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The 20 Best Rated & Most Popular Quest Games & Apps – August 2023

While Oculus doesn’t offer much publicly in the way of understanding how well individual games & apps are performing across its Quest 2 storefront, it’s possible to glean some insight by looking at apps relative to each other. Here’s a snapshot of the 20 best rated Oculus Quest games and apps as of August 2023.

Some quick qualifications before we get to the data:

  • Paid and free apps are separated
  • Only apps with more than 100 reviews are represented
  • App Lab apps are not represented (see our latest Quest App Lab report)
  • Rounded ratings may appear to show ‘ties’ in ratings for some applications, but the ranked order remains correct

Best Rated Oculus Quest 2 Games & Apps – Paid

The rating of each application is an aggregate of user reviews and a useful way to understand the general reception of each title by customers.

Rank Name Rating (# of ratings) Rank Change
#1 We Are One 4.92 (104) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"New"}">New
#2 The Room VR: A Dark Matter 4.89 (12,695) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 1"}">↓ 1
#3 Moss: Book II 4.88 (640) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 1"}">↓ 1
#4 Puzzling Places 4.86 (1,856) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 1"}">↓ 1
#5 Walkabout Mini Golf 4.85 (10,558) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 1"}">↓ 1
#6 I Expect You To Die 2 4.85 (2,895) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 1"}">↓ 1
#7 Swarm 4.81 (2,413) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 1"}">↑ 1
#8 Vermillion – VR Painting 4.81 (697) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 2"}">↓ 2
#9 I Expect You To Die 4.81 (5,410) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡
#10 COMPOUND 4.8 (518) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 1"}">↑ 1
#11 ARK and ADE 4.8 (147) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 1"}">↓ 1
#12 Moss 4.8 (6,607) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡
#13 GOLF+ 4.8 (22,152) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 1"}">↑ 1
#14 Cubism 4.8 (808) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 1"}">↑ 1
#15 Red Matter 2 4.8 (1,251) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 2"}">↓ 2
#16 Ragnarock 4.79 (1,315) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 1"}">↑ 1
#17 Ancient Dungeon 4.79 (1,005) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 1"}">↓ 1
#18 Pistol Whip 4.78 (9,674) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡
#19 YUKI 4.78 (215) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡
#20 Into the Radius 4.78 (4,707) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡

Rank change & stats compared to July 2023

Dropouts:

Budget Cuts Ultimate

  • Among the 20 best rated Quest apps
    • Average rating (mean): 4.8 out of 5 (±0)
    • Average price (mean): $22 (−$1)
    • Most common price (mode): $20 (−$10)
  • Among all paid Quest apps
    • Average rating (mean): 4.2 out of 5 (±0)
    • Average price (mean): $20 (±$0)
    • Most common price (mode): $20 (±$0)

Continue on Page 2: Most Popular Paid Oculus Quest Apps »

The 20 Best Rated & Most Popular Quest Games & Apps – August 2023 Read More »

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Competitive PSVR 2 Shooter ‘Firewall Ultra’ Reveals Co-op PvE Mode, Live Service Ambitions

Firewall Ultra, the next-gen sequel to the popular PSVR-exclusive shooter, launches next week and with it, a co-op PvE mode supporting up to four players.

Set to launch next week on August 24th on PSVR 2, Firewall Ultra is just around the corner. Today developer First Contact Entertainment revealed the game will go beyond its pure PvP roots with a co-op PvE mode. While it doesn’t sound anything like full-featured campaign, the studio claims it has been planning the mode from the start.

Called Exfil (short for Exfiltration), the new mode will see up to four players battling bots across the game’s array of maps as they seek to activate objectives and then return to an evac zone for extraction.

When you first load into a mission in Exfil, you’ll hack into one of two available access points to reveal the laptop locations and then make your plan of attack. Will you try to split up to cover more ground as a squad, or will you stick together to cover each other’s backs? Do you plan to sneak through corridors and try to remain undetected for as long as possible, or will you roll up guns blazing to wage war? The choice is yours since every level in Exfil is like a miniature playground with a wide assortment of options and possible scenarios.

First Contact says it has “designed each map to accommodate both PvE and PvP game modes so you’re always uncovering new pathways through levels and finding great flanking spots to take out enemies.”

The studio says it has spent time making sure the AI enemies are more than just cannon fodder.

“At the start of a mission the enemy units won’t know your location, so they’ll simply be preoccupied patrolling around the map. Once you initiate a hack and start firefights, that’s when things get more intense. Reinforcements equipped with various weapons will dynamically converge on your position from around the map in unique ways to keep you on your toes,” the studio says. “AI enemies also have an assortment of gadgets at their disposal, similar to players, with the ability to throw out grenades, lay traps, breach rooms by kicking down doors, and even deploy C4 charges. These aren’t your run of the mill AI bots that just run into the line of fire blindly—they take cover, flank you, and react to your moves intelligently.”

Co-op VR experiences are great, but the odds are low that many of your friends have their own PSVR 2 headset to play with you. Luckily First Contact says the PvE mode can be played privately with friends (or solo) and includes public matchmaking to join you up with other players.

Firewall Ultra’s Live Service Ambitions

While predecessor Firewall Zero Hour on PSVR eventually transformed into a live service game with regular seasons that brought new maps and other content, First Contact says Firewall Ultra is being designed as a live service title from the ground up.

