Beloved roguelite shooter Roboquest (2023) isn’t a VR game, but it will be soon thanks to VR porting team Flat2VR Studios. In a VR Developer Direct interview, Flat2VR talks about just what’s behind the studio’s next big port.
“Roboquest started as a passion on the flatscreen game, because I love the game so much,” says Flat2VR COO Eric Masher. “I love playing it. We saw the dynamic movement, double jump—there’s rail grinding in it—every time I was in there, I was just like, ‘Man, this would make the perfect virtual reality game. Why isn’t this in VR?‘”
Masher details how he flew to Sweden to “cold call” the game’s publisher, Starbreeze Entertainment, to ask whether an official VR port would be possible, which turned out to be a surprisingly quick green light.
“We are really VR-ifiying every single mechanic that we can think of,” says Flat2VR CEO Jasmine Uniza, who reveals the game’s massive assortment of guns have been physically modeled for manually reloading—no small feat.
Image courtesy Flat2VR Studios, RyseUp Studios
“Do you even understand how much work it is to just do one weapon. To figure out how to make one weapon feel good in VR and make it the VR version of it? But in a game like Roboquest, it’s so fast-paced, that all of a sudden doing this process of reloading really breaks the game balance. We had to do that for not one, not two, not ten, but something like 80 weapons.”
Masher talks about how the studio moved the game’s UI to the user’s wrist, putting ammo counters on guns, and making the game’s minimap not so oppressively ‘in your face’ was a big concern. Those immersive touches are what “makes the difference between a port, and a conversion,” Masher says.
Image courtesy Flat2VR Studios, RyseUp Studios
Flat2VR’s says it’s currently working to bring its slate of projects to “as many VR platforms as possible, which includes Surviving Mars Pioneer, Out of Sight VR, Wrath: Aeon of Ruin, Postal 2 VR, and Flatout VR.
Meanwhile, the studio says it still has more to announce, although we should expect them at next VR Games Showcase, which is slated to take place in August 2025.
In the meantime, Roboquest VR is slated to arrive on all major VR headsets in Fall 2025, which you can wishlist over on the Horizon Store for Quest 2 and above, Steam for PC VR headsets, and the PlayStation Store for PSVR 2.
Meta shipped the Quest v77 update knowing it had major bugs, the company’s CTO has acknowledged, despite his pledge to improve quality control.
Last month, Meta CTO Andrew Bosworth said the company was “taking seriously” developer complaints of OS performance regressions, undocumented misguided changes, and bugs. He said Meta was “spending time on” addressing it, and “doing the work” to solve it.
“We appreciate the feedback as always, from developers, [and we] take it seriously. It’s our responsibility, these are our mistakes, and we’re gonna fix them”, Bosworth said at the time.
But around three weeks ago Meta started rolling out v77, and developers have encountered even more bugs in this new release. To be clear, we’re not referring to bugs in the new Navigator system interface. These bugs are at the core of the OS experience.
In a thread on X, Virtual Desktop’s developer Guy Godin publicly decried the decision to roll out v77. He described how issues he had reported in the Public Test Channel (PTC) build like audio crackling, audio cutting out when switching to passthrough, VP8 video decoding no longer working, and MediaCodec were still present in the “stable” build.
“Good job ignoring all the reports during PTC and pushing your update anyway”, Godin complained. Multiple other developers tell UploadVR they’re experiencing similar issues.
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In an ask-me-anything (AMA) session on his Instagram page, Bosworth was asked why people on “the bird app”, referring to Twitter (now X), were “mad at” him.
Bosworth responded that it was “for good reason, I’m sad to say”.
“Our quality control hasn’t been where we need it to be”, he acknowledged, as he alluded to unspecified reasons for having to push an update with bugs to millions of headsets:
We actually saw these issues in PTC. For reasons I can’t get into, we had to roll anyways.
People say “how could you do it!?” Well, these bugs don’t affect a huge number of people. They do affect devs, who I care about a lot, and they do affect a specific set of people, who I care about a lot.
We’re working on the fixes. Some of them require firmware updates from Qualcomm, and so there’s a process that we’re going through there.
We’re working with urgency on this. We’re not happy about it. There’s a bunch of reasons we had to proceed anyways, and it’s a measured call with some benefits and some costs. But we shouldn’t even be in a position to make that call, because we should have much better quality control sooner.
It’s a process. We’re working on it. My commitment to that hasn’t faded at all.
I sat down with the co-founder of Augmented World Expo Ori Inbar during his annual conference in Long Beach.
