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A Concise Beginner’s Guide to Apple Vision Pro Design & Development

Apple Vision Pro has brought new ideas to the table about how XR apps should be designed, controlled, and built. In this Guest Article, Sterling Crispin offers up a concise guide for what first-time XR developers should keep in mind as they approach app development for Apple Vision Pro.

Guest Article by Sterling Crispin

Sterling Crispin is an artist and software engineer with a decade of experience in the spatial computing industry. His work has spanned between product design and the R&D of new technologies at companies like Apple, Snap Inc, and various other tech startups working on face computers.

Editor’s Note:  The author would like to remind readers that he is not an Apple representative; this info is personal opinion and does not contain non-public information. Additionally, more info on Vision Pro development can be found in Apple’s WWDC23 videos (select Filter → visionOS).

Ahead is my advice for designing and developing products for Vision Pro. This article includes a basic overview of the platform, tools, porting apps, general product design, prototyping, perceptual design, business advice, and more.

Overview

Apps on visionOS are organized into ‘scenes’, which are Windows, Volumes, and Spaces.

Windows are a spatial version of what you’d see on a normal computer. They’re bounded rectangles of content that users surround themselves with. These may be windows from different apps or multiple windows from one app.

Volumes are things like 3D objects, or small interactive scenes. Like a 3D map, or small game that floats in front of you rather than being fully immersive.

Spaces are fully immersive experiences where only one app is visible. That could be full of many Windows and Volumes from your app. Or like VR games where the system goes away and it’s all fully immersive content that surrounds you. You can think of visionOS itself like a Shared Space where apps coexist together and you have less control. Whereas Full Spaces give you the most control and immersiveness, but don’t coexist with other apps. Spaces have immersion styles: mixed, progressive, and full. Which defines how much or little of the real world you want the user to see.

User Input

Users can look at the UI and pinch like the Apple Vision Pro demo videos show. But you can also reach out and tap on windows directly, sort of like it’s actually a floating iPad. Or use a bluetooth trackpad or video game controller. You can also look and speak in search bars. There’s also a Dwell Control for eyes-only input, but that’s really an accessibility feature. For a simple dev approach, your app can just use events like a TapGesture. In this case, you won’t need to worry about where these events originate from.

Spatial Audio

Vision Pro has an advanced spatial audio system that makes sounds seem like they’re really in the room by considering the size and materials in your room. Using subtle sounds for UI interaction and taking advantage of sound design for immersive experiences is going to be really important. Make sure to take this topic seriously.

Development

If you want to build something that works between Vision Pro, iPad, and iOS, you’ll be operating within the Apple dev ecosystem, using tools like XCode and SwiftUI. However, if your goal is to create a fully immersive VR experience for Vision Pro that also works on other headsets like Meta’s Quest or PlayStation VR, you have to use Unity.

Apple Tools

For Apple’s ecosystem, you’ll use SwiftUI to create the UI the user sees and the overall content of your app. RealityKit is the 3D rendering engine that handles materials, 3D objects, and light simulations. You’ll use ARKit for advanced scene understanding, like if you want someone to throw virtual darts and have them collide with their real wall, or do advanced things with hand tracking. But those rich AR features are only available in Full Spaces. There’s also Reality Composer Pro which is a 3D content editor that lets you drag things around a 3D scene and make media rich Spaces or Volumes. It’s like diet-Unity that’s built specifically for this development stack.

One cool thing with Reality Composer is that it’s already full of assets, materials, and animations. That helps developers who aren’t artists build something quickly and should help to create a more unified look and feel to everything built with the tool. Pros and cons to that product decision, but overall it should be helpful.

Existing iOS Apps

If you’re bringing an iPad or iOS app over, it will probably work unmodified as a Window in the Shared Space. If your app supports both iPad and iPhone, the headset will use the iPad version.

To customize your existing iOS app to take better advantage of the headset you can use the Ornament API to make little floating islands of UI in front of, or besides your app, to make it feel more spatial. Ironically, if your app is using a lot of ARKit features, you’ll likely need to ‘reimagine’ it significantly to work on Vision Pro, as ARKit has been upgraded a lot for the headset.

If you’re excited about building something new for Vision Pro, my personal opinion is that you should prioritize how your app will provide value across iPad and iOS too. Otherwise you’re losing out on hundreds of millions of users.