Firewall Ultra is designed as the kind of game you can keep coming back to again and again over time on your PSVR 2 and consistently find something fresh and new to do and see. As a live service title, that means constant updates with new content such as maps, weapons, and contractors, as well as redesigns for locations like the shooting range and safehouse lobby environment,” the studio shares. “We want this to feel like a living, breathing world that evolves over time. Just like the world of Firewall Ultra is five years into the future from the previous Firewall title (Firewall Zero Hour), as time goes on, Firewall Ultra itself will also see changes.”

To that end players can almost certainly expect seasonal paid battle passes, just like the original game, which could offer new cosmetics and maybe even contractors for a fee.

– – — – –

Firewall Ultra launches on August 24th, 2023 at 8AM PT, exclusively on PSVR 2. The game is priced at $40 for the standard edition and $60 for the deluxe edition; pre-orders are available now.

Competitive PSVR 2 Shooter ‘Firewall Ultra’ Reveals Co-op PvE Mode, Live Service Ambitions Read More »

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Gibby Presents: Road Testing the Latest Location-based VR Experiences

Location-based VR has bounced back since the pandemic. So let’s get some arcade action! The fastest-growing company, Sandbox VR, has just opened their 40th location worldwide. Gibby’s Guide went out and about to road test the best that the sector has to offer.

Gibby Presents

Gibby Zobel is an English-born journalist, filmmaker and radio broadcaster. Based in Brazil for over 20 years, he produces content for the BBC World Service, BBC News and China Global Television Network (CGTN). Currently on sabbatical in the UK, he writes and publishes Gibby’s Guide, a free independent VR digital magazine, launched in 2021.

As fans of Gibby’s work, we share a selection of the magazine’s feature articles, this one from the latest issue: Gibby’s Guide V23.

“I wanted an immersive experience with my friends, where they could reach out and touch each other and actually make a physical connection. I believed that the real magic of VR would begin when someone could totally lose themselves in the immersive experience. The game, the interface, the disbelief would all fall away and only Experience would be left.”

Steve Zhao, co-founder and CEO of Sandbox VR, outlined his vision of a ‘minimum viable matrix’. Then he built it.

WHAT IS LBVR?

Location-based Virtual Reality or LBVR refers to an out-of-home location where people can play unique VR games, usually as a team, that they can’t find on consumer headsets. Haptic vests and physical items like a gun can add to the experience, as can extras like fans, heaters, water spray and hydraulics. Games are purpose built in-house or by studios like Ubisoft.

It began with the opening of their first arena in June 2017 on the 16th floor of a back alley high rise in Hong Kong with leaky pipes, surrounded by private members clubs and other less salubrious neighbours.

Exactly six years later a premium location in downtown Seattle has just become Sandbox VR’s 40th location worldwide—they are present across the US, Europe and Asia—and they are the fastest growing company in the sector.

But it very nearly didn’t happen. Covid-19 threatened to strangle the fledgling LBVR industry at birth. The major player at the time, The Void, sank without trace. Some survived. A case in point is Zhao’s Sandbox VR. He relates the story on his Medium page.

“With a nationwide lockdown and all our retail locations mandated to close, our revenue plummeted by 100%. The year was traumatising for the team and myself: running a near-death startup during the worst crisis possible while undergoing an emotionally taxing bankruptcy process, with the team barely getting paid at all,” he says.

But through a drastic 80% staff cut, rent freezes, and financial contortions they pulled through.

Last month they launched their seventh LBVR title built in-house, Seekers of The Shard: Dragonfire, and have announced a deal with Netflix to bring Squid Game to VR later this year following on from a deal with CBS to make Star Trek Discovery.

While Sandbox VR is undoubtedly the shining beacon, selling upwards of 100,000 tickets a month, other LBVR companies are making headway.

Czech start-up Divr Labs is backed by billionaire Daniel Kretinsky—known for his investment in West Ham United Football Club—and has opened in a prime location in West London inside Westfield, Europe’s largest shopping centre, in addition to venues in Stockholm and Prague.

Clever design means that Divr Labs can accommodate 48 people an hour inside its 150 square metre space. At full capacity that would equate to an income north of $4M a year in just that one retail area.

London’s first VR arcade, DNA VR, has expanded to three venues in the capital and one in Manchester while another UK venture, Meetspace VR has seven arcades across the country.

In the Guandong Province in China, the Lionsgate Entertainment World, which opened in July 2019, is the most technologically advanced theme park on the planet. It leverages popular film franchises like The Hunger Games and The Twilight Saga to create VR experiences including an indoor VR rollercoaster and motorbike sim.

ILMxLAB (now ILM Immersive) similarly held a limited run of Star Wars Tales From The Galaxy’s Edge at Disney World Orlando in 2022.

Back in London, Layered Reality also borrows from popular culture creating a two-hour spectacular with Jeff Wayne’s War Of The Worlds Immersive Experience.

Now in its fourth year, it takes place in a huge purpose-built set. It’s voted the number one immersive experience in the capital on Trip Advisor and has surpassed 175,000 customers.

But what are these experiences like? Do they justify the the hype?

Sometimes LBVR can be a terrible disappointment; recent examples include efforts at high profile arts centres like the Serpentine Galleries and Barbican Centre, which can be fatal to public interest, especially if it is their first time in a headset.

