”

My Take

As many have speculated, it seems Valve is hoping to sustain the VR market by framing Steam Frame as a non-VR device, which just so happens to be able to play VR games.

Ostensibly, the hope is if enough people buy Steam Frame, or standalone SteamVR-supported devices like it in the future, then is may seem more prudent for developers to target VR headsets, since the install base will naturally be much higher than if the device were solely aimed at VR fans.

It’s a strategy I hope pays off, although Frame may have a much harder time than Steam Deck in kicking off a new class of SteamOS-supported hardware. As long as component prices stay high, and newcomers decide to wait as a result, that chicken-and-egg problem will persist—worsened by the fact that Meta stopped the VR funding “gravy train” earlier this year and also hasn’t committed to continuing the usual cadence of generational updates to Quest.

That said, Valve isn’t making it any easier on the content side. The company developed Half-Life: Alyx (2020), which is still one of the best AAA VR games out there, released shortly after its PC VR headset, Valve Index. And although we got a standalone version of HLA with Frame last month, it’s not doing very much for people who’ve already played, and want something else equally compelling to go along with their new Steam Frame.

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Wednesday, 28 October 2026

‘Fallout: Factions’ Brings Immersive PvP Tabletop Action to XREAL AURA Next Month

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Fallout: Factions is a physical 1v1 tabletop game that launched in 2024, and now it’s getting an XR version next month.

Fallout: Factions is a turn-based skirmish warfare game set in the Fallout universe, which, much like its physical counterpart, combines squad-level tactics and strategy.

The XR game, which is set to launch on Xreal Aura next month, also includes immersive 3D maps and gesture controls so you can roll dice, move characters, and select attacks. Check it out in action below:

Here’s how creators Mirrorscape and Modiphius Entertainment describe the game:

Compete with friends around the table or around the world as you play as one of three Factions seeking to dominate the devastated landscape of Nuka-World. Each Faction has a unique set of weapons and abilities, creating nearly endless replay-ability. War never changes, but now it’s in your hands!

While the game is slated to launch on Xreal Aura in time for its first wave shipments, set to start sometime in mid-November, it will also be available on Android XR, which ostensibly means it will also support Samsung Galaxy XR.

Additionally, the studio says a Steam version is “coming soon” as well, although it’s unclear if this is a VR-supported version, or solely a traditional flatscreen release.

In the meantime, you can follow along and learn more on the game’s website.

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World-bending ‘Mario 64’ VR Mod Makes the 30 Year-old Classic Feel Magical Once Again

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Super Mario 64 (1996) was a seminal platformer that, for many, was also the first true 3D game they ever played. Now, with the help of AI vibecoding and a decompiled version of the game, you might be able reexperience the magic in mixed reality.

XR creative technologist and developer Lucas Martinic released a video of Super Mario 64 working on a Pico headset, essentially making for a floating 3D ‘magic window’ of sorts. It’s a cool effect we’ve seen in a number of other VR vibecoded projects recently.

But then the user actually picks up Mario by the scruff of his collar, plucking him out of the Mushroom Kingdom and placing him onto his table. Check it out in the video below, courtesy Martinic:

Work was initially started a few months ago based on Jonas Jakobi’s SM64 implementation on Quest 3, which was initially released in 2023.

Martinic, also behind 3D asset library Polyfork, decided to start fresh with a decompiled version version of the game however, using Claude’s Opus 5.5 model and PICO CLI, a command-line development toolkit that connects AI coding assistants to Pico’s spatial-computing and XR development tools.

As it is, Martinic says the mod doesn’t use any “stereoscopic crap,” which we take to mean it doesn’t use any of the more familiar porting hacks, such as alternate frame rendering, or extrapolating a second eye view from the depth buffer, which doesn’t always deliver the best results.

Since the modder is working from a decompiled version of Super Mario 64, it likely allows for true stereoscopic rendering. Notably, Martinic says it runs at 90fps natively.

There’s no telling when the mod will be made available. We’re keeping an eye on Martinic’s wesbite, where he says more info on the mod is “coming soon,” and also his personal GitHub.

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Tuesday, 27 October 2026

The 13 Best VR Horror Games on Quest, PSVR 2 and PC VR to Play This Halloween

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Spooky season is upon us, which means only one thing: time to play some of the most horrifying games VR has to offer.