Unity

You can build to Vision Pro with the Unity game engine, which is a massive topic. Again, you need to use Unity if you’re building to Vision Pro as well as a Meta headset like the Quest or PSVR 2.

Unity supports building Bounded Volumes for the Shared Space which exist alongside native Vision Pro content. And Unbounded Volumes, for immersive content that may leverage advanced AR features. Finally you can also build more VR-like apps which give you more control over rendering but seem to lack support for ARKit scene understanding like plane detection. The Volume approach gives RealityKit more control over rendering, so you have to use Unity’s PolySpatial tool to convert materials, shaders, and other features.

Unity support for Vision Pro includes for tons of interactions you’d expect to see in VR, like teleporting to a new location or picking up and throwing virtual objects.

Product Design

You could just make an iPad-like app that shows up as a floating window, use the default interactions, and call it a day. But like I said above, content can exist in a wide spectrum of immersion, locations, and use a wide range of inputs. So the combinatorial range of possibilities can be overwhelming.

If you haven’t spent 100 hours in VR, get a Quest 2 or 3 as soon as possible and try everything. It doesn’t matter if you’re a designer, or product manager, or a CEO, you need to get a Quest and spend 100 hours in VR to begin to understand the language of spatial apps.

I highly recommend checking out Hand Physics Lab as a starting point and overview for understanding direct interactions. There’s a lot of subtle things they do which imbue virtual objects with a sense of physicality. And the Youtube VR app that was released in 2019 looks and feels pretty similar to a basic visionOS app, it’s worth checking out.

Keep a diary of what works and what doesn’t.

Ask yourself: ‘What app designs are comfortable, or cause fatigue?’, ‘What apps have the fastest time-to-fun or value?’, ‘What’s confusing and what’s intuitive?’, ‘What experiences would you even bother doing more than once?’ Be brutally honest. Learn from what’s been tried as much as possible.

General Design Advice

I strongly recommend the IDEO style design thinking process, it works for spatial computing too. You should absolutely try it out if you’re unfamiliar. There’s Design Kit with resources and this video which, while dated, is a great example of the process.

The road to spatial computing is a graveyard of utopian ideas that failed. People tend to spend a very long time building grand solutions for the imaginary problems of imaginary users. It sounds obvious, but instead you should try to build something as fast as possible that fills a real human need, and then iteratively improve from there.

Continue on Page 2: Spatial Formats and Interaction »

A Concise Beginner’s Guide to Apple Vision Pro Design & Development Read More »

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Our Top 5 VR Demos from Steam Next Fest This Week

Valve is back at it with Steam Next Fest, the indie showcase that features free demos for upcoming PC games. We picked out some of the most promising demos among the two dozen VR games showcased this week.

Steam has made it marginally less simple to find VR titles this year. In years prior, VR games had their own tab, however you’ll need to apply a ‘VR’ filter to the search box this time around.

Steam Next Fest is already live, taking place June 19th – 26th. Check out our top five favorite games in no particular order below to see what you might want to try first. In any case, you can find all of the participating games with free demos on the Steam Next Fest page.

Hellsweeper VR

Mixed Realms, the studio behind Sairento VR, has cooked up a seriously slick first-person action-combat game called Hellsweeper VR. It’s coming to all major headsets in late September, so this might be your first chance to wield the game’s weapons and elemental magic (or die trying). The roguelike action feels a lot like Light Brigade and DOOM had a melee and magic-wielding hellspawn. Download it here.

DAVIGO

This David vs. Goliath-inspired combat game promises some asymmetrical battle of VR vs. PC gameplay. Created by Davigo Studio, the demo offers up a limited version of the game’s latest alpha build, including two maps and the classic ‘Brawl’ game mode. As a VR player, you can smash. As a PC player, run and gun. It’s fun. ‘Nuff said. Download it here.

STACK

From the makers of STRIDE and AGAINST, Joy Way is set to release another high-flying, single-worded game written in all caps: STACK. The multiplayer VR demo includes both Deathmatch and Team Deathmatch modes for up to 5v5 players. Control discs in mid-flight, bounce them off corners for creative kills, and bust around the arena at high speeds. Download it here.

Retropolis 2: Never Say Goodbye

Retropolis is back, bringing another shot of neo-robo-noir narrative to VR, replete with extendo-arms and intrigue a plenty. If you haven’t played the original Retropolis, no fret. While number two leaves off where the first left off, the brief demo won’t spoil anything. The game is now in Early Access on Quest and Rift, which includes the first episode, Steam users can now jump into a short demo. Download it here.