They also have to hold up against competing entertainment options. Traditional arcades have had a renaissance and retro places like NQ64, Arcade Club, and Pixel Bar are popular.

Then there’s the emerging trend of projection mapping with motion tracking.

Immersive Gamebox offers their non-VR version of Squid Game, Ghostbusters, and Angry Birds while Chaos Karts promises “an augmented reality experience without the need for headsets” on their illuminated race tracks.

An LBVR Road Trip

Gibby’s Guide—that’s me and a bunch of mates—set out to take the temperature of the industry, travelling to five different locations in the UK.

All of us had some level of experience playing with Quest 2 at home but none had been to a LBVR attraction.

Clearly this sample is geographically specific but some, like Sandbox VR, can be also found across the US and worldwide and many of the details are common to others.

None of the LBVR venues we visited used Quest 2; various iterations of the HTC Vive (usually the Focus 3) or PiMAX were the headsets of choice at the venues.

Prices varied between the equivalent of $40–$75 per person, and lasted between 25 minutes and two hours. The minimum age requirement began at 7 and went up to 16 depending on the game.

Sandbox VR

Sandbox VR knows the value of first impressions. The location is prime real estate in central London and the façade of the modern Post Building is unmissable, decked in giant posters of VR gamers with the brand’s logo.

You are greeted by airport-style check-in terminals and a robot cocktail waiter to mix your drinks.

Attendants give you an iPad menu of weapons to chose from (you take the physical item into the arena), snap your photo and lead you in to a loading area. You put on a haptic vest and tie alien-looking velcro trackers that look like atoms around your wrists and ankles for full body real-time motion capture.

You carry a laptop in a backpack that sends movement coordinates to a server. It’s quite a bit of kit, not forgetting the headset itself, and you feel the weight.

I’m playing Dead Wood Valley with Jonny. We often play multiplayer games on Quest 2 from separate houses but this is our first co-location VR experience (ie: occupying the same physical playspace).

The street is filled with zombies and vultures. It’s loud. We can’t hear each other over the sound of our gunfire which starts from the get-go and only relents after we defeat the final boss.

25 minutes later. We’ve flown on a chopper, ridden on a truck and saved each other several times from certain death (you have to physically touch the shoulder of your teammate to revive them).

At the end of the experience it’s time to party on a lit up dancefloor to record one of a couple of videos ripe for social media that hot swap from you in the VR gear in the room to the virtual world.

“Overall I’m a little underwhelmed,” says Jonny. “The game itself looked good, sounded good, but what you actually do is quite limited.”

“You are just shooting, you don’t really have time to communicate, the room was quite small. It reminded me of one of those old arcade games where you’d have the gun and the foot pedal to duck down and hide behind things but upscaled into a VRscape.”

“I liked the haptic suit and the feedback on the gun. When I had to touch you on the shoulder it felt disorientating.”

“I guess for people who have never done VR before or in a group it’s something fun to do, like going bowling.”

“I’m glad I’ve done it, I would recommend that people have a go. It’s a little overpriced but then I’m notoriously tight-fisted!”

Continue on Page 2: Divr Labs & DNA VR »

Gibby Presents: Road Testing the Latest Location-based VR Experiences Read More »

meta-appears-to-be-readying-a-quest-3-charging-dock-to-streamline-usage

Meta Appears to be Readying a Quest 3 Charging Dock to Streamline Usage

A new charging dock from Meta, apparently for Quest 3, has been revealed through regulatory certification. As with Quest Pro’s dock, the goal of the new dock is certainty to streamline headset usage by encouraging users to keep it charged and always up-to-date.

Friction in VR—all of the clunk associated with putting a thing on your head, fitting it, then, going through menus to get to the software you want to use—is a tough challenge the industry has been slowly chipping away at over many years.

One major piece of that friction comes with keeping headsets charged and up-to-date. It’s an all-too-common occurrence for someone to forget to plug in their headset after a session and then realize the battery is dead the next time they have the urge to use it. Worse still, if it’s been a while since they plugged the headset in, it’s likely to need updates to both the core software and specific apps before it’s ready to go.

This is a clear issue, and one that Meta has attempted to address with an official charging dock, first sold alongside the Quest Pro headset. The dock charges both the headset and controllers, making sure everything is juiced and keeping the headset powered on and updated (well, when the auto updates actually work).

It would seem the company was happy with the benefits to retention brought by the Quest Pro dock, as a new charging dock—almost certainly for Quest 3—has been revealed by regulatory certification through the US Federal Communication Agency.

The FCC is tasked with certifying products with electromagnetic emissions to be safe and compatible with regulations. Products utilizing radio, WiFi, infrared, etc. need certification before they can be distributed for sale. Certification by the FCC marks one step closer to the launch of consumer electronics product.

The documentation reveals that the dock includes “wireless charging function for left and right controllers,” apparently up to 2.5 watts. That’s pretty slow compared to what we see from wireless charging on modern smartphones, but may be more than adequate for the Quest 3 controllers which don’t need as much power as a smartphone or the headset itself. The actual Quest 3 headset will continue to charge via direct contact as we can see by the pins revealed on the underside of the headset.

– – — – –

Wireless charging is an interesting change from the Quest Pro dock which exclusively relies on direct-contact charging. One reason for this change is likely that the current method of docking the Quest Pro controllers is quite awkward—sometimes leading to the controllers not charging when it looks like they should be. The headset itself is much easier to place in the proper location.

