GOLF+ just upgraded the graphics of its first full-swing course, Cliffs, originally released in late 2021.
That 2021 release saw the game radically change from a putting-focused experience, with the only full-swing offering being a driving range, to full-swing golf. Cliffs was the game’s first full course, “loosely” based on Roy Kizer Golf Course in Austin, Texas.
Since then, GOLF+ says nearly 4.5 million rounds of virtual golf have been played on Cliffs. Now, it just got a graphics and playability update, bringing “fresh, modernized design, featuring smoother greens, enhanced fairways, and breathtaking ocean views that immerse players like never before”.
You can see the results below. Screenshots of the original Cliffs are on the left, and similar shots from the upgraded Cliffs are on the right.
Original (left) vs Upgrade (right)
“Cliffs was the foundation of GOLF+ as we know it today. It was our first step toward bringing full-course golf into VR, and it holds a special place in our journey,” said Ryan Engle, CEO and co-founder of GOLF+. “This renovation is about honoring that history while making the course even better for the millions of players who love it.”
That reference to “millions” stuck out to us. Asking Engle about it, he confirmed that over 1.5 million copies of GOLF+ have been sold to date. That would represent over $45 million in gross revenue from the base game alone, not counting the DLC courses or GOLF+ Pass subscription.
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GOLF+ is $30 on the Meta Horizon Store for Quest headsets, and Cliffs remains one of the three courses included with the game. 33 paid DLC courses are also offered, or you can access them all for $10/month with GOLF+ Pass.
While the XR industry’s major hubs are concentrated on the West Coast of the US, the MIT Reality Hack hackathon has become a focal point for XR developers and entrepreneurs on the East Coast of the US. Now in its eight year, the event has expanded with new opportunities for industry discussion and networking thanks to the concurrently held EXPERIENTIAL Conference. Executive Director Maria Rice offers an overview of this year’s hackathon and winners.
Image courtesy Maria Rice
Guest Article by Maria Rice
Maria is the Executive Director of MIT Reality Hack. For the last eight years, she has been instrumental in positioning the Hack as the world’s leading experiential technology community through the development of programs like the EXPERIENTIAL Innovation Conference, the Reality Scholars diversity fund, and the startup-focused Reality Hack Founders Lab.
From January 23–27, hundreds of top hackers-for-good—along with a roster of tech OGs and startup founders—descended on the MIT campus to attend the eighth annual MIT Reality Hack, the premiere hackathon for experiential technology.
The Hack was sponsored by a range of international players at the intersection of XR, AI, and deeptech. With AI development support from Lambda Labs, participants built functional prototypes using Meta Quest 3, Snap Spectacles, Qualcomm’s RB3g2 robotics kits, ShapesXR, Cognitive 3D, and STYLY.
Image courtesy Sean Chee
One of the most notable characteristics of this year’s MIT Reality Hack was the introduction of new hardware kits, including MEMS-based AR lenses from Maradin, a haptic exoskeleton from Haptikos, and an array of neurosensing gear from OpenBCI, including the Galea biosensing headset.
Image courtesy Sean Chee
With an unapologetic mission of hacking for good, MIT Reality Hack is most memorably distinguished by the dynamic energy generated by its participants and organizers. The five-day event stretched the hacking talents of some 600 participants to the limit, producing 78 innovative use cases and applications in XR and adjacent tech.
Image courtesy Sean Chee
Winning projects included YEIGO, an AR tool for ensuring that mobility aids (like walkers) are used with correct posture; CAREGIVR, an immersive platform for preparing families and caregivers for end-of-life care; and Tac-Man, a haptic input device for sculpting in VR.
EXPERIENTIAL Conference Expands MIT Reality with New Opportunities for Industry Discussion and Networking
Image courtesy Sean Chee
Held alongside the MIT Reality Hack event, global attendees presented at the first-ever EXPERIENTIAL Innovation Conference at MIT; a one-day event envisioned as a ‘Davos of the spatial tech industry’. Cutting-edge research into the most challenging deeptech was demonstrated and debated within the context of learning innovation, vertical applications, and global development.
In part to support the ‘hack-to-market’ initiative of the Founders Lab (one of Reality Hack’s community subprograms), EXPERIENTIAL featured two exciting company launches:
Limit Labs, founded by the leaders of VR/AR MIT, launched RoomSeed, a groundbreaking genAI tool informed by rigorous research.