Tea For God

Full disclosure: the Tea for God demo isn’t new, or running just during Steam Next Fest either, but it’s still too cool to pass up. This VR adventure uses impossible spaces with procedural generation to allow players infinite room-scale movement. It’s a lot more than that though; its entity-filled dreamlike environment also has arcade shooter and roguelite shooter-explorer elements too. Download it here.


You can check out all of the demos over at the Steam Next Fest VR page. There you’ll find Q&A sessions with devs and all of the demos on offer. Next Fest runs until June 26th, so make sure to stop on by to play all of the demos above.

Our Top 5 VR Demos from Steam Next Fest This Week Read More »

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Apple Vision Pro Will Support WebXR for Fully Immersive Experiences in the Browser

Apple has confirmed that Safari on Vision Pro will support WebXR, a web-standard that allows immersive experiences to be delivered through the browser.

In a somewhat surprising move, Apple confirmed that Safari on Vision Pro will support WebXR. Prior to the reveal of the headset, it was an open question whether the company would entertain the idea of XR experiences through the browser, and even more so if the company would adopt the relatively new WebXR standard. But now Apple has confirmed that Safari on Vision Pro will indeed support WebXR.

The company confirmed as much in its WWDC 2023 developer talk titled Meet Safari for Spatial Computing, in which the Apple explained the version of Safari running on Vision Pro is “truly is Safari with the same WebKit engine underneath, plus some thoughtful additions for [Vision Pro].”

Thanks to Safari on visionOS being a fully-featured version of the browser, existing websites should work exactly as expected, the company says. But to go beyond flat web pages, Safari on visionOS includes support for WebXR for immersive experriences and the new tag for 3D models.

For the time being, WebXR capabilities on Safari for visionOS are still hidden through a developer toggle, but once enabled it will support the ‘immersive-vr’ session type, and the ‘hand-tracking’ feature for user input.

An example of a fully immersive WebXR environment | Image courtesy WebKit

WebXR allows developers to build fully immersive content that can be delivered through a web browser. It’s possible to create fully interactive VR games and experiences, like this Beat Saber clone, which can run across various headsets and browsers using the same code, just like a web page can render the same way between different devices and browsers.

Apple plans to make WebXR a mainline feature in visionOS Safari after more time collaborating with the rest of the industry on the WebXR standard.

With Apple now officially supporting WebXR, the standard can claim truly widespread support; WebXR is now supported, at least in some capacity, by Chrome, Firefox, Opera, Edge, and Safari, as well as the Quest browser, Pico browser, Magic Leap Browser, Chrome for Android, Samsung Internet, Opera Mobile, and Firefox for Android. Though like visionOS Safari, some of these browsers have kept the feature as a developer preview for now.

In addition to WebXR, Apple is also adding support for the in-development specification, a standardized approach to adding 3D models to web pages for things like previewing clothing, furniture, and other products.

Image courtesy WebKit

The goal is to make embedding 3D models into web pages as easy as embedding photos or videos. For the time being the feature will remain behind a developer toggle.

Apple Vision Pro Will Support WebXR for Fully Immersive Experiences in the Browser Read More »

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One of PC VR’s Best-looking Games is Coming to Quest & PSVR 2 This Week

Hubris (2022), the VR shooter from Cyborn, is arguably among the most visually intense VR games out there. Now the studio is slimming it down the game to fit on PSVR 2 and the Quest platform, and it’s coming this week.

First launched on PC VR headsets in late 2022, Cyborn announced that its sci-fi shooter Hubris is launching on PSVR 2 and Quest 2/Pro on June 22nd.

When the studio first announced for PSVR 2, it said the port would bring along with it “enhanced graphics and gameplay,” including foveated rendering for sharper resolution, haptics and adaptive triggers for swimming and shooting, revamped reloading and aiming, new enemy variations, refined difficulty levels, and 3D audio.

Some of those things, namely shooting mechanics and enemy behavior, weren’t super polished when we reviewed the game on PC VR, putting it squarely in the realm of visually stunning, if not somewhat flawed. Granted, the game has seen a number of updates on PC since then, although this will likely be a first time playing the game for many, and released on the two most-popular VR platforms at the moment.