The Quest Pro controllers must be angled somewhat awkwardly to make proper correct contact with the dock for charging | Photo by Road to VR

A Quest 3 dock with wireless controller charging could create more tolerance for mispositioned controllers, leaving less room for user-error.

One big question is whether or not the dock will be included with Quest 3.

Considering Meta’s goal to keep the sticker price of the mainline Quest headsets low, we’d guess it will be made available as an optional accessory. But there’s a chance that Meta deems the dock important enough to the overall user experience that they opt to include it right in the box.

If it did come in the box, this would be the first time the company included rechargeable controllers in its consumer line of VR headsets. All prior consumer headset controllers from Meta have required AA batteries, though it’s always been easy enough to add recharging to the controllers through inexpensive rechargeable AA batteries.

The Quest 3 dock will unfortunately almost certainly not be compatible with Quest 2 controllers because the newer headset is using a new controller which the company calls Touch Plus.

Image courtesy Meta

The new controller does away with the tracking ring that has always been present on the company’s consumer VR controllers, and will likely include the hardware necessary for wireless charging.

Meta Appears to be Readying a Quest 3 Charging Dock to Streamline Usage Read More »

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Following Single-player Successes, Polyarc Announces First PvP Game ‘Glassbreakers – Champions of Moss’

Following a tease earlier this year, Polyarc Games has announced its first PvP game, Glassbreakers – Champions of Moss, based on its acclaimed single player adventure games Moss (2019) and Moss: Book II (2022).

Moss and Moss: Book II exemplify third-person VR adventure games, giving the player control of a mouse named Quill which travels through the fantastical world of Moss. Uniquely to third-person VR, the player isn’t just the person behind a screen, but actually exists within the game and can interact with Quill and the environment to solve puzzles and aid in combat.

Alongside great design, art, and polish, the successful execution of this concept is what has kept Moss among the 20 best rated Quest games for years now. We went behind-the-scenes of Moss: Book II last year to learn more about what made the game shine.

Now developer Polyarc Games plans to translate the concept into a standalone PvP title, Glassbreakers – Champions of Moss, the studio’s first departure from single-player VR games.

Details on Glassbreakers is light as the studio is saving a broader reveal for an August 29th showcase at 9AM PT (your timezone here), but ostensibly the game will continue to focus on controlling small third-person characters, with some level of direct player interaction. A teaser image shows a few characters we already know from the games alongside some seemingly new faces that are likely to be part of the game’s roster for players to control.

We’ll be interested to see if the studio can amp up the game’s relatively simple combat to create a truly competitive game, and what direct interactions players will be able to have between themselves and their character, or maybe even themselves and the opposing player.

While a launch date for Glassbreakers hasn’t been announced, a holiday 2023 release date looks likely. While the game has been confirmed for Quest so far, there’s a good chance Glassbreakers will also make it to PSVR 2 and PC VR just like its predecessors.

Following Single-player Successes, Polyarc Announces First PvP Game ‘Glassbreakers – Champions of Moss’ Read More »

seasoned-vr-devs-raise-$1.6-million-for-new-studio-focused-on-virtual-pet-experience

Seasoned VR Devs Raise $1.6 Million for New Studio Focused on Virtual Pet Experience

Windup Minds is a newly announced XR studio which has raised a $1.6 million seed investment for immersive experiences focused on virtual pets and companions.

Windup Minds was founded earlier this year by Bernard Yee, Ben Vance, Amy Conchie, and Stefani Swiatkowski. The quartet of seasoned VR developers have collectively worked at Oculus, WeVR, Microsoft, EA, and more, with works under their belt like Oculus demo projects Bogo, Toy Box, and First Steps, along with mainstream gaming projects like Destiny, Plants vs. Zombies, and Dishonored.

The quartet announced this week it raised $1.6 million in seed funding to get the “remote-first” studio Windup Minds off the ground. The seed investment was led by the Venture Reality Fund, Acequia Capital, and New Leaf Ventures, with participation by Nate Mitchell (founder, Oculus), Eden Chen (founder, Pragma; Riot Games), James Gwertzman (founder, Playfab; PopCap/EA), Tom Sanocki (Oculus; Pixar), Greg Essig (Apple), and Anthony Batt (Outsider DAO).

The studio says it plans to launch a “virtual creature experience for mixed and virtual reality platforms,” indicating a focus on pet-like virtual companions. The studio believes the combination of immersive XR and modern AI can create virtual companions that feel more real than any that have existed to date.

“The medium of XR is uniquely capable of building emotional connections with characters as vibrant and three-dimensional as any pet. when we built Dreamdeck [an early Oculus demo experience] for Mark [Zuckerberg] and Brendan [Iribe] to announce the Rift headset at the first Oculus Connect, we saw players tear their prototype headsets off when our T-Rex came towards them,” says co-founder Bernard Yee. “They intellectually knew they were in a little demo cubicle, but their instinctual brains told them ‘there’s a dinosaur in the room with you.’ VR and MR can make you feel like your digital pet is real—and no other medium can do this.”

The studio hasn’t indicated when they plan to announce or launch their first experience.