We’ve got something for you no matter what headset you own, be it Quest 3, PSVR 2, or a PC VR headset. So lock the door behind you and let everybody know to not call the cops when they hear you screaming for your life.

Dreadhalls (Quest, PC VR)

Despite now being older than a decade, Dreadhalls definitely still hasn’t aged out of relevance. Originally released on Samsung Gear VR in 2015, it’s still just as fresh as ever on Quest and PC VR headsets. Step inside a massive dungeon where you explore, survive, and find your way to the surface through the enemy-encrusted labyrinth. There’s no fighting, plenty of jumpscares, and only a little light to guide you.

Download it on: Quest – Steam

Little Nightmares VR: Altered Echoes (Quest, PSVR 2, PC VR)

Little Nightmares VR: Altered Echoes is a dark atmospheric adventure‑puzzle game where you embody Dark Six, a mysterious figure with the shape of a little girl. Navigate in a disturbing world, solve intricate puzzles, and escape terrifying giant foes in a desperate search to become whole again. A few jumpscares and lots of oppressive atmosphere.

Download it on: Quest – Steam – PSVR 2

The Room VR: A Dark Matter (Quest, PC VR, PSVR 1)

It’s sad we never got this one PSVR 2 (only on PSVR 1) although it’s still definitely worth your time on Quest, as you step back into the 1908 London as a police investigator tasked with figuring out some strange hubbub at The British Institute of Archaeology. Explore cryptic locations, examine fantastic gadgets and enter an otherworldly space which blurs the line between reality and illusion. Mostly atmospheric puzzle solving, but still pretty dang spooky.

Download it on: Quest – Steam – PSVR 1

Dread Meridian (Quest, PC VR)

Dread Meridian is a survival-horror adventure set in a frozen wasteland, inspired by Lovecraft’s ‘At the Mountains of Madness’. As a researcher who ventures to a remote arctic island, you desperately search for your missing twin sister, Isabella. Scavenge for resources, solve cryptic puzzles and battle unimaginable creatures while unraveling the mystery of her disappearance. Spooky vibes and mythic monsters.

Download it on: Quest – Steam

POOLS (PC VR, PSVR 2)

POOLS is an all-atmosphere, no-monsters walking sim that lets you twist and turn through the wettest backrooms. There are very few things to solve, practically a few mazes. Sometimes the game can challenge your navigation skills. But mostly you’re just… there. Basically life. What can be more horrifying?

Download it on: Steam – PSVR 2

The 7th Guest VR (Quest, PSVR 2, PC VR)

The 7th Guest VR is a remake of one of the most forward-thinking games from the early ’90s, reworked from the ground-up to be an atmospheric story-driven spookfest. Set in a foreboding mansion, you’ll solve mind-bending puzzles and uncover its dark secrets. Unlock new rooms and uncover hidden secrets, all while trying to keep your wits about you against the eerie horrors.

Download it on: Quest – Steam – PSVR 2

Five Nights at Freddy’s: Help Wanted 2 (Quest, PSVR 2, PC VR)

Five Nights at Freddy’s: Help Wanted 2 isn’t the most jumpscare-tastic entry from Steel Wool Studios, although it certainly excels in spooky atmosphere. As a brand new Fazbear employee you’ll have to prove you have what it takes to excel in all aspects of Pizzeria management and maintenance, which means a ton of mini games and puzzles to solve, but also the rando fright here and there too.

Download it on: Quest – Steam – PSVR 2

The Walking Dead: Saints & Sinners 1 & 2 (Quest, PSVR 2, PC VR)

The original single-player RPG and its sequel offer up heaps of zombie gore, but also random bits and bobs worth scrounging as you craft weapons and nab supplies to keep up with the daily hordes. Physics-based melee against walkers is tense, but like the TV series, the danger also lurks in the form of warring human factions. Shoot, stab, rest and survive for another day in a grey, terrifying world.

The Walking Dead: Saints & Sinners: Quest – PSVR 2 – Steam

The Walking Dead: Saints & Sinners – Chapter 2: Quest – PSVR 2 – Steam

The Midnight Walk (PSVR 2, PC VR)

The Midnight Walk is like taking a stroll through Tim Burton’s mind. While gameplay isn’t the most engaging (or scary), its visuals are absolutely unique and darkly beautiful, creating an effective contrast between a Burtonesque ‘grotesque’ style and small moments of beauty thanks to strong lighting and composition. While it offers an optional VR mode, it’s just plain better in VR, if only to admire the game’s meticulous hand-made assets.