Haptics company Haptikos launched with a new hand exoskeleton that brings a sense of touch to XR apps at a dramatically low price point with twice the precision of previous solutions.
EXPERIENTIAL is shaped by the mandate set forth to extend Reality Hack’s inclusive technology focus beyond hacking and into the zeitgeist towards the promotion of creator economies. The program journeyed deep into the realms of both academic research and the business marketplace.
The conference kicked off with a fireside chat between two well known names in the industry: Tim Bajarin, founding analyst and Chairman of Creative Strategies and Anshel Sag, principal analyst at Moor Insights & Strategy, who expounded over the course of an hour on the state of the XR industry, as moderated by AR pioneer Dan Cui.
Image courtesy Sean Chee
Bajarin also participated as a first-time judge at the Hack and wrote up his thoughts on Forbes, calling his experience “one of the highlights of my career”, after 40+ years in the tech industry.
The EXPERIENTIAL keynote was give by Qualcomm’s Senior VP & GM of XR, Ziad Asghar who explored the growing synergy of AI capabilities in XR devices, and the importance of events like MIT Reality hack in incubating the ideas and talent that drive rapidly evolving industries.
Image courtesy Sean Chee
Later in the conference a panel covering Global Initiatives Towards a Sustainable Future, saw MIT Senior Lecturer Ken Zolot moderate a conversation between keyholders representing the United Nations (UNICC), The World Bank Group, Inclusive AI Lab, and Qualcomm, and futurist & Global VP at HTC, Alvin Wang Graylin.
Panelists shared how they leverage experiential technology and hackathon initiatives to empower creator communities, drive economic growth, and enable new, more inclusive human experiences across industries and regions.
As noted by AWE co-founder and Reality Hack partner Ori Inbar: “XR is going mainstream, but to fully achieve this goal we need more seasoned XR builders and newcomers of all kinds to create diverse spatial experiences that matter to every single person on the planet. That’s how you conquer the mainstream!”
Companies interested in participating in the 2026 MIT Reality Hack and the EXPERIENTIAL Innovation Conference may reach out to the conference by contacting me here.
Don Carson played Walkabout Mini Golf during the pandemic in 2020.
In 2025, he puts on a VR headset in his Oregon home to sketch places he wants people to visit and enjoy from their own homes beginning sometime in 2026.
Carson works as senior art director for a team called Mighty Coconut that’s steadily grown over his relatively brief tenure.
The Coconuts now number in the dozens.
Every seven weeks or so their creative engine releases a new destination priced just under $4. The last was Walkabout’s 31st course, Viva Las Elvis, and we toured the place with its lead artist.
Globally across stores from Meta, Apple, Sony, Valve, and Bytedance, Walkabout players return to the Welcome Shack to find a new course available. According to Mighty Coconut, when players did that for Elvis in January it created the highest day of revenue ever for them, with players buying Elvis and continuing the journey by grabbing a few more courses too.
That it’s unusual enough to be newsworthy for me to mention Martell uses no outside investment to employ these artists says something about the forces shaping the VR market. Here, you’re reading about a company called Mighty Coconut making one of the best paid multiplayer VR games ever conceived, employing dozens of deeply skilled artists who basically only come together in the physical world when it is time to brainstorm new ideas.
I don’t care what measure analysts use to apply the label “unicorn“ to a certain class of endeavor. To me, Walkabout is a VR unicorn if only because you can see in recent courses the continuous steady ripening of a platform. You can feel it looking around at the smoke in the lights of Elvis or when plucking a giant guitar string there.
“We don’t have any specific openings at the moment,” Mighty Coconut’s Job page says, though they do post an email address.
I include that because I know people out there are looking for jobs. You can read Quest To Horizon from my colleague Henry Stockdale. We also have a large body of links reporting on the many layoffs at a large number of studios. Some of them used to employ more people than Martell does for Walkabout.
What I’ve done is invite Carson for an intimate 1:1 voice conversation from his home in Oregon to mine in New York, hosted by my colleague Beck from Canada in the UploadVR Studios.
One comment I wanted to pull out for you from Carson:
“Some uninitiated person who sees Walkabout Mini Golf on the surface could easily eye roll at how simple it is what we’re offering. But then they experience it. And especially when they experience it with friends, they’ll say something else is going on here.”
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“And my answer is, yes, it is, and it is by design and by listing out these principles, we’re not showing off what we do, we’re saying to other world builders, ‘you can do this too. We give you permission to think about these things as you’re designing and not because it’s a secret, but because these principles thought in this order actually can create really immersive loved gifts to your audience.’”
