A genAI called ‘Patty’ will be making life hell for employees and customers by the end of this year
A genAI called ‘Patty’ will be making life hell for employees and customers by the end of this year

XR glasses company VITURE announced it’s secured an additional $100 million financing round following its $100 million Series B secured in September 2025.
The latest round was led by Legend Capital, a Beijing-based investment arm affiliated with Lenovo. The round also featured a group of strategic investors, including previous investor Bertelsmann Group. According to Crunch Base data, this brings Viture’s overall funding to $221.5 million.
Since its Series B in September, Viture has launched its Luma series and Beast XR glasses, phone/PC-tethered XR glasses that use bird bath-style optics. In December, Viture also partnered with CD Projekt RED to release a limited-edition Cyberpunk 2077 Luma series glasses. Since then, the company has expanded retail presence across North America, including in-store demo placements at Best Buy.

This follows recent news that Google-backed competitor XREAL filed a patent lawsuit against Viture in January, claiming that patent-infringing devices have been imported or otherwise sold in the US—including the Viture Pro, Luma Pro, and Luma Ultra—which allegedly infringe one or more claims of Xreal’s foundational patents.
In turn, Viture has labeled Xreal’s actions as “patent-troll-style” behavior, even prompting Viture to take its own infringement proceedings against XREAL in China in addition to separate proceedings to “address false and harmful statements made by XREAL about VITURE and its products,” the company says in a press statement.
“While VITURE did not seek to be drawn into litigation, it will not hesitate to enforce its own rights and pursue all appropriate legal remedies available to it,” the company adds.
Notably, Viture says that if the court rules in its favor, the company may consider injunctive relief restricting the manufacturing and export of all Xreal products utilizing the electrochromic film technology, as well as other corrective measures in accordance with applicable law.
The post XR Glasses Maker VITURE Raises Another $100M, Marking $200M Raised in Less Than 6 Months appeared first on Road to VR.
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A free Hitman World of Assassination Elusive Target mission starring Milla Jovovich from the Resident Evil films is available to play until March 24.
Hitman World of Assassination’s Elusive Target missions, a series of limited-time events, date back to the 2016 Hitman game. Players get a limited time (sometimes as brief as 48 hours) to complete the mission. Past missions have starred known performers like actors Sean Bean and Jean-Claude Van Damme, rapper Eminem, and MMA fighter Conor McGregor.
The latest mission, titled The Harbinger, centers on Ether Corporation CEO Lilith Devereux, played by actress Milla Jovovich, best known from her starring role as Alice in the Resident Evil films. It revisits the Patient Zero storyline as part of the Patient Zero Requiem season, which also includes a paid cosmetic pack.
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The new content is available to play now until March 24 as a free download. The Patient Zero Requiem season is also playable as part of the free demo for Hitman. Note that this new content is not available on Meta Quest’s Hitman 3 VR: Reloaded.
Hitman World of Assassination is available in VR on Steam for $69.99 and PlayStation VR2 as a $9.99 add-on to the $69.99 PS5 game. IOI also announced the game is available on Mac via Steam and the App Store.
Drawing inspiration from animated comedies like Rick & Morty and Futurama, Space Control is an absurd adult-oriented job simulator that will make some players laugh, and others cringe.
As part of Steam’s Next Fest, MoonMonster Studios has released a brief playable demo of their upcoming comedic job simulator, Space Control. The thirty-minute demo offers an early glimpse at a game that I found to be equal parts charming workplace parody and infantile shock comedy.
The demo opens with a short setup exposited by a corporate onboarding video delivered with impressive voice acting. You play as a human from Earth who’s been abducted by Glorpo Incorporated, an intergalactic megacorporation, to work off a debt that “you” owe the company. The only problem is that you don’t owe the company anything. They’ve abducted you accidentally, in place of the actual debtor. But since Glorpo “doesn’t do returns,” you’re pressed to work anyway.
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Space Control intro captured by UploadVR
Unfortunately, in this early build, the gameplay is not totally polished. There’s a feature in the game called “Force Grab” which allows you to pull distant objects toward you. This feature is in fact critical in the first two minutes of the game, since you’re trapped and must grab a heat gun to thaw your way out of cryo-sleep. I spent about ten minutes in my first playthrough simply trying to get this feature to work. I eventually managed to make it happen, but not in the way the developers intend.
For reference, I played this demo on a Quest 3S using Steam Link (the demo is only available on Steam for now, though the game will release on Quest alongside its PC VR release). I suspect the final game will not include these control issues.
After escaping your cryo-pod, you spend the next several minutes in your living quarters. Wandering around and picking up objects in these first moments is fun and silly. There are sentient dry-erase markers with distinct personalities (one screams in pain when using it to draw, while another seems to enjoy being used a little too much). There’s a Polaroid-style camera that incongruously ejects the same picture every time you use it (a photo of the space station’s supervisor stamped with the text “Back To Work”). There’s space goo to toss around, a rubber alien chicken to squeeze, fidget spinners, books with stupid titles, and so much more. The environment is simply brimming with distraction, a fun thing in VR.
Next, you’re introduced to a colorful cast of silly coworkers, each with exaggerated personalities. The tone in these first five minutes is instantly reminiscent of vintage Futurama (which I love). Your new friends are an offbeat, ragtag group of misfits dumped into the same metaphorical sinking ship. The characters’ designs are expressive and fun, their dialogue is snappy and delivered perfectly by their voice actors, and the space station environment brims with small gags and visual jokes.
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Space Control VR gameplay captured by UploadVR
At this point in the demo, I’m feeling great. Despite the technical speedbumps, we’re moving along and having fun, and I can see myself really bonding with my hapless crewmates. If the gameplay continues to build on the silliness and mechanical interest of the starting area, I think Space Control could be something special.
By the end of my time with the demo, I’m not so sure.
The early charm of the characters and presentation are quickly outbalanced by the game’s insistence on infantile humor. While I’m by no means a prude, and while I enjoy the stupidity of the cartoons from which this game takes inspiration, Space Control is far more interested in shock humor than actual wittiness.
For example, there’s a whole game mechanic that involves shoving various butt-plugs into abductees’ butts. While a fifteen-year-old version of myself might have found this and many more of the game’s intended punchlines funny (maybe), my adult self spent more time cringing and wishing the writers had done something (anything) else.