Download it on: PSVR 2 – Steam

Star Trek: Infection (Quest, PC VR)

Star Trek: Infection is more body horror than a proper Star Trek game; if you’re looking for a fright, that’s less of an indictment of the game than you may think, as you take on the role of a Vulcan Starfleet officer who has to navigate the perils of an unknown entity which has infested the ship. It’s inside your body, physically mutating you, unlocking dangerous new abilities at the cost of your sanity.

Download it on: Quest – Steam

Stranger Things VR (Quest, PSVR 2, PC VR)

Stranger Things VR is one fans of the show will surely appreciate, even if it’s not a solid 10/10. In this narrative-focused horror game, you wander through Eleven’s internal hellscape whilst navigating the real world. It can be a bit confusing at times, although Stranger Things VR is blissfully doing its own thing, which makes for an unpredictably wild ride.

Download it on: Quest – PSVR 2 – Steam

Resident Evil 4 VR (Quest, PSVR 2)

This 20-year-old game is a blast from the past, offering a fresh chance to take on Resident Evil 4 en realidad virtual. You’ll brave the mindless cult of Spanish villagers and step into the shoes of special agent Leon S. Kennedy on his mission to rescue the U.S. President’s daughter.

Note: We’ve included both Resident Evil 4 versions here: Resident Evil 4 VR for Quest, which is the uprezzed original with native VR controls, and Resident Evil 4 Remake with VR mode, which is exclusive to PSVR 2. If you own both headsets, definitely get it on PSVR 2.

Download it on: Quest – PSVR 2 (free VR mode download required)

Resident Evil Village (PSVR 2)

Resident Evil 7: Biohazard isn’t available for PSVR 2, although we can thank our lucky stars that Sony at least brought PSVR 2 support to Resident Evil Village. This survival-horror adventure is completely playable in the free VR mode, putting you in the boots of Ethan Winters as you navigate a culty, sinister town in Romania. And yes, Lady Dimitrescu really does show off her height in VR, as the aristocratic mutant stands at 9 feet 6 inches tall (2.9m), including her hat and high heels.

Download it on: PSVR 2 (free VR mode download required)


Note: This is a round-up of some of our favorite VR games, both old and new. Let us know in the comments below what you’re playing this Halloween!

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Monday, 26 October 2026

Meta Confirms Lower Quest Sales, Says New VR Headsets Must Deliver “major breakthroughs”

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According to Meta’s recent quarterly earnings report, Quest headset sales are declining, however AI glasses are growing fast enough to partially offset a slump in Reality Labs revenue. And moving forward, the company says only the “major” VR breakthroughs will warrant productization.

The News

“Within our Reality Labs segment, Q3 revenue was $443 million, down 6% due to lower Quest headset sales, which were partially offset by continued strong growth in AI glasses revenue,” Meta CFO Susan Li said during the company’s Q3 2026 earnings call last week.

While only a snapshot, the figures offer insight into Meta’s shifting hardware priorities. When the company announced it was effectively pivoting Reality Labs to focus more on wearables and AI, making its consumer VR hardware and metaverse ambitions less of a priority, it was clear times were changing for the company—and the VR industry at large.

That shift is also set to effect future VR hardware, with Meta ostensibly stepping back from regular generational upgrades.

“We are changing our approach to virtual reality to only ship new devices when we have major breakthroughs like we had with the Meta VR Glasses this year,” Zuckerberg said, echoing statements made at Meta’s Connect developer conference in September, which proved to be dominated by the company’s advancements in AI.

Meta VR Glasses | Courtesy Meta

But Zuckerberg hasn’t given up on VR. He still believes in its long-term potential, although the AI race has taken precedent.

“I continue to believe that the path to delivering the holographic experience of bringing together the physical and digital worlds in everyday glasses will come through VR first, but we will pace this aspect of our investment more to focus on delivering personal superintelligence first,” Zuckerberg continued.

Now, with Meta VR Glasses due to launch in Spring 2027, which is set to appeal to prosumers and professionals at $1,300, the company’s next bet in VR hardware is looking distinctly more like a stepping stone to augmented reality.