Seasoned VR Devs Raise $1.6 Million for New Studio Focused on Virtual Pet Experience Read More »

11-tools-for-painting,-modeling,-designing-&-animating-in-vr

11 Tools for Painting, Modeling, Designing & Animating in VR

Though gaming is likely VR’s most visible use-case so far, it’s capable of so much more. Creatives are using VR for a wide range of artistic endeavors including painting, drawing, 3D modeling & sculpting, animating and more. If you’re interested in exploring your creativity in VR, here’s 11 tools worth checking out.

Updated – August 9th, 2023

First, here’s a quick breakdown of the tools and their capabilities, so that you can hone in on what kind of creative tool you’re looking for the VR headset of your choice. A note about the ‘Feature Focus’ categories below: while some of these tools may support all of the features in limited ways, we marked each based on the workflows they primarily cater to.

That’s the short and skinny, below you can check out more info on each tool to get a better idea what they, what skill level they’re built for, and their cost.


Open Brush – Quest, PC VR (free)

Feature Focus:  Painting

From the Developer:  Open Brush is the community created successor to Tilt Brush, a room-scale 3D-painting virtual-reality application available from Google, originally developed by Skillman & Hackett.

Open Brush lets you paint in 3D space with VR. Unleash your creativity with three-dimensional brush strokes, choosing from a wide palette, of brushes, including stars, light, and even fire. Your room is your canvas. Your palette is your imagination.


Quill – PC VR (free)

Feature Focus: Painting, Animation

From the Developer:  Quill by Smoothstep is the VR illustration and animation tool built to empower artists, designers and storytellers. You can create fully animated self-contained VR films ready for release, or use it to produce traditional 3D or 2D artwork, or assets for a game engine. It’s designed to be expressive, precise and to let the artist’s “hand” come through clearly – whether that’s a watercolor style, pencil style, oil painting style or other.


Kingspray Graffiti – Quest, PC VR ($15)

Feature Focus: Painting

From the Developer: Creating amazing street art would be much more fun without the jail time, and now you can! Kingspray is a Multiplayer VR Graffiti Simulator, with battle-tested realistic spray, colors, drips, metallics, and more! Using a wide range of caps, ultra-detailed environments and paint surfaces, unleash your creativity (just see what some of our fans have already created!) and express your style!


Gravity Sketch – Quest, PC VR, (free)

Feature Focus:  Modeling, Design

From the Developer:  Gravity Sketch is the immersive 3D design tool that empowers you to create, share and collaborate on your best design ideas. Go beyond the bounds of 2D sketching to express yourself in a virtual studio and explore iterations of designs. Communicate design intent with greater clarity, and invite others to help shape your ideas and decision-making.


ShapesXR – Quest (free)

Feature Focus:  Design, Modeling

From the Developer:  In ShapesXR anybody can start creating in 3D without prior experience within minutes. You can design and prototype your immersive app, invite others to co-create in real-time, or present your ideas using ShapesXR storyboard feature. You can also share your creation with anybody without a VR headset via Web, the Unity plugin or just a picture for your 2D deck.


AnimVR – PC VR ($30)

Feature Focus: Painting, Animation

From the Developer:  AnimVR revolutionizes your 3D content production with a powerful timeline, virtual cameras, audio recording, fading & editing, combined with industry standard import and export capabilities, like Alembic Cache and Pixar’s USD. Hand-drawn animation in VR combines the best parts of traditional animation with the advantages of digital content creation tools. Jump right into story telling, without worrying about topology, rigging or skinning. Create environment layouts, 3D story boards, animatics and whole experiences!


SculptVR – Quest, PC VR ($20)

Feature Focus: Modeling

From the Developer: Create sprawling, brilliant worlds and explore them with your friends! Invite your friends to an online game, then race to the finish with hang-gliders, or switch to climbing mode for even more fun. Discover thousands of amazing creations in the interactive gallery then remix them however you want! When you’re happy with your creation, you can upload to the SculptrVR content gallery and let others see the incredible things you’ve made.


Masterpiece X – Quest (Free)

Feature Focus: Animation, Modeling

From the Developer:  Masterpiece X is the 3D creation platform for modern creators! It’s designed for anyone who wants to start creating in 3D but isn’t sure where to start, or those frustrated with complex tools.You don’t need to start from scratch! Get a head start with a complete model and easily remix it into whatever inspires you!


Adobe Substance 3D Modeler  – PC VR (subscription required)

Feature Focus: Modeling

From the Developer:  Adobe Substance 3D Modeler is an innovative sculpting and modeling app that aims at redefining how we create in 3D by combining VR and desktop experiences with a more natural approach to 3D modeling. Substance 3D Modeler frees you from technical constraints. With a Sparse Distance Field (SDF) engine at its core, Modeler allows you to model and sculpt without worrying about polycount, topology or subdivision levels. Sculpt away and add matter to your scene without ever the need to retopologize. Start your creation from scratch or import an existing model and convert it to clay to start sculpting.


Vermillion – Quest, PC VR ($20)

Feature Focus: Painting

From the Developer:  It’s time to discover your inner artist! With Vermillion, you get a fully equipped oil painting studio in your home, without any of the mess. Ready for the unrivaled sense of accomplishment from creating your first painting? Learn with your favorite YouTube artists using the built-in web browser, trace reference images directly on the canvas, or even better—learn to paint from (new) friends in multiplayer!


Painting VR – Quest, PC VR ($20)

Feature Focus: Painting

From the Developer:  It’s time to discover your inner artist! With Vermillion, you get a fully equipped oil painting studio in your home, without any of the mess. Ready for the unrivaled sense of accomplishment from creating your first painting? Learn with your favorite YouTube artists using the built-in web browser, trace reference images directly on the canvas, or even better—learn to paint from (new) friends in multiplayer!