“Why do I like this so much? Why is this so engaging? Why is this so immersive? It shouldn’t be. It looks like Legos. And yet I’m…being evoked. I’m having emotions. Well, a lot of that is based upon these simple rules and the same tricks and same techniques that have been used successfully in image making, movie making, film making, and ride making.”
Meta for Education is now out of beta, offering schools and universities an “end-to-end solution” for adopting VR & mixed reality via Quest headsets.
Meta for Education is built on the Meta Horizon managed solutions (formerly Quest for Business) mass device management software stack, and the company says it enables educators to “access a range of education-specific apps and features”, while letting them “manage multiple Quest devices at once, without the need for each device in a classroom or training environment to be updated and prepared individually”.
The program ran as a beta from November, with over a dozen universities and colleges in the US & UK participating. Now, it’s generally available for any interested school, college, or university.
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Under Meta for Education Quest 3 is priced at $630, and Quest 3S at $400 for the 128GB model or $500 for the 256GB model. These prices include two years of Meta Horizon managed services, the core backend for mass device management, which afterwards costs $24/month per headset for Shared Mode.
Unlike for businesses, though, Meta for Education offers the ability to unlock “lifetime” access for $100 per headset. Thus, organizations could buy Quest 3S headsets with “lifetime” access for $500, or Quest 3 for $730.
On the content side, Meta says the program offers “a range of subjects including science, history, and language arts”.
According to Meta, of the 43 schools already using VR & mixed reality, 87% of students reported “feeling more engaged and interested” in their lessons, 85% of teachers found it to be “a valuable tool to enhance their teaching”, and students also experienced a 15% improvement “in their academic performance on multiple-choice assessments”.
If you’re using VR or mixed reality in your classroom, via Meta for Education or a different program, please contact us and let us know how it’s going.
Bono: Stories Of Surrender, a documentary launching in May, will be the first feature-length Apple Immersive Video.
What Is Apple Immersive Video?
The Apple Immersive Video format is 180-degree video with 8K per-eye resolution, 90FPS, stereoscopic 3D, high dynamic range (HDR), and spatial audio. It’s served in the Apple TV app with higher bitrate than many other immersive video platforms.
We highly praised Apple Immersive Video in our Vision Pro review. It’s not possible to cast or record Apple Immersive Video though, so you’ll have to take our word for it unless you have access to a Vision Pro.
October saw the release of the first scripted Apple Immersive Video short film, Submerged. Then, in November, The Weeknd released the first Apple Immersive Music Video.
Those projects had runtimes of 16 minutes and 5 minutes respectively. In May, they’ll both be dwarfed by the “feature-length” Bono: Stories Of Surrender documentary, as Apple describes it.
Apple hasn’t yet gone into specific details about the documentary, but Deadline reports it’s directed by Andrew Dominik (the director of the film The Assassination of Jesse James) and will reimagine Bono’s critically-acclaimed one-man stage show by the same name, which itself was based on his bestselling memoir.
Bono: Stories Of Surrender is set to release on May 30, and the immersive version will be exclusive to Apple Vision Pro.
Symphoni blends conducting with spellcasting in a new mixed reality rhythm game, and it’s out soon on Quest.
Developed by techToy Studio, Symphoni promises a rhythmic adventure on Quest 2, Pro and 3/3S. Focused on classical music with composers ranging from Beethoven to Tchaikovsky, the game uses a colorful interactive landscape that sees your play space transform through mixed reality. Here’s the previous announcement trailer.
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At launch, Symphoni features 16 different tracks with three difficulty levels. You can level up magical abilities through a progression system, unlock achievement crystals, and also collect four different wands. User-generated Symphonies for composing your own musical challenges will arrive at a later date.
Detailing the game’s history in a press release, techToy Studio founder Ingram Mao states the idea for Symphoni came to him in 2023 during a Chicago Symphony Orchestra concert after experiencing synesthesia. While Symphoni is built around controller-less hand-tracking, Touch Controllers are also supported.
The classical music focus is reminiscent of last year’s Maestro, a VR rhythm game from Double Jack that we later awarded our Best Hand Tracking Game of 2024. However, Maestro instead places you in the role of a conductor tasked with guiding a full orchestra.
Symphoni arrives on March 6 for $19.99 for the wider Meta Quest platform.
A Valve leaker claims the Valve Deckard headset is set to launch by the end of this year at $1200, including first-party “games or demos”.