My Take

What’s less clear is where the company’s game-focused Quest platform fits in all of this, as Meta is now effectively holding off on iterative VR hardware releases as it targets a different audience with Meta VR Glasses.

Hypothetically speaking though, the company could offer up massive discounts on Quest 3 & 3S around the holiday season in an attempt to make up for slower than usual VR hardware sales throughout the year.

Still, I wouldn’t bet on a temporary bump in hardware revenue to change Meta’s mind on consumer VR though, as it’s effectively pulled a majority of funds dedicated to big, expensive VR content earlier this year with no apparent plans to resume—generally not something you do if you’re betting on the long-term health of a VR console platform.

Check out our recent article on What Meta VR Glasses Mean for the Future of Quest to learn more.

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Friday, 23 October 2026

Breaking Into China’s XR Market: A Starter Guide for Developers

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Guest Article By Antony ‘SkarredGhost’ Vitillo

Antony ‘SkarredGhost’ Vitillo is an AR/VR entrepreneur, developer, and blogger. Most people know him for his blog The Ghost Howls, which he uses to inform the community about the latest in AR/VR. Vitillo mainly considers himself an XR software architect though, with 12 years of experience working on projects such as Jean-Michel Jarre’s New Year’s Eve concert in VRChat and HitMotion: Reloaded, the first commercial mixed reality game for a standalone headset. He has also won various accolades, like the Webby Award or the Pico Spotlight Award. Vitillo is in love with immersive realities and the communities dedicated to them.

In the field of immersive realities, there are currently two countries leading: the United States and China. While much is known about the US, there always seems to be an aura of mystery when speaking about China, at least for us outside the Great Firewall. And since I travel to China regularly and have developed many connections over the years, often people ask me for insight into the country, its XR ecosystem, and also the possibility of doing business there. I get various requests from creators who are exploring the possibility of distributing their experiences in China. China’s 1.4 billion population, 870 million of whom are between the ages of 15-59, represents a real opportunity for talented teams with good content.

In this article, I’ll give you a basic overview of a few things you should know when you consider the idea of doing business in China as a VR developer. Some is generic advice, although here’s my point of view as an XR professional.

Choose your sources of information about China wisely

Some information floating around about China here in the West is wrong or incomplete, which means you should choose the sources you can trust wisely. Or better yet, go there and see for yourself. If you trust hearsay, you might end up having a completely wrong view of how things actually work there.

In these years, I’ve read many things which were definitely not true. One of the biggest (non-XR) examples is the infamous “social score system,” this fantomatic system where every citizen has a score that goes up for every good action and down for every action against the rules. This thing is very Black Mirror, and like Black Mirror, it’s largely a work of fiction. When I explain to my Chinese friends what the social score is, they look at me like I’m a crazy guy wearing a tinfoil hat.

And like the social credit score system, the Chinese metaverse you might have heard about in online articles, almost always from Western tech media, which was said to have been built on top of WeChat, basically the country’s super app; messaging, mobile payments, games, dinner reservations, everything…no one in China has ever heard about that either, not the people working in the metaverse in China, nor the people specifically working at WeChat.

That’s only a small slice of the sort of misinformation I’ve debunked myself firsthand. Now, after many years of back-and-forth travel to China, I mostly trust information I can verify myself, or with a personal circle of friends and professionals who actually live there. I even asked one of my VR contacts in China to fact-check this article to be sure I wasn’t spreading misinformation myself.

China never had its Quest moment

If you plan on selling content in China, you should know the VR games ecosystem there is completely different from here.

China never had its “Quest moment.” It’s more than the fact that Meta isn’t allowed to sell there. Effectively, no headset has ever managed to create that combination of a good content catalogue and affordable price that made the Quest famous here. The only company that attempted to replicate Quest’s success in the consumer ecosystem was Pico, but the company seemingly switched course a few months after the release of the Pico 4. The result is that there is almost no consumer VR market. So if you made your VR hit game à la Beat Saber and you plan on selling in China, you might need to consider a different release strategy.

