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Walmart is offering Quest 3S for $250 again, $50 off, and it comes with the $50 VR blockbuster Batman: Arkham Shadow.
That’s the price for the 128GB base model, and the 256GB storage model is also on sale for $50 off, bringing it down to $350.
As well as including Batman: Arkham Shadow, the offering comes with 3 months of the Horizon+ games subscription, as with all new Quest headset purchases.
Arkham Shadow was officially included with all Quest 3S purchases for the headset’s first seven months on the market, though this was effectively extended during multiple sales and honored for any SKUs with the game’s logo on the box. The game, which Meta recently canceled the sequel for, earned a 4.5-star rating in our review, and it’s a rare example of a truly made-for-VR AAA title.
UploadVRHenry Stockdale
This is far from the only time we’ve seen Quest 3S on sale for $250, and over the holidays it even dropped to as low as $200 for Costco members. But it still remains immense value – a fully standalone and wireless VR headset with tracked controllers, hand tracking, and mixed reality for less than the price of a traditional games console.
One consideration you may want to make if you’re considering jumping into VR with this deal, however, is whether the higher-end Quest 3 or Valve’s upcoming Steam Frame might better suit your needs.
While Quest 3S can run all the same content as Quest 3, and has the same fundamental capabilities (including the same XR2 Gen 2 chipset and 8GB RAM), Quest 3 features Meta’s advanced pancake lenses which are clearer and sharper over a wider area, have a wider field of view, and have precise separation adjustment, making them suitable for essentially everyone’s eyes. Meanwhile, Steam Frame has a significantly more comfortable design and promises to make wireless PC VR seamless.
But Quest 3 costs twice as much as Quest 3S on sale, and Steam Frame is likely to cost around three times as much. If you’re looking to jump into VR on a budget, or gift a friend or loved one, it’s impossible to beat the raw value of Quest 3S.
You can find the deal at Walmart.com.
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Two years after debuting in Early Access on Steam, VR survival game Bootstrap Island moves to its 1.0 release in March.
Since debuting in Early Access in February 2024, developer Maru VR has steadily added features such as elemental dangers, new boss fights and areas to explore, and hallucinations. Its next update, scheduled for March 12th, 2026, will officially end the Early Access period and add new content to expand on the game’s narrative and gameplay mechanics.
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Bootstrap Island Full Release Trailer
As seen in the full release trailer, the 1.0 update introduces a local island tribe and with it, a new trading and communication system. Players will be able to forge relationships, friendly or hostile, that will impact their chances of survival.
Maru VR has promised to conclude the story of the survivor as well with added cutscenes and voice acting. New weapons, combat mechanics, and a new boss encounter are also on the list of planned updates.
The full release will coincide with a price increase from the current Early Access price of $24.99. At the time of this article, the final price is not known.
Bootstrap Island is currently available on SteamVR for $24.99. A PSVR2 port has also been announced for sometime in 2026.
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Reality Syndrome Symphony’s upcoming escape room puzzler has promise, but issues with controls and puzzle readability make this a release we’ll need to see more before recommending.
I love puzzle games, as I’d imagine most VR players do; it comes with the territory. I also love narrative puzzlers like Myst, and have played more than a handful of escape rooms. So, when Reality Syndrome Symphony offered us a chance to take an early look at the upcoming Amelia’s Escape, I was pretty stoked to see what the game had in store – yet what I’ve played leaves me concerned and excited for the final release in equal measure.
What is it?: An escape room puzzler, where players must task Amelia with escaping an unknown warehouse.
Platforms: Quest (Previewed on Quest 3), Steam
Release Date: TBA
Developer: Reality Syndrome Symphony
Publisher: Reality Syndrome Symphony
Price: TBA
Let’s start with some of the obvious; starting up the demo, players find themselves – Amelia – locked in a warehouse filled with puzzles, and after some brief exposition discover they must complete a number of puzzles and gain keycards to unlock a door to allow their escape. You accomplish this by searching the warehouse for items to interact with, some obvious and others less so. Two major issues immediately reveal themselves, one hopefully exclusive to this demo build, and another which isn’t inherently exclusive, but with any luck will be patched before launch.

I must confess that I found myself stuck on the second of the demo’s puzzles for an unreasonably long amount of time, to the point where I eventually ended up emailing the developers to figure out if I had run into a progression blocker, or some other known issue. I hadn’t, but I did learn that the build I played came with a few quirks; while the warehouse is dotted with all manner of objects, all but a few of them actually do anything in this version of the game. The rest are “red herrings” that will be used in the full release.
On its own, I can’t say I’m a fan of this tactic. Some of these objects, like air canisters that Amelia will comment on when interacted with can be filled with air, leading the player down a dead-end. Others, then, don’t even offer this luxury – even if Amelia will comment on them all the same, suggesting that they do offer a use. Ultimately the solution I was missing all along I’d glanced over due to a weird interaction; you’re meant to bridge a connection with a metal spanner, but placing it when the fuse starts the power flowing will do nothing, even if you place the spanner in the right spot.
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Frustrating detection for controls.
I’d hope in the final release the game can either prevent you from placing the spanner when the power is on – ideally making it clear that, yes, you’re on the right track in the process. This ties into my second issue with the game, not tied to the demo; sometimes the game’s controls, and which objects the player can interact with, are inconsistent. For the most part, objects that the player can interact with are a brighter shade than objects surrounding them. Yet, at the same time, this logic is inconsistent. Sometimes darker objects can be picked up and interacted with just fine. Other times, brighter objects are stuck in place and in the end players are left scratching their heads and scrambling their hands across entire shelves of the warehouse in search of objects they can pick up.
Unsurprisingly, Amelia’s Escape doesn’t offer too many comfort options – mostly because there’s little need to. As a slow-paced puzzle game, players can choose between stick-based locomotion and teleport movement. At least at this stage these options aren’t very granular; what you see is what you get.
Even worse, while most objects players have to actively use the grip button to interact with, switches do not – and the sensitivity with which they’re activated is ridiculous. Returning to that electricity puzzle; the same box you place the spanner in has two levers the player can interact with. They will react to your hands even from what feels like a foot away, and it’s almost impossible to finely control which of the two is activated at any given time.
On a more positive note, and perhaps unsurprisingly the game looks and runs great on a Quest 3 headset. Even if this demo left me with far more questions than answers, with any luck the final release will manage to fix the issues I’ve had with this early build. I hope the next time I check out the game, things will be in a better – and more easily recommendable – state.