The studio says a Pico 4 port is also in the works, although we’re due to learn more about that soon.

You can wishlist the game on PSVR 2 here, and on Quest here. In the meantime, check out each platform’s trailer, each of which was captured in-headset.

Hubris: Quest 2 + 3 + Pro

Hubris: PSVR 2

One of PC VR’s Best-looking Games is Coming to Quest & PSVR 2 This Week Read More »

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‘TOSS!’ to Bring Monkey-swinging Platforming to Quest, PSVR 2 & PC VR This September

Vertigo Games and VR indie Agera Games announced a new platformer that looks to test your agility, timing, and ability to grab bananas as you swing atop a maze of monkey bars high above the clouds.

Called TOSS!, you propel yourself through a cloudscape jungle-gym playground as you strive to repair your damaged spaceship and make your way back home.

In addition to searching out replacement parts for your ship, you’ll also be able to play with a number of modes, such as racing against the clock in Time Attack mode, collecting every last banana in sight, and honing your swinging expertise by minimizing grabs. The game is said to include 75+ levels spread across nine cloudscape biomes.

While TOSS! is set to be single-player, you’ll be able to challenge friends to asynchronous races, represented with a ghostly trail to follow (or beat).

Developed by Agera Games, TOSS! is being published by VR veteran studio Vertigo Games, which is known for a host of VR games such as After the Fall and the Arizona Sunshine series.

The high-flying platformer is set to launch on Meta Quest, SteamVR, and PSVR 2 on September 7th, 2023.

‘TOSS!’ to Bring Monkey-swinging Platforming to Quest, PSVR 2 & PC VR This September Read More »

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Microsoft Reaffirms No Plans to Compete Against PSVR 2 on Xbox

Amid mounting pressure from Sony with the recent launch of its PSVR 2 headset for PlayStation 5, Microsoft again affirmed that it’s still waiting for the technology to mature before offering any sort of dedicated VR software or hardware for Xbox.

Xbox’s lack of VR strategy has been a long ongoing story, reaching back to when the company first announced at E3 2016 that its Xbox One X console would “lead the industry into a future in which true 4K gaming and high-fidelity VR are the standard, not an exception.”

As a show of big brand cohesion (pre-Bethesda acquisition), the company announced Fallout 4 VR was supposed to come to the system, however a month later Xbox leadership began waffling about VR support on Xbox One X, which effectively led to the company putting an indefinite kibosh on all things console VR.

And that’s not changed, even in the face of PSVR 2 outperforming the original PSVR in sales in the first six weeks, taking a strong early lead over Sony’s first-gen PlayStation headset introduced in 2016.

Speaking to the Hollywood Reporter late last week, Xbox Game Studio head Matt Booty says VR just isn’t there yet for Xbox.

“I think for us, it’s just a bit of wait until there’s an audience there. We’re very fortunate that we have got these big IPs that have turned into ongoing franchises with big communities,” Booty said. “We have 10 games that have achieved over 10 million players life-to-date, which is a pretty big accomplishment, but that’s the kind of scale that we need to see success for the game and it’s just, it’s not quite there yet with AR, VR.”

In the end, it may actually come down to Xbox’s lagging install base relative to PlayStation. Xbox has reportedly sold over 18 million Xbox Series X/S consoles since launch in November 2020. Sony says it’s sold over 38 million PlayStation 5 consoles since launch, which notably released only two days after Xbox Series X.

Meanwhile, the standalone headset market is moving along at a clip that would suggest the audience is already there, or may be there soon. Meta says it’s sold over 20 million Quest headsets to date as it prepares to launch its $500 follow-up, Quest 3. Only a few days after Quest 3’s June 1st unveiling, Apple announced its $3,500 Vision Pro headset, which if anything, will spur others to take XR more seriously.

Granted, PSVR 2 installs only account for a fraction of that 38 million figure, but if Xbox is hoping to wait for VR games to reach console-level unit sales, it may be handing over yet more revenue to its direct competitor for a while longer.

Microsoft Reaffirms No Plans to Compete Against PSVR 2 on Xbox Read More »

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VR Adventure ‘Retropolis 2’ Now in Early Access on Quest App Lab

Retropolis 2: Never Say Goodbye is the next in the Retropolis miniseries, offering up more extendo-arm puzzling and neo-noir narrative goodness. The first episode is now available in early access on Quest and Oculus PC.