What is successful in China, like in much of East Asia are arcades, the sort of out-of-home game rooms that are perennial fixtures in the many (many) malls across the country. They are, without exaggerating, basically everywhere; not just in tech hubs like Shenzhen, but in almost all big cities. You can often find at least one in any given commercial center. And all of them have VR attractions, which can range from something as simple as a big toy car with a VR headset to a VR area where you move around shooting zombies. They’re not always the most modern VR headsets and not even the best VR games, but they are surprisingly widespread.

Courtesy Antony Vitillo

One thing that’s gained in popularity in the past years has also been large-scale VR installations. Basically, these are large rooms where multiple people play VR experiences contemporaneously. And these VR arcade-goers aren’t playing together either: everyone is playing their own solo experience, just in the same physical room as everyone else. You walk around as you play your own room-scale experience, meanwhile dodging others who are shown to you as white silhouettes so you don’t bump into each other.

The B2B market exists there, too, and it is pretty similar to here, with VR training having its own unique importance in the market. A few years ago, there were also a number of disparate regional pushes to integrate VR into schools. Just like it happened here, though, while B2B remains a decent way to make money in VR, investment has noticeably cooled there, too, as hype around consumer XR and the metaverse has seemingly vanished.

Smart Glasses and AI are the new hotness

Exactly like here in the West, while VR headsets have lost a bit of investment prestige, smart glasses are on the rise. Many companies are working on smart glasses, including major companies like Huawei and Alibaba. When I attended the VR AR Expo China in May, the most interesting exhibitors were showing smart glasses of every kind: with or without a display; for AI assistance or watching movies; general purpose or for a specific use case (e.g., swimming). Established companies like Rokid or RayNeo are offering a big lineup of devices, but many new startups are coming with various products.

Some Chinese smart glasses definitely impressed me. The Huawei AI glasses surprised me with the quality of their photos and videos: thanks to AI enhancement, pictures always have wonderful colors and definition.

Trying Huawei AI glasses (2026) | Courtesy Antony Vitillo

Recently, Alibaba launched its smart glasses with eye tracking, which is a big innovation for the category because it allows AI to know exactly what you are looking at. But probably Rokid is the one that is ahead of the others in terms of creating a developer ecosystem, and so may offer opportunities for content creators.

Glasses are gaining relevancy because they work well with AI, which has exploded in China, too. The big corporations like ByteDance are trying to chase the frontier models of OpenAI and Anthropic: DouBao has become in China what ChatGPT is for us. And OpenClaw got super popular there, too.

For now, it’s not clear how developers can capitalize on the smart glasses push in China, although I think that’s pretty true for the West, too.

Find a local partner

If I had to choose one single suggestion to give to people looking to do business in China, I would go for this one: find a local partner, or a network of partners. A local partner knows the market, knows the regulations, knows the unwritten rules, and can help you a lot. I would avoid doing any serious business in China without having some local support. You risk too much: you may publish a type of content people don’t like; or you may go against some rules and be banned; or you may not be able to market your content properly. A local partner may also help you with IP protection.

There are companies which are specialized in exactly this: they can take your Quest VR game, modify it to please a Chinese audience, and help you distribute and market it inside Mainland China. This may require re-adapting your game to be used inside arcade rooms instead of home settings. It may also require modifying the game to satisfy the many regulations there are in the sector. In case your content gets plagiarized, these companies may help, too.

Various accelerators and incubators welcome Western entrepreneurs who want to open an office in China and help them navigate the complexities of the Chinese tech ecosystem. In some places, there are also regional funds and/or free/cheap office spaces for entrepreneurs who want to move their business to China. For instance, this year, when I visited the VR video studio FXG, company CEO Nikk Mitchell introduced me to a pretty nice incubator in Hangzhou that was very happy to help Western entrepreneurs wanting to move to the region.

You can’t do that alone, so look for local help. But be sure to find a partner you can really trust, so maybe ask someone you trust to introduce you to a potential partner they can vouch for.

The suggestion of having a local partner also extends to having a local network of people you know who can help you with every problem or can create opportunities. For instance, I’m always thankful to Nikk for having supported me with issues I had while there.

Nikk Mitchell (left), Antony Vitillo (right) | Courtesy Antony Vitillo

Mind localization

This may sound obvious, but it’s a question I field far too often. When you want to distribute your content in China, it had better be in Chinese. English may be the closest thing we have to a universal language in the West, but not in China. And that goes for every type of content: if you are making a game, distribute it in Chinese; if you are making a presentation, at least translate the slides into Chinese, and eventually bring a translator on stage; if you are making videos for social media, add Chinese subtitles.