Interested in seeing what talented artists can do with VR? Check out Anna Dream Brush and Rosie Summers.

Not finding the kind of creative VR tool you’re looking for? Let us know in the comments below.

11 Tools for Painting, Modeling, Designing & Animating in VR Read More »

collaborative-spatial-design-app-‘shapesxr’-raises-$8.6m,-expanding-to-apple-vision-pro-&-other-headsets

Collaborative Spatial Design App ‘ShapesXR’ Raises $8.6M, Expanding to Apple Vision Pro & Other Headsets

ShapesXR is a collaborative spatial design app built to make it easy to prototype spatial interfaces, interactions, and environments. The company announced today it has raised an $8.6 million seed investment, part of which the company plans to use to expand to more headsets.

While so many VR interfaces and interactions borrow heavily (if not entirely) from existing ‘flat’ design paradigms, ShapesXR is built on the premise that in order to build spatial applications you need spatial design tools. With that in mind, the app functions like a freeform canvas that allows users to mock up designs inside of VR to understand how everything fits together at scale and in 3D. With collaborative functionality, multiple people can work on projects simultaneously.

Right now that collaboration is limited to those with a Quest headset, but as part of an $8.6 million seed investment, ShapesXR says it plans to expand the app to Apple Vision Pro, Pico, and Magic Leap headsets, opening the door to broader accessibility and cross-headset collaboration.

Image courtesy ShapesXR

The seed investment was led by Supernode Global, with participation from Triptyq VC, Boost VC, Hartmann Capital, and Geek Ventures.

Inga Petryaevskaya, CEO and Founder of ShapesXR says, “VR has such huge potential to transform how we all collaborate on projects and design new products, however, one of the main barriers to entry is the level of technical skill required to get started. ShapesXR has been built to remove these hurdles—it’s as easy to learn as PowerPoint. This truly democratizes 3D content creation and enables anyone to become a VR, AR and mixed reality storyteller.”

Beyond just creating shapes and scenes, ShapesXR also has a ‘layers’ function which lets users create slideshows of spatial content. This works like a simple flip-book animation, except in a 3D environment instead of a flat doodle at the corner of your notebook. Using the layers function, designers can prototype and show how spatial content should interact with the user, which allows design work to be done before any of the interactions are actually programmed.

“ShapesXR’s goal is to become the de facto industry standard for [spatial] UI/UX design—achieving for spatial computing what Figma did for the mobile computing era,” the company said in its seed investment announcement.

Collaborative Spatial Design App ‘ShapesXR’ Raises $8.6M, Expanding to Apple Vision Pro & Other Headsets Read More »

‘digital-lens’-plugin-for-eye-tracking-headsets-improves-visual-clarity-&-pupil-swim

‘Digital Lens’ Plugin for Eye-tracking Headsets Improves Visual Clarity & Pupil Swim

Imaging company Almalence has released a trial plugin for its Digital Lens technology which makes use of eye-tracking to purportedly increase the resolving power and clarity of XR headsets.

Almalense argues that the lenses on most XR headsets today aren’t being used to their fullest potential. By taking advantage of eye-tracking and smarter calibration, the company says its image pre-processing technology can actually increase the resolving power of a headset, including expanding the ‘sweet spot’ (the part of the lens with the highest visual fidelity).

The company has released a trial version of its technology through a plugin that works with Pico 3 Neo Pro Eye, HP Reverb G2 Omnicept, and HTC Vive Pro Eye. The plugin works with OpenXR compatible content, and even allows users to switch back and forth between each headset’s built-in image processing and the Almalence Digital Lens processing.

Based on through-the-lens demonstrations by the company, the technology does objectively increase the resolving power of the headsets. The company focuses on doing more advanced pre-processing to account for artifacts introduced by the lens, like chromatic aberration and image distortion. In essence the software increases the sharpness of the image by making the light passing through the lens land more precisely where it’s supposed to.

Almalence has shared heat maps comparing the changes in visual quality with and without its image technology, along with a broader explanation of how it works.

Another big advantage over the status quo, Almalence says, is the Digital Lens tech uses eye-tracking to perform these corrections in real-time, meaning that as you move your eyes around the scene (and off-axis from the center of the lens), the corrections are updated to account for the new angles. This can expand the ‘sweet spot’ of the lens and ‘pupil swim’ by making adjustments to account for the position of the pupil relative to the center of the lens. This video demonstrates the pupil swim correction:

The plugin, which anyone can use until January 2024, aims to demonstrate the company’s claims. Ultimately it appears the company wants to license its technology to headset makers to improve image quality out of the box.

‘Digital Lens’ Plugin for Eye-tracking Headsets Improves Visual Clarity & Pupil Swim Read More »

spy-puzzler-‘i-expect-you-to-die-3’-release-dates-revealed-for-quest-&-steamvr,-new-trailer-here

Spy Puzzler ‘I Expect You To Die 3’ Release Dates Revealed for Quest & SteamVR, New Trailer Here

Schell Games announced that I Expect You to Die 3: Cog in the Machine is coming soon on Quest, with its PC VR launch coming in September.