The leaker, known as Gabe Follower, has successfully revealed the existence and details of multiple Valve projects in the past, including Counter-Strike 2 (CS2) and Deadlock.
Now, in a post on X, Gabe Follower claims “several people” have “confirmed” that Valve aims to release its wireless standalone headset running SteamOS, codenamed Deckard, by the end of this year, with a “current” target price of $1200 for the full bundle, which will include first-party “games or demos”. Interestingly, they claim this $1200 price will see the product sold at a loss, suggesting Valve intends to pack high-end components and specifications into Deckard.
Several people have confirmed that Valve is aiming to release new standalone, wireless VR headset (codename Deckard) by the end of 2025. The current price for the full bundle is set to be $1200. Including some “in-house” games (or demos) that are already done. Valve want to give… pic.twitter.com/alHzQuwNvc
The claimed leak comes three months after models of Deckard’s “Roy” controllers were discovered in SteamVR driver files, revealing their design and inputs. The models included bumpers and a D-pad, suggesting the Roy controllers can act as a gamepad for flatscreen gaming. Gabe Follower claims this ability is a “core feature” of Deckard, and does not require a PC, with the flatscreen games running onboard.
Roy is almost certainly a reference to the antagonist of the movie Blade Runner, wherein Deckard is the protagonist.
That Valve is working on a new headset was not a rumor, even before the controllers leaked. The company has repeatedly confirmed it over the past three years.
In December 2021, well over a year after the launch of Index, Valve President Gabe Newell said the company was “making big investments in new headsets”.
In October 2022, Valve posted a job listing for a computer vision engineer to help “prototype, ship, and support” a VR headset for “millions of customers world-wide“, with inside-out tracking, camera passthrough, environment understanding, eye tracking, and hand tracking. And in December 2022 Valve product designer Greg Coomer told a Korean gaming news magazine the company has been “working on a new VR headset lately”, and that there are “several projects going on in-house”.
Most recently, in November 2023 Valve strongly hinted that the headset would focus on wireless VR streaming from your PC, something that datamining had already suggested.
Index reaching six years old in June, and its SteamVR usage share has been steadily declining since launch of Quest 3. Valve fans have been crying out for a successor, and many in the industry have hoped it to be a standalone direct competitor to Quest 3. Whether or not Deckard focuses on standalone VR or wireless PC VR, though, remains to be seen.
We’ll keep a close eye on the Valve leaker community, and the company itself, in the coming weeks and months for any further hints of a potential 2025 launch of Deckard.
Orion Drift, the much-anticipated follow-up from the creators of the breakout success Gorilla Tag, has launched into early access on Quest.
Following the team’s acquisition of numerous key developers from now-defunct studio Ready At Dawn (creators of the incredibly popular Echo VR), there has been buzz about Another Axiom’s new game taking on the mantle of ‘spiritual successor’ to the much loved title. For the legions of Echo aficionados like myself, it might be best to temper those expectations, at least for now.
Orion Drift is at its heart a massive social environment that gives players freedom to engage with a large-scale sci-fi hub world brimming with things to do. Players will load into a particular instance of The Orion, a massive floating space station comprised of four distinct districts, connected by a fast-paced orbital zip-line.
On entering the game, players arrive at the Drift Ball district and are immediately confronted by the overwhelming ambition of Orion Drift. Stretching out ahead of you is the sprawling hub area dedicated to the new VR sport, Drift Ball. However, glancing upwards and around you will reveal the scale of The Orion, with the other districts looming from their place in the cylindrical space station.
Every instance of The Orion can host up to 75 players currently, but Another Axiom has declared ambitions to scale this to 200. Each district is dedicated to a specific activity: Drift Ball, Golf, Parkour and a competitive obstacle course called the ‘SCRAPRUN.’
Gameplay across all of these zones takes inspiration from both Echo VR and Gorilla Tag. As one might expect, fast, fluid movement is at the heart of every element of Orion Drift. Moving around feels like a smoother, lower gravity version of the famous Gorilla Tag arm swinging locomotion. That includes the ability to slide around the environment or employ wrist mounted thrusters, similar to those available in Echo.
For those with the stomach for it, the movement system is truly excellent. It’s intuitive, graceful, and challenging in equal parts. This is “easy to learn, hard to master” at its finest. Be warned though, Orion Drift currently has almost no comfort options, so players susceptible to motion sickness should be very cautious approaching the early access release.