For instance, when I wanted to share in China the interview I did with Road to VR’s executive editor Scott Hayden at Meta Connect, I did it with the support of VR AR World (a trusted local partner!), which added Chinese subtitles and then shared it on Chinese social media. Here’s that subtitled version which I re-hosted on YouTube:

AI is making communication with Chinese people easier. Events are adding automatic translations, for instance. But AI-mediated communication is still clunky and inexact (Apple Vision Pro was translated as “Apple WeChat Pro” during an event… and I’m not telling you what AI translated when the Pimax CEO went on stage saying he was looking for [business] partners…), so it’s still advisable to have someone who speaks Mandarin.

That’s especially true if you have a booth at an event, as having a Mandarin speaker is indispensable for the quick face-to-face interactions that would otherwise be slower and more awkward when translating through a smartphone. And as with all languages, in Chinese, communication isn’t only about translating sentences, but it’s also about knowing what to say and how to say it, interpreting feedback, and understanding what any given reaction actually means.

When I was showcasing the boxing game HitMotion: Reloaded together with my business partner Massimiliano Ariani in Nanchang back in 2019, our partner HTC kindly provided us with a Chinese volunteer who could help us tell people how to wear the headset and play our game. She was super valuable and helpful.

Massimiliano Ariani (left) & Antony Vitillo (right) in Nanchang | Courtesy Antony Vitillo

And it was even more helpful when a Chinese friend told us that we were doing everything wrong by showcasing the game with the full tutorial. In the beginning, I thought it was nonsense, because without a tutorial, the game was simply too hard to explain. But then I realized that she was right: people were getting bored pretty quickly by playing the tutorial, so we started skipping the tutorial and letting them just start punching stuff like Rocky Balboa. After this, feedback was much more enthusiastic. That day I understood how important it is to trust what a local is saying. As I’ve said, it’s not only about the language, but it’s also about the culture, tastes, and subtleties. A local friend or partner has this sort of knowledge on tap and can dispense it more easily and verifiably than ChatGPT…

A different market with different rules…

China is a market with its own rules. Competition is incredibly fierce: if you publish a successful product, cheaper clones popping up like mushrooms are sure to follow. And competition rules are also harder to enforce. IP protection in China is more complicated, and not something I can get into great detail here, but if you do something good, expect to have to fight to protect it. Again, a local partner is a key resource: while people in the West think there is no way to protect patents in China, you can see real results if you have a strong local partner who knows the ins and outs of Chinese intellectual property law and can especially navigate its legal system.

Competition is an integral part of Chinese society: usually when an interesting product comes to the market, there is an explosion of companies working on it, all trying to compete with the others to be the few that will “win” the market in the end. This is where we are now with smart glasses. An incredible number of companies are offering them, and many look the same and are functionally similar, too. In the end, very few will actually survive despite their best efforts.

There are also some practices which are common in China but not in the West. A few months ago, there was a “scandal” about Pimax promising perks in exchange for positive reviews of its headsets. Many people on Reddit were shocked by this practice, called “astroturfing,” which is even illegal in some states. In China, I would say it is pretty normal: in many places you can get a free drink or some other free gift in exchange for a five-star review. As an outsider, it’s not important whether you think this practice is wrong or right; it is what it is. And you have to adapt to the rules of the market if you want your business to survive. When in Rome…

… and a different speed

“One month in Shenzhen is equal to three months in Europe.” I heard this sentence in a TV documentary once, and I can say it’s basically the case. In China, speed is of paramount importance, and this is of course connected to the above point about competition. If you have many competitors and they are all going fast, you’d better have good tennis shoes if you don’t want competition to steamroll you.

Speed is endemic in everything in Chinese society. I always jokingly say, “In Italy, if I say ‘I’ll do it later,’ it may actually mean an indefinite period between two minutes and two years, while in China it must happen in the next 59 seconds.” Planning meetings, signing documents, delivering… everything should happen as quickly as possible. Conditions change fast, and you have to react. For instance, when we were launching HitMotion: Reloaded at the Vive Ecosystem Conference, we discovered that just the day before there was a firmware update that effectively broke our game. We had to operate very quickly to fix it, and only thanks to that rush did we manage to launch our game in time.