Much like the original The Secret of Retropolis (2021), Retropolis 2 is said to combine classic point-and-click adventuring with immersive cinematography.

Like the first, players use Philip Log’s patented extendo-arms to collect items from afar and overcome obstacles. This time around though you’ll do have more to contend with, including logic puzzles, rotation mechanics, and movement between different environments. Developer Peanut Button says the new entry in the series will offer “a more challenging adventure with a substantially longer playtime.”

Here’s how the studio describes the game:

Retropolis 2: Never Say Goodbye is set a year after the events depicted in The Secret of Retropolis, and continues the story of Philip Log, the hard-boiled robo-detective, and Jenny Montage, the automated femme fatale that just can’t keep herself out of trouble. Nonetheless, Retropolis 2: Never Say Goodbye welcomes new visitors to the city of robots, and can be experienced as its own miniseries.

The first episode is now live on Quest and Oculus PC, which will include a season pass to all four episodes releasing later this year. You can also wishlist the game on Steam here.

VR Adventure ‘Retropolis 2’ Now in Early Access on Quest App Lab Read More »

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VR Shooter ‘The Burst’ Shows off High-flying Parkour & Rapid Shooting Action

The Burst is an upcoming high-speed shooter that seems to pack in a ton of our favorite VR-native stuff: Spider-Man-style swinging, fast-paced movement, and weapon juggling galore.

Under development by GoRapid Studio, The Burst is a single-player shooter that looks to combine stuff like wall-running and rail-surfing as you swing around the game’s enemy-filled, interactive environments. Basically, a ton of opportunities for parkour.

As we see in the reveal trailer below, The Burst is set to include both a force grab and force pull ability so you can snag a new weapon right from the hands of your foe, not only giving you a fresh pipe gun, but also plenty of things like empty mags, random junk, heavy crates and more to use as thrown weapons.

Set in a once prosperous colonized planet, the only thing the remains now is a scorched radioactive penal colony, which GoRapid says is full of prisoner camps and settlements as well as ruins left after an ominous disaster simply called ‘The Burst’.

There’s still plenty to learn about The Burst, which is set to launch on Quest platform and SteamVR headsets some point this year; no info on a PSVR 2 release for now. In the meantime, you can wishlist the game on Steam here.

VR Shooter ‘The Burst’ Shows off High-flying Parkour & Rapid Shooting Action Read More »

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Meta to Reduce Quest’s Minimum Age Restriction to 10 Years

Meta announced it’s reducing age requirements for Quest users, bringing the previous 13+ minimum down to 10+. The company says the policy change will come alongside new parent-managed accounts for Quest 2 and the upcoming Quest 3, which the company says will help keep preteens safe.

As anyone who has dipped their toes into social VR apps such as Rec Room or VRChat can probably attest, young kids are broadly already using VR headsets. Now Meta is introducing a scheme that will allow 10, 11 and 12-year-olds to have their own parent-managed accounts for the first time.

Slated to launch later this year, Meta says in a blogpost that its new parent-managed Meta accounts will require preteens to get their parent’s approval to set up an account, giving adults control over what apps their preteens can download from the Meta app store.

Image courtesy Meta

These parent-managed accounts will include controls to manage things like screen time limits, privacy and safety settings, and access to specific types of content, which will specify whether apps have a social component.

Additionally, Meta says preteens won’t be served ads, and parents will be able to choose whether their child’s usage data will be shared with Meta. Parents will also be able to delete profiles, including all of the data associated with it, the company says.

That’s a fairly strong policy reversal. At the time of this writing, Meta’s Safety Center portal maintains that Meta VR headsets “are not toys” and that younger children have “greater risks of injury and adverse effects than older users.”

Notably, Meta’s own social VR app Meta Horizon Worlds is also retaining its 13+ age requirement in the US and Canada (18+ in Europe).

Meta to Reduce Quest’s Minimum Age Restriction to 10 Years Read More »

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PlayStation Announces 4 More PSVR 2 Games Coming This Year

Just a month after PlayStation’s big gaming showcase, the company announced it’s bringing four more titles to PSVR 2’s library of games, which includes an upgraded port, a remake, and two brand new titles.

There is already a good swath of games on the horizon we can’t wait to play on PSVR 2, such as upcoming sci-fi shooter Synapse coming in July, Five Nights at Freddy’s: Help Wanted 2 in late 2023, Arizona Sunshine 2 later this year, and Resident Evil 4 VR coming hopefully at some point this year.

Now PlayStation says we can add four more to the list: Pixel Ripped 1995, Tiger Blade, The 7th Guest VR, and Wanderer: The Fragments of Fate.

Pixel Ripped 1995

With the release of Pixel Ripped 1978 on all major VR headsets this month, you probably want to know when you’ll get a chance to play the previous game, Pixel Ripped 1995. Now developers ARVORE is bringing ’90s classic gaming experience-meets-VR immersion at 120 fps, including both PSVR 2 Sense controller adaptive triggers and headset feedback. The studio says Pixel Ripped 1995 is coming to PSVR 2 in the “near future.”

Tiger Blade

Tiger Blade is a newly announced Korean neo-noir action game, ostensibly coming to PSVR 2 as an exclusive from French studio Ikimasho Games. Step into the role of a deadly assassin from the Horangi chapter of the Tiger Clans, where your mission is to steal a rare tiger cub coveted by rival gangs. It’s slated to arrive on PSVR 2 in late 2023.

The 7th Guest

Announced for the Quest platform, it seems PSVR 2 owners will also be able to get in on the classic adventure, which is based off the ’90s CD-ROM game. Like the original, you’ll be tossed into a haunted mansion for puzzles and full-motion video (FMV) characters spirits who bring the early adventure game to life. The 7th Guest is coming to PSVR 2 “later this year,” developers Vertigo Games say.

Wanderer – The Fragments of Fate

This is a remake of the original Wanderer, which launched on major VR headsets in 2022. The developers Mighty Eyes call it “completely reimagined for the next generation of VR,” letting you swim, jump, crouch, climb, zipline and swing, the studio says. We’re supposed to get Wanderer – The Fragments of Fate in the “very near future.”

PlayStation Announces 4 More PSVR 2 Games Coming This Year Read More »

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‘Contractors Showdown’ Battle Royale Coming to All Major VR Platforms Next Year

Caveman Studios, the team behind the tactical VR shooter Contractors (2018), announced a new competitive battle royale called Contractors Showdown.

As first shared during UploadVR’s Summer Showcase, the game is set to launch on all major VR platforms in 2024, which is also slated to include crossplay.

Here’s how Caveman Studios describes the action:

Explore the uninhabited, rugged land that has remained ungoverned for decades. Survive, loot, upgrade, engage, and use your tactics against relentless enemies and dangers on the desolate island. Enter the combat solo or engage with allies to fight against all odds as a team.

The game’s map is said to span a 4km x 4km area, which you’ll tackle with your tactical PDA in hand for both a map and ability to call in support. Contractors Showdown also promises weapon customization, gear upgrades, damage indicators, and more. It’s not certain how many players will be able to jump in, however the studio calls it “a large number of teams of contractors.”

Long-requested features, such as progression, matchmaking, and daily quests, will also be included, the studio says. Unlike the original tactical shooter, Contractors Showdown won’t be supporting mods at release, however the studio says they will prioritize crossplay.

In the meantime, the studio says it will continuously update the original Contractors to version 1.0 as promised.

‘Contractors Showdown’ Battle Royale Coming to All Major VR Platforms Next Year Read More »

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‘INVERSE’ is a 4v1 Survival Horror for Quest, Free Early Access Now Live

INVERSE, a multiplayer survival horror unveiled by MassVR, has launched into early access on Quest. Be the monster, or the agents working together to restore power to the facility.

In this 4v1 asymmetric game, players can choose to be the Agents, working together to restore control terminals, or take on the role of the Nul monster, seeking to corrupt and disable unsuspecting victims—so basically Dead by Daylight, but for VR.

During its early access period on Quest, which is now available for free through Quest App Lab, there are currently two multiplayer maps and one single player challenge map available, which includes the ability to play as one of the ‘Reaper’ monsters.

The studio says at the game’s full release, which is slated to come in Fall 2023, INVERSE will up the player count to five Agents and two playable monsters, with more content promised in the future.

Early Access is free, although the studio says the price will increase at full release. Check out the announcement trailer below, which was released during UploadVR’s Summer Showcase.

‘INVERSE’ is a 4v1 Survival Horror for Quest, Free Early Access Now Live Read More »