On Quest, IEYTD 3 is set to launch August 17th, while it’s slated to arrive only a few weeks later on SteamVR, coming on September 28th.

Like in the previous two I Expect You To Die games, the third entry in the series again tosses the player into escape room-style puzzles, requiring quick wits to defy a host of deadly traps.

Solve complex object-oriented puzzles and maneuver your way ever closer to defeating the dastardly Dr. Zor and his latest toady, Dr. Roxanne Prism, a former inventor for the agency turned rogue.

Pre-orders are now available on the Meta Quest Store, regularly priced at $25. Pre-orders on Quest get a 10% discount though, bringing it to $22.50. You can also wishlist it over on Steam.

In the meantime, check out the new mixed reality trailer to see the spy-flavored puzzler in action:

Spy Puzzler ‘I Expect You To Die 3’ Release Dates Revealed for Quest & SteamVR, New Trailer Here Read More »

team-behind-xr-productivity-app-‘immersed’-announce-visor,-a-pc-vr-headset-for-work

Team Behind XR Productivity App ‘Immersed’ Announce Visor, a PC VR Headset for Work

The team behind XR productivity and co-working platform Immersed announced it’s creating its own PC VR headset designed for work.

Following the lead set by Bigscreen with its recently unveiled PC VR headset Bigscreen Beyond, Immersed has partnered a still unnamed “tech giant” to release its own VR hardware for the first time.

Dubbed the Immerse Visor, the tethered PC VR headset’s primary claim to fame is its slim and light design coupled with dual 4K micro OLEDs, providing a 100-degree field of view. It’s said to be “25 percent lighter” than a smartphone, probably putting its weight somewhere below 200g.

It’s also slated to include optical inside-out tracking, so users won’t need external base stations like with headsets that hook into the SteamVR tracking standard, such as Bigscreen Beyond and Valve Index.

Exact specs and features are still thin on the ground, however Visor is slated to provide a “custom fit,” making each headset unique to the user. While the studio hasn’t revealed how it will achieve this, it may do something similar to Bigscreen, which provides Beyond users to download an iOS app which scans the contours of their face, allowing the company to create custom facial interfaces.

It’s probably not going to be cheap either—at least not cheaper than hardware like Quest 2 and Quest 3, which are undoubtedly subsidized to incentivize software sales. The company says its main focus is professionals working on laptops, allowing users to have multiple screens. Immersed hasn’t announced pricing yet, however pre-orders are said arrive at some point later this year, so we should know more then.

You can watch the full announcement below, which includes interviews with the creators at Immersed.

Team Behind XR Productivity App ‘Immersed’ Announce Visor, a PC VR Headset for Work Read More »

after-6-years-in-person-&-3-remote,-why-is-meta-connect-still-not-held-in-vr?

After 6 Years in Person & 3 Remote, Why is Meta Connect Still Not Held in VR?

Oculus Connect. Facebook Connect. Meta Connect. Whatever the company is calling its annual XR developer conference, it’s been nearly a decade since the first Connect was held—all of them either in-person or exclusively livestreamed. Pandemic notwithstanding, they all had one important thing in common: none of the conferences used the company’s core XR technology to virtually connect people. Why is that?

Started by Oculus in 2014, Connect was where the earliest of early adopters could meet and learn how to make their games and apps happen for the first consumer VR headsets. Engineers, designers, and creatives from around the world made pilgrimage to the California-based event, becoming one of the premier venues for the VR developer community to rub elbows, pitch projects, and grok new hardware. Although the ‘startup magic’ wore off with the event’s gradual hand over from original Oculus founders to the Meta Mothership, the in-person event still manages to maintain legendary status among VR devs as being a great place for networking and learning.

Starting in 2020, Connect was exclusively livestreamed due to the COVID-19 pandemic. There would be no elbow-rubbing. No free candy. No after-session drinks for three long years. Granted, an “in-person presence” is coming back this year for the first time since 2019, however the event is only allowing a “limited” number of attendees to enter the halls of Meta’s Menlo Park headquarters, a stark contrast to when it was held as a full-blown conference at the San Jose McEnery Convention Center in the heart of Silicon Valley.

Let’s just forget the first six years of the conference. For the last three years, Meta only offered a remote experience—standard pre-recorded livestream videos for developers who wanted to attend ‘in-person’, all of whom definitely had VR headsets at the ready. I’m not talking about last year’s Meta Connect room in Horizon Worlds either, which hosted all of the main talks in a collection of theaters so you could watch in VR with a bunch of randos. I’m talking about taking a metaverse convention center to where you might think it logically belongs.

While only Zuckerberg et al know precisely why Meta hasn’t pursued a true VR version of Connect, we can speculate.

Limited Horizons

Let’s pretend for a moment that Meta wants to bring its dev conferences to the metaverse moving forward. If it relies solely on pre-recorded flatscreen videos like it does now, people probably won’t show up because they can always watch later—and more conveniently not in a headset—which means there’s no real conference as such. If it had a live component though with round table discussions and talks with Q&A sessions for attendees—closer to a live conference—then maybe people would want to stay up late in the Eastern Hemisphere to see what’s up. Maybe.

Introduced in 2020 as Facebook Worlds, the budding social VR platform has moved slowly to flush out the basic features already available in other, more successful apps like Rec RoomVRChat, and Roblox—all available on a plethora of devices besides the Quest platform. Meanwhile, Horizon Worlds is only available to Quest users in a handful of countries, including the US, UK, Canada, France, Iceland, Ireland, and Spain. Statistically, most people on planet Earth don’t live in those countries.