Different channels for your promotion

You have to resort to different outlets from the ones you use in the West. I’ll avoid the usual example of WeChat instead of WhatsApp to talk more directly about examples in our field.

If you want to promote your games or products, forget about Reddit or YouTube. You have to resort to DouYin (which is TikTok), which is incredibly popular, or videos on Bilibili, which is a video-sharing platform. Then, of course, there is WeChat and various other platforms dedicated to the Chinese market (Weibo, etc.). Not to repeat myself, but if you have a local partner, they can advise you which mix of platforms to use to promote your content.

There are a number of dedicated VR publications practically unknown outside China, such as Vrtuoluo, which is one of the leading publications there, VR AR World, or Yivian. Also, the VR influencers are not the ones you know here: for instance, a good friend of mine is DannieVR, a Chinese creator who also has a small presence on YouTube, but is mostly active on Chinese social media, and is known by essentially all of the major XR manufacturers there.

As for the events, I attend VR AR Expo China in Shanghai every year, which is strongly dedicated to XR. But there are other events about gaming, like ChinaJoy, where you can still find some VR attractions. Augmented World Expo (AWE) has an Asian chapter, which has just returned to China.

Different integrations required

While maybe not the main concern for XR devs looking to distribute their content in China, it’s also important to note that China has a world of different app integrations. For example, when I visited Alibaba in Hangzhou, I got a chance to try on the company’s Qwen smart glasses. When I inquired about their unique value proposition amid the flood of competition, I was told they had the best integration with the whole Alibaba ecosystem: Amap (Chinese Google Maps), Alipay (payment service), Taobao (Chinese Amazon), etc. In China, this is actually huge, because these are services that hundreds of millions of people use every day. If Alibaba wanted to release Qwen outside of China, that value proposition would evaporate.

Conversely, the value proposition of your app or hardware evaporates in China if you don’t integrate it with a variety of these services. For instance, you should make it easy to share videos on DouYin and to make payments through WeChat Pay and Alipay, and apps must absolutely have some sort of built-in QR code reader.

Regulations

China has a ton of regulations about games that you should know if you want to publish your game there. Beyond some of the more commonly known rules (for instance, you can’t show red blood or gore in general in Chinese games), player data also needs to stay in China.

That’s precisely why many service providers have dedicated servers there. When I was working on a VR platform for concerts years ago, I discovered that Photon, the cloud-based networking platform and SDK (widely considered the gold standard for multiplayer games) has dedicated separate servers for Chinese players.

Many platforms “hide” the difficulties of the various regulations by essentially acting as mediators: I published some minor VR content through Viveport in the past and never had issues. If there is something to change, it is the platforms that ask for it directly, although you should be cautious about publishing politically sensitive material, violence, sexual content, etc., as all of it could need changing as a result of Chinese National Press and Publication Administration (NPPA) rules. And very special care should be given to content for children, because the government wants them to study more and play less.

In general, a good local publisher can help you go through the regulation process more easily.

BONUS: Don’t trust Chinese on spiciness levels…

Bonus piece of advice: if you’re doing business in China, never trust a Chinese person on the spiciness of food. I was once having a one-on-one lunch meeting, and I clearly asked for non-spicy food. The other person ordered a bowl of soup for me, guaranteeing I would have loved it. When I started eating, I started crying and sweating because it was super hot. I told the guy, “Sorry, man, this is killing me; it is very spicy,” and he calmly answered, “Is it? I can’t feel it at all.” The guy could probably use a flamethrower on his tongue and not notice it.

The lesson I learned is this: just like deciding on what information you can trust or not, always verify the food for yourself first, too. Take a tiny bite first and see how spicy it is before committing to the whole bowl!

For Chinese standards, this is probably just a bit spicy | Courtesy Antony Vitillo

These are just a few things that I learned over the years and that you should consider if you want to launch your products, or even move your company there.

That said, there are a ton of other things, too, but this article is already dangerously close to becoming a book. If you want to go deeper and have some help with doing VR business in China, feel free to get in touch, and we may discuss it while drinking some (non-spicy) bubble tea.

The post Breaking Into China’s XR Market: A Starter Guide for Developers appeared first on Road to VR.



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