“XR Is Going Mainstream” is the rallying cry of this year’s event, which opened this week with Inbar presenting a keynote featuring the current developer generation of Snapchat’s Spectacles glasses. While Snap plans to sell consumer Specs next year, the current model helped him sink a pool shot using AR as a guide overlaying the geometry needed to sink the shot. Yes, much like that episode of Quantum Leap some readers might remember, and similar in concept to an older project Inbar cited in his presentation. Now the idea runs in standalone glasses from a major technology company.
With about 10 minutes for our interview I dug into the shape of the market with Inbar. Full transcript below edited lightly for repeated phrasing and clarity.
Ian Hamilton Who are you and what’s your role here?
Ori Inbar Hey, my name is Ori Inbar. I’m the co-founder and CEO of Augmented World Expo.
Ian Hamilton How many years have you been doing this and how has the market changed over that time?
Ori Inbar I started it in 2010, initially focused on AR when it was just starting out. We had 300 people in the room, 20 exhibitors, and since then it grew to what it is today which is 250 exhibitors and almost 5,000 attendees. And actually in 2015, we partnered with UploadVR, and that’s when we combined AR and VR into one conference because we thought, they’re so complementary, it’s really part of the same spectrum. And that was a great move. But how did the industry evolve from an event that was basically talking about ideas in the future to, as our shirts proudly say, “XR Is Going Mainstream?”
Ian Hamilton Yeah. I heard a rallying cry up there on stage during the keynote yesterday, I imagine you do that almost every year in a different way in different words. Interesting to think about the 10 year path of partnering with UploadVR, I didn’t remember that piece of history. That’s the year I started at this company covering full-time VR as a technology. And the year is 2025 and I feel like augmented reality is only accessible in my VR headset.
Ori Inbar That’s how you mostly use it?
Ian Hamilton I think it’s the best in my VR headset.
Ori Inbar It’s probably the best experience, I agree, but you can’t ignore the fact that 1/3 of the U.S. population is using mobile AR, maybe not on a daily basis, but pretty frequently for things like socializing and shopping and, like I said in the keynote, Gen Z is a huge adopter of it. I think they are, just now, waiting for the next form factor to allow them experience it in a much better way. The Spectacle glasses, which we have here hundreds of, I think are showing off where this could go.
Ian Hamilton Let’s talk architecture, though. Field of view, 100 degrees. 100 degrees of canvas on which augmentation can appear. Zoom is about to appear on the visionOS platform, visual zoom, so I will have greater than 20/20 vision through mixed reality on a VR headset. How do augmented reality glasses, see-through Spectacles, how does the field of view gap between these two device categories play out over the next decade?
Ori Inbar I vowed not to talk about the future this week, but I think all these different approaches will converge into a single device that can do it all. I think today I personally use different devices for different purposes. The Vision Pro is amazing for things like spatial video, “spadios”, right? And all of the mixed reality experiences are just incredible. But when I’m on the street walking around, I use my Ray-Ban glasses because they are awesome taking videos on the go and getting information as I need it without having something big on my face. And you know, the specs are great for some casual AR gaming that I do mostly at home, I don’t go out with these glasses yet. So I think each one is great for a different purpose right now. We wear for a purpose, and that’s probably going to continue for a few more years until, again, that ultimate future where you have probably one device that can do it all? So AR glasses with very wide field of view but can also obstruct the world if you need to.
Ian Hamilton One device that can do it all. One device that can do it all. I feel like that’s going to be a VR headset with augmentation built onto it. Do you disagree with that?
Ori Inbar The question is how do you define a VR headset in 10 years? It’s going to be indistinguishable from an AR headset.
Ian Hamilton Yeah, what optical system do you think it will use?
Ori Inbar My guess, and I’ve been guessing it for 10 years now, it’s going to be direct retinal projectors. It was invented in the early ’90s but we’ve seen the North glasses that tried to introduce it, it didn’t work so well yet. This technology allows you to have a very light form factor, regular looking glasses, with the ability to completely paint information on your retina. So you can even do VR with these glasses because it can block everything, including the sun. That’s my bet, but it’s been 30 or 40 years now since it was invented and still hard to crack.
Ian Hamilton Really interesting to think about that and I appreciate you not wanting to talk about the future, so I’ll stop there. What do you think about the pace of this industry? Is there anything holding it back? Is there anything needed to accelerate?