I accept that not all types of humor are made for me. What I find annoying might make someone else howl, and I love that. If you find posters of hairy privates and butt plugs to be funny, you’re gonna love this game. For me, most of the humor is a miss.
Which is a real shame, because the gameplay is great. The job simulator portion of the demo has us manning a handful of command stations, each more ridiculous than the last.
We must abduct new debtors and process them into the workforce. This involves stripping their clothes, taking care of any of their health needs, ensuring they look the part of the respectable worker, and sending them on their way.
The mechanics of this process are well-crafted, with all our tools and devices (yes, even the butt plugs) reacting well in VR. The tools that we use are silly, fun to use, and inventive, and the fully voice-acted abductees are highly varied and do their best to say stupid, fun, or funny things. Our coworkers are there as well, helping us in their own way, and throughout the process we’re learning more about them and the overarching story of Space Control.
Space Control offers sitting, standing, and roomscale modes. The game has a vignette effect for turning. It also uses hand tracking and controllers.
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Space Control’s job simulator gameplay captured by UploadVR
It all comes together pretty well, in the end. But the biggest challenge for Space Control’s developers will likely center on the game’s tonal target.
The humor often feels too infantile, yet the language and themes clearly aim for an adult audience. Characters casually swear, and the script isn’t shy about using the most explicit language. As a parent, I wouldn’t feel comfortable letting my 11-year-old play it, but I could imagine Space Control being perfect for her if only they had cut the language and eliminated the overtly sexual jokes.
That said, I’m 42-years-old. I can imagine teens (whose parents aren’t such helicopters as me) gasping between laughs at the game’s absurd props and crude punchlines. Comedy is subjective, and jokes that make me cringe might be exactly what another player hopes for in a VR comedy game.
The demo ends abruptly enough that it feels more like a teaser than a vertical slice. As the screen fades out, I get the feeling that the real comedic escalation and narrative momentum lie beyond the cutoff point.
Based on this brief preview, Space Control shows genuine promise. Its interactive design is strong and its environments are lovingly crafted and richly detailed. Its cast has potential to become genuinely endearing over time. The biggest question mark, for me, is tonal balance. If the rest of the game leans closer to the clever absurdity of its premise and less into blunt, smack-you-in-the-face shock humor, the game will appeal to a massive audience (me included). If not, there’s still a lot to love, especially for fans of dumb comedy.
MoonMonster Studios plans to bring Space Control to Meta Quest and PC VR this April. You can wishlist the game at those storefronts, and sample the demo now as part of Steam Next Fest.
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Graphics depicting Meta’s upcoming ultralight headset with a tethered compute puck, codenamed Phoenix, have been found in Quest firmware.
Firmware dataminers Luna and Samulia discovered a “hilariously” low resolution depiction of the headset from the rear side (see above), as well as a silhouette of the frontbox from behind. The pair were also able to activate and run the eye tracking calibration setup on a Quest Pro.
While the resolution is indeed comically low, it still clearly depicts a compact headset with glasses-style nose pads instead of a classic VR-style face pad. Discovered strings also reference adjusting the nose pads for comfort. What we don’t see is the back of the device, so it’s not yet clear whether it has glasses-like arms or a cradle for the back of your head.
More:
2/2 pic.twitter.com/gntIvRc4oT
— Luna (@Lunayian) February 24, 2026
Before this, the only real indication we had as to what Phoenix might look like came from The Information’s 2024 report that first revealed the existence of the device, then called Puffin, where it was described as “a bulky pair of glasses” that weighs less than 110 grams with a tethered compute puck running Horizon OS, the operating system of Quest headsets.
That 2024 report also described the headset as having eye tracking, in order to copy the gaze-and-pinch input system of Apple Vision Pro.
Luna’s past and current datamining corroborates this. Last year they found references to automatic IPD adjustment and iris unlock, features both driven by eye tracking.
Separately, XR influencer Brad Lynch claimed that one of the candidates for the headset uses 0.9-inch micro-OLED displays, slightly smaller than those used in Bigscreen Beyond headsets. Without knowing the pixel density, this doesn’t tell us the resolution. But it does let us know that this candidate could offer OLED’s signature infinite contrast, true black, and punchy colors. UploadVR has previously reported that Meta has explored multiple display system approaches at differing price points.
UploadVRDavid Heaney
Leaked internal Meta memos from December revealed that the company is targeting the first half of 2027 for a launch of Phoenix.
Phoenix will be strongly focused on virtual screens for productivity and entertainment, and other seated mixed reality and VR use cases. Names that Meta has internally floated for the product have included “Quest Air”, but it’s far from certain what it will decide. It’s also unclear whether it will even be marketed as a “headset” – it may instead be sold as “mixed reality glasses”.
Keep in mind that Meta’s hardware roadmap is constantly shifting, and the company frequently spins up and cancels devices before they ship. When a specific product gets close to shipping, we’ll bring you any reliable rumors of its imminent arrival. Until then, be ready for anything planned to get canceled or delayed.
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