‘Zombie Army VR’ to Close Co-op Online Servers Less Than a Year After Launch

Rebellion announced that Zombie Army VR (2025) is soon losing online co-op, as the studio chalks its up to a change made by the Unity to its underlying game engine.

Publisher and co-developer Rebellion Games says in an announcement that Zombie Army VR will be losing online co-op at the “end of March.”

The studio, which developed the game alongside XR indie Xtended Realities, says its decision to axe co-op comes down to “Unity’s phased exit from the Multiplay Game Server Hosting Service.”

Unity announced in December it was operating its Multiplay Game Server Hosting Service service through March 31st, 2026, noting that the service is deprecated in Unity 6. Instead, the hosting service framework being is being replaced by the unified Multiplayer Services package, which notably requires developer intervention.

Additionally, Rebellion says in the announcement that it’s still investigating how it plans to handle co-op save data, noting that it’s aim is to “protect the integrity of the save data with no loss of progress.”

Released in June 2025, Zombie Army VR faithfully brought the storied franchise to VR for the first time, serving up both single player and two-player co-op on SteamVR, Quest and PSVR 2. Catch our full review here to learn why we gave it a [6.5/10].

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Pico Unveils OS 6, Teases MicroOLED ‘Project Swan’ XR Headset Ahead of GDC 2026

Pico today unveiled Pico OS 6, something the ByteDance-owned company calls its “most significant operating system update to date.” Additionally, the company teased a few new bits of info about its upcoming ‘Project Swan’ XR headset ahead of its “live demo” GDC 2026 session next week.

Project Swan is Pico’s next flagship headset, slated to launch globally sometime in “late 2026,” the company says. While there’s no price or finalized hardware specs yet beyond the list of features below, the company just showed off the operating system that will run Project Swan, Pico OS 6.

But first, a recap of Project Swan’s features:

  • Display type: MicroOLED
  • Pixel density: approaching 4,000 pixels per inch (PPI)
  • Pixel per degree: Average ~40 pixels per degree (PPD), center sweet spot exceeding 45 PPD
  • Dual-chip architecture: custom XR silicon for perception and imaging (claimed ~12 ms perception latency) and separate flagship SoC with “more than 2× CPU and GPU performance vs XR2 Gen 2”

Additionally, Pico announced it’s has launching a ‘Global Early Access Program’ at picoxr.com which will allow hand-picked users an opportunity to test of Project Swan and Pico OS 6.

That said, there’s still a lot to learn about Project Swan, although Pico offered a decidedly more detailed look at its OS 6 update, including a new system layer called ‘Spatial Engine’.

Pico says Spatial Engine is “designed to make different types of digital content work together more naturally,” which will allow standard Android apps to run directly within immersive environments, rather than appearing as separate layers.

Image courtesy Pico Interactive

“This means users can work with tools such as spreadsheets or design software while remaining fully engaged in a 3D space,” Pico says in a press statement. “For developers, the update provides a more consistent foundation for building experiences that blend familiar apps with immersive interactions in a smooth, responsive way.”

Users can also position multiple app windows around them using a 360-degree interface, which Pico calls ‘PanoScreen’, enabling multitasking within mixed reality, with input options including hand gestures, controllers, and keyboard and mouse.

We’re sure to learn more at Pico’s GDC 2026 developer session, which will also likely go deeper into Pico’s new Spatial SDK (‘Kotlin’) and UI system, which the company says simplifies design with component-based APIs and unified runtime adaptation.

Pico says its GDC 2026 it will al;so provide “an overview of Project Swan’s graphics performance, multimodal interaction system, and developer toolchain, as well as practical guidance on bringing existing apps or games into spatial computing workflows,” in addition to “concrete examples and live demos.”

In any case, we’ll be watching out when GDC kicks off next week, taking place March 9th – 13th at the Moscone Center in San Francisco, California.

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