Of the four districts, the Drift Ball zone feels the most fleshed out at launch. Drift Ball sees players using arm-based locomotion to traverse the arena, hitting a ball towards their opponent’s goal. Essentially, think Gorilla Tag soccer. While the basics are intuitive, there is a steep skill curve here. Watching experienced players darting around the field shows the depth and nuance in the game’s mechanics, and it’s clear that some truly competitive esports moments will be had in these arenas.
The Drift Ball district comprises multiple arenas for players to join matches in, some with a clear ceiling that allows great vantage points for spectating. There are also training areas that allow players to practice shooting or goal keeping. I personally enjoyed the goalkeeping challenge so much that I could see that being a successful mini-game in its own right.
The other districts feel considerably less refined; however, they still offer enough to be enjoyable and sell Another Axiom’s vision. There are numerous areas in these satellite districts that remain conspicuously ‘under construction’ with limited feature sets or severely rudimentary texture packs.
The Golf district is an elaborate, multi-tiered golf course where players will use their drift ball skills to whack their ball towards the hole.
The Parkour district, still very much under construction, showcases its potential. There are some tutorial-based courses to learn the basics and a vast skate park inspired area for players to bound about, freely enjoying the game’s signature movement mechanics.
Elsewhere, the SCRAPRUN district feels like the furthest from complete, offering what appeared to be a head-to-head obstacle course. With no tutorial or onboarding guidance of any kind, I was left equally confused and intrigued by this area.
For all the positives so far in early access, Another Axiom is definitely leaning into its community in terms of assumed knowledge and player led onboarding. Playing Orion Drift without experience of Gorilla Tag or a community guide can be confusing. This is particularly true for those desperately seeking comfort options or assistance with basic navigation.
As development continues, the onboarding process urgently needs some refinement for Orion Drift to live up to its enormous potential.
Though much has been said about this being a spiritual successor to Echo VR, Orion Drift doesn’t quite live up to the weight of that statement as it currently stands. The scale of the game is impressive, the social hub is great, the movement mechanics are outstanding, and Drift Ball is pretty good. It just doesn’t capture the same magic that Echo did.
While there are rumors of a zero-gravity area (and perhaps an accompanying disc sport), Orion Drift in its current state feels much more like the natural evolution of Gorilla Tag, albeit with some heavy influence from the Lone Echo universe.
Regardless, Orion Drift has made a strong entrance into early access with its well-polished mechanics and a clear statement of intent to the ambitious scope that it intends to deliver. With an enormous community behind it and considerable funding from the studio’s past success, I will be eagerly watching Orion Drift as it develops throughout its early access period.
HTC today launched VIVERSE Worlds, a 3D content platform that can be embedded on “any website for any device,” positioning it as a lighter, more flexible way of hosting and browsing 3D content across the web.
Unlike HTC’s existing Viverse metaverse platform—or Meta’s Horizon Worlds, for that matter—the key differentiator is Viverse Worlds focuses on 3D content distribution. Instead of requiring any sort of app download, the platform offers up a web-based interface for quick and easy 3D content browsing, supporting XR headsets and flatscreen devices alike.
The company isn’t aiming low either, likening Viverse Worlds to what “YouTube did for video,” but for 3D content, further noting it’s an “open, accessible, and immersive online home for creators to build, share, and explore the next generation of 3D experiences.”
And Viverse Worlds hopes to differentiate by offering fairly high quality content too, thanks to the inclusion of HTC’s Polygon Streaming tech, which allows the streaming of “complex, high-poly models across various platforms and devices with unparalleled efficiency,” the company said back at the tech’s 2024 unveiling. While web-based content excels at quick deployment, rendering constraints typically make for simplistic, low-poly visuals.
Initially targeted exclusively at Viverse for Business, but now at the core of Viverse Worlds, Polygon Streaming only streams and renders the 3D elements currently visible to users at the currently needed density, HTC says, making it possible to deliver higher quality 3D content without the need of bespoke executables.
And like HTC as a whole, which has firmly embedded itself in the enterprise and prosumer XR space over the past few years, Viverse Worlds appears to be appealing to both companies who want things like immersive shopping experiences, 3D manuals, and virtual product showrooms—and consumers looking to browse and share the platform’s array of XR environments.
“Users can subscribe to creators for updates and see all their 3D content in one place. Embedding 3D is effortless—simply copy and paste it into any website as an IFrame, all for free,” HTC says.
To boot, Viverse Worlds also closely integrates with Sketchfab, the marketplace and hosting platform for millions of 3D models. That, and Viverse Worlds supports content created using Viverse Create’sno-code web builder and its browser-based PlayCanvas extension.
While HTC’s Polygon Streaming and easy embedding could give Viverse Worlds an edge, it’s not an easy space to compete in. Similar platforms, like FrameVR, Matterport, and Spatial.io, focus on niches instead of broadly shooting for “YouTube” levels of adoption, simply based on how difficult it is to monetize. Notably, one of the biggest analogues, Mozilla’s now-defunct WebXR-based Hubs platform, summarily shut down in 2024 following financial issues.
That said, HTC ultimately hasn’t tipped its hand on its overarching monetization strategy. The company will be hosting public demos of Viverse Worlds at Mobile World Congress 2025 in Barcelona, Spain on March 3rd – 6th, so we’re hoping to learn more then.
What is clear though is HTC isn’t the company it once was. Last month, Google announced it had acquired a number of HTC’s XR engineers for $250 million, something Google said would “accelerate the development of the Android XR platform across the headsets and glasses ecosystem.” Where that leaves HTC is still a mystery.
Valve’s rumored standalone XR headset, codenamed ‘Deckard’, is practically the stuff of legend at this point, with speculation brewing since data miners first discovered mention of the alleged device in January 2021. Now, leaker and data miner ‘Gabe Follower’ maintains Deckard is coming by the end of 2025, priced at $1,200.
Gabe Follower, who also runs a YouTube channel, reports in an X post that “[s]everal people have confirmed that Valve is aiming to release new standalone, wireless VR headset (codename Deckard) by the end of 2025. The current price for the full bundle is set to be $1200,” they say in the X post.
Gabe Follower also maintains Valve is also set to ship games or demos “that are already done” specifically for Deckard.
Notably, that $1,200 price point “will be sold at a loss,” Gabe Follower maintains, who posits Deckard will use the same SteamOS as seen in Steam Deck, Valve’s handheld, albeit adapted for VR.
“One of the core features is the ability to play flat-screen game[s] that are already playable on Steam Deck, but in VR on a big screen without a PC,” Gabe Follower claims, further noting behind-closed-door presentations could start soon.
While all leaks should be taken with a grain of salt, Gabe Follower has accurately leaked a number of Valve-specific projects in the past, including leaks on Counter-Strike, Half-Life, and Valve’s upcoming PC shooter MOBA, Deadlock.
Even if the leak was more of a shot in the dark than insider info as such, it’s clear Valve is preparing something related to XR. In November 2024, leaked 3D models hidden in a SteamVR update appeared to show off a new VR motion controller, codenamed ‘Roy’.
Valve ‘Roy’ Model Leak | Image courtesy Brad Lynch
Departing from standard VR motion controller layouts, Roy appears to offer more of traditional gamepad-style button layout, which would make flatscreen gameplay (in a virtual environment) a 1:1 input experience with Steam Deck.
Successive rumors maintain Deckard may include PC VR wireless streaming capabilities, eye-tracking, as well as passthrough AR features, potentially putting it in competition with Meta Quest and/or Apple Vision Pro.
As part of today’s Pickleball Update, immersive sports sim Racket Club introduced new sports, updated social areas, and more.
Developed by Resolution Games, Racket Club lets you work up a sweat in virtual reality with unique takes on sports such as ‘Box Tennis’ and ‘Spinminton.’ Today’s major update introduces pickleball as an official sport, with the addition of a new sport, table tennis, now available in the lab – a testing area where players can trial new athletics.
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Alongside the new games, Racket Club has modified its social area, giving the digital playroom a redesign with new courts and fresh areas to mingle with other racket raconteurs. The update also sees the opening of a cosmetics storefront called the Racket Club Shop, where players can spend coins on outfits and accessories to customize their look. These coins can be earned by completing daily and weekly challenges in the game.
“Since its launch, Racket Club’s content has quadrupled, evolving from a single sport to a full-fledged multi-sport virtual sports club, where players can engage in a variety of racket-based games, socialize, and hone their skills,” explains Resolution Games Chief Creative Office Mathieu Castelli, in a prepared statement.
“This update cements its status as the ultimate social VR racket experience—a true ‘racket-verse’ where friends can meet, compete, and have fun together… with more good things to come in the future.”
Racket Club’s Pickleball Update is available on Quest, Steam and Pico.