Image courtesy Meta

Only now is the company’s social platform starting to catch up somewhat by offering up stickier first-party content; like its latest hero shooter Super Rumble, which Meta is ostensibly using as a nucleation point for bigger and better things. Its first-party metaverse could one day become the default choice for users at some point, but the company’s Reality Labs team will need to beat those social apps mentioned above, which have both an earlier lead and wider distribution.

Still, the COVID-19 years could have been a boon to accelerating Horizon Worlds by bringing third-party devs deeper into the fold with a conference as the impetus, although that might have been too large of a risk to bear. While keynote-watching parties are fairly straightforward in social VR (like we saw in the Connect room in Horizon Worlds last year) actually making a VR version of the event at a level Meta can then project to the rest of the world is a pretty daunting task—both technically and conceptually—even for a company with the resources of Meta.

The fact is though the company’s social VR offerings have historically been undercooked, with its Quest-exclusive platform Horizon Worlds still doughy and baking in the oven to this day. There’s no doubt Horizon Worlds could be better, but even if it were, virtualizing such a conference in any meaningful way could present a bigger risk than Meta may be willing to take.

A fully virtualized conference with live participation could be rife with other issues, some of which have no real solution. As with all social VR apps, a speaker’s Internet connection can drop out, audio latency can stymie the flow of conversation, and a single bad actor can completely derail an important moment—all of the sort of unprofessional things that are acceptable on a Friday night in VRChat, but not on the world stage that regularly attracts scrutiny from the wider public.

The former CTO John Carmack was a big proponent of the event, but revealed that some of the reason it didn’t go fully virtual was about how avatars looked:

Now, doing [Connect] in Horizon for real in an ideal world would mean having this sort of arena-scale support with thousands of avatars milling around, at least hundreds in large rooms, and in a completely uniformly shared world. That’s a serious technical challenge and Horizon definitely can’t handle it now, but it’s not an insurmountable one. However, there’s a really huge tension with avatar rendering quality. There was some public mockery about avatar quality earlier this year, and now lots of people internally are paranoid about showing anything but the highest possible quality avatars. And more rendering features are being pushed to increase the quality instead of the quantity.

Functionally, some extra bits might fall to the wayside too, like impromptu hallway chat sessions, sidebars while waiting in line for drinks, and off-site parties—you know, the serendipitous networking stuff that make conferences more worth the time and effort to attend. How can this be recreated in VR? Make people wander virtual hallways to get from one session to another? Not only would that seem like a silly skeuomorphism, but simulating the avatars and voices of hundreds of people in one virtual space—all on the mobile phone hardware that’s inside a Quest 2 headset—is far from trivial.

There probably are solutions to these problems, but they aren’t as obvious as they might seem at first.

Also, let’s not even talk about time zones. Or the lack of free drinks and candy. I think I mentioned that several times actually. While undoubtedly challenging, some things can’t be virtually replicated at all though: new hardware.

You Can’t Try New Hardware Virtually

Connect is one of the events where Meta typically shows off new hardware and gives devs some of their first hands-on previews, which play an important role in how they choose to invest their time and resources. And as the company moves into increasingly complex areas of development, like varifocal optics, retinal resolution, and lightfield passthrough, seeing it is often the next step to believing it.

But what about Quest 2? Released in late 2020, that was the definition of a ‘pandemic headset’, right? It seems like a foregone conclusion that devs would choose to build apps for Quest 2 simply based on the fact that it’s the industry’s most successful consumer VR headset to date, but it’s really not so simple. Quest 2’s success is directly linked to the groundwork the company laid by the original 2019 Quest, Meta’s first (and arguably the first truly viable) 6DOF standalone headset. And Quest 1 did benefit from an extensive hands-on lead up back when the company was still calling it ‘Santa Cruz’.

Quest [left] and Quest 2 [right] | Photo by Road to VR

Could the company have released a hypothetical first-gen Quest during a pandemic? Maybe, but it probably would have been more difficult showing what sort of apps and experiences the device can technically handle. Both Quest and Quest 2’s mobile chipset are significantly underpowered in comparison to the min spec target for PC VR projects, forcing devs to heavily optimize, or in some cases entirely rebuild their apps from the ground-up. In short, Quest walked so Quest 2 could run.

Maybe Don’t Hold Your Breath

In the end, Meta has consistently decided to not push its core technology as a way for developers to connect, and not trying to solve those problems during a time when the world needed it the most feels like a missed opportunity.

This year’s Connect in September should give us a better idea of whether we’ll ever get back to those heady in-person Connects of years past, or if their plans to further flesh out Horizon Worlds could include putting on larger virtual events. Still, it’s not likely we’ll see Meta hold Connect exclusively—or even partially to any meaningly virtual effect—until more of those social VR pain points can be smoothed over.

Maybe the next generation of mixed reality headsets can cure some of those ills, as in-person attendees can participate alongside their virtual counterparts somehow? Maybe Meta just doesn’t believe enough in Horizon Worlds to make it work? Maybe most devs don’t really need Connect anymore, and virtualizing it won’t serve a meaningful purpose? Let us know what you think in the comments below!

After 6 Years in Person & 3 Remote, Why is Meta Connect Still Not Held in VR? Read More »