Ori Inbar In my opening, I basically said let’s not talk about what’s missing and where we need to go, because what we have today is good enough for almost any use case. But since you asked…every year there’s new things happening, new devices being released, new technologies. We get kind of used to the space, and we never kind of stop for a second and think, ‘let’s see what we have today.’ It’s pretty amazing, so we always want more, which is great on one hand, but it’s also distorting reality in some ways.
The things that are clearly still preventing us from having our dreams come true is….for me, for someone that really came from the belief that AR is what we will use most of the day. VR will definitely have its place at home, entertainment, things like that, but most of the day you want to be in the world. So you want to have an AR device, and for that you really need a wide field of view. And you want to have the ability to project information that merges really nicely with the real world. In that sense, a lot of it is the language of XR, or AR specifically. How do you give information that is useful, that is engaging, that is entertaining, without distracting me from the real world? So it’s more of a kind of design issue, more of a content issue, and I have to say that since Vision Pro, and since the Quest 3 offered great mixed reality experiences, I’m seeing that already starting to happen, because the device is supporting that field of view and that excellent vision, so I’m very optimistic about where we’re going to be.
Ian Hamilton I’m optimistic about where we’re going as well except I think the last 10 years have indicated the field of view that you get out of a VR headset is a winning architecture for augmentation, at least in the near term.
Ori Inbar Absolutely. You know, when the Vision Pro was launched, Tim Cook did not talk about the VR headset. He said, this is an AR headset.
Ian Hamilton Apple doesn’t use [“VR”] at all.
Ori Inbar And they even invested so much unnecessarily in the Eyesight display just to make it look like an AR device, and now we know it’s completely unnecessary.
Ian Hamilton I appreciate that, and I feel that cuts through a lot of the confusion out there. You said it was an issue of language and it really is.
Ori Inbar I call it AR on VR, basically. A device that does AR on a VR headset.
Ian Hamilton Yeah, I think of it as AR passing through VR.
The show floor of Augmented World Expo in Long Beach this year features a simulation of bungee jumping with the completely unnerving sensation of actually falling.
The demo for Anywhere Bungee is extremely short, but impactful enough that I thought about the experience for the rest of the day. It began with being handed a Quest 3 and getting strapped into a contraption resembling a large padded massage table wedged between two motorized arms. After getting my feet strapped in tight to a set of inversion cuffs, I was given a very quick explanation of what I was about to experience and then put right into the action.
In headset the simulation begins with the sensation of being moved into position for my impending jump. Anxiety began to wash over me as I felt suspended high in the air, dangling over the edge of a large skyscraper in Tokyo, Japan. The Logilicity team behind the experience began to chant in unison.
One… Two… Three. BUNGEE!
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From a downward facing position strapped to the table and tilted forward a little bit to start, I dropped suddenly to a fully vertical position with my arms outstretched in front of me. This was a sensation that I have never experienced before in virtual reality and for the first time in a long while, I actually felt frightened in a VR headset.
The sensation of being flipped vertically as I plunged toward the ground below me, and again on the initial bounce, left my hands visibly trembling from the degree of fear and exhilaration at what I had just encountered. I’ve been using VR headsets for more than a quarter century and I don’t often feel sensations like that anymore, even in the most intense virtual horror experiences at home. Experiencing the sudden pull of gravity seemed to transition my brain into believing I was actually falling, wind blowing in my face as I rapidly descended.
When the demo was over I spoke with Tetsuya Nonomura, who told me he prefers the title Chief Bungee Jumper to CEO. He told me his passion for bungee jumping led him to want to develop the Anywhere Bungee system so enthusiasts and the general public could do these activities in a controlled and easily accessible way.
Currently deployed in rooftop settings like Tokyo Tower and Abeno Harukas in Japan, Logilicity says they are looking to expand their virtual bungee experience to partners and anyone who might be curious about the thrill bungee can provide without having to fling themselves off of a real structure.
Now my mind is racing over other potential extreme sports that could be simulated using motion platforms and virtual reality. As someone who has never experienced real bungee jumping, I can’t speak to how 1:1 this experience feels, but it was intense enough that I’m now chasing that feeling and searching for other intense VR simulations like this one. We would love to hear about similar experiences in the comments below, or you can contact us privately.
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Zombie Army VR is serving up its iconic arcade-style shooting on all major VR headsets. Like the flatscreen games, it’s all about blasting every make and model of Nazi zombie, upgrading some cool WWII-era guns, and experiencing the game’s dark, neon green-drenched universe. While Zombie Army VR tailors its zombie horde action to fit on VR headsets, despite its best efforts, it still feels a little too tied to its flatscreen roots.
Zombie Army VR Details:
Publisher: Rebellion Games
Developer: Rebellion, Xtended Realities Available On:Quest, SteamVR, PSVR 2 Reviewed On: Quest 3 Release Date: June 12th, 2025 Price: $30
Gameplay
You’re a member of the elite ‘Deadhunter’ squad on a mission to rid the world of zombies, and help the squad’s leader Hermann Wolff find his daughter, who’s mysteriously gone missing in the wreckage of Nuremberg. If you’re looking for an engaging story with tons of lore beyond that little summary, you should probably look elsewhere, because Zombie Army VR is all about unloading as much lead at zombie brains as possible, and not much else.
Like all good arcade shooters, the story, which is mostly delivered via voice overs in loading screens, is built to be skippable, as the game’s replay value comes in playing campaign missions you already beat, or choosing a campaign level in co-op mode so you can kick it with a friend. I didn’t have a chance to go co-op for the review, although I find it hard to believe any game can’t benefit with a good bud at your side, preferably one with a spec-ed out machine gun.
That said, the meat of the game lies in its wide variety of zombies that you blast away with a number of WWII weaponry you find along the way. This includes various submachine guns, scoped rifles, pistols, and shotguns from both Axis and Allies. There is also a singular one-off guns you’ll find in some levels, namely a massive machine gun that only has 100 shots.
Image courtesy Rebellion
You’ll also have grenades, mines, and TNT at your disposal too, that latter of which you can shoot from afar to blast a pack of walkers. Zombie Army is all about funneling a train of walkers into a chokepoint, and letting them go boom, and the new VR entry is no exception.
While you can pull the pin on grenades and toss them naturally, the game also offers a secondary way that lets you automatically fling a grenade with a simple trigger pull, just like you might with a gamepad. That was my first hint that Zombie Army VR is still pretty tied to its flatscreen roots. The game knows you’ll need to throw a literal mountain of grenades, and it’s presenting you with an option to make it ‘easier’, but also less immersive.
Weapon upgrades are also here, with work benches scattered throughout starting zones and mid-level break areas so you can choose your loadout and tack on some necessary bits to keep step with the game’s difficulty ramp. Upgrade packs can be earned at your base’s gun range for top marks in the time trial, won by completing specific level challenges, like killing 300 zombies or never using a health syringe, or also found in levels in the form of a satchel, which encourages thorough exploration. There are a few other collectibles to trawl for, including extra weapons skins and creepy dolls for additional XP.
Ooh. A gold MP44, don’t mind if I do | Image captured by Road to VR
And XP is the name of the game. Shoot more zombies, more accurately and in quick succession, and you’ll rack up XP multipliers, which in turn will give you a better chance at making your next rank, and therefore getting another Weapons Upgrade. It’s a good system that rewards players for not only trying their best, but going back and trying levels again, which take around 20 minutes to complete.
That said, upgrades feel a maybe a little too standard, offering things like extended mags, better shot stability, and more penetration power, but missing is any sort of optics or site upgrades. As it is, iron sights feel basically unusable on all guns, which could be addressed by providing better visual contrast on models, or maybe some sort of glow-in-the-dark add-on. As it is, shooting is basically an exercise in squeezing off your first shot, then readjusting by following the wispy white trail it leaves behind.
Melee weapons are also littered throughout, offering up a few choice brain-splattering thwacks for when you’re low on ammo, or just looking to beat back a zombie with whatever, be it a hammer, arm bone, or wrench.
You can’t holster melee weapons though, making them more of a ‘spice’ to the overall meal. You can however use your gun as a melee weapon, which feels very natural, since you’ll be flailing about anyway when ammo runs dry.
As for scoped rifles, much of time I hardly ever even bothered, instead opting to fire from the hip and adjusting aim based on feel. Putting the scope up to your eye gives you a fullscreen overlay of the shot, which made me feel a little too hemmed in when zombies are popping up from the left, right and center. There were very few moments when I actually needed a scope anyway, because levels are generally too small for them to really make sense.
Despite sometimes clipping through each other, zombies were a highlight. Most of the fan favorites are here, which you’ll recognize from the series other games: a variety of walkers, helmeted walkers, heavy armor walkers, MP44-shooting zombies, screaming kamikaze zombies, and also a sniper zombie that can magically fly to various vantage points. Character models and scripted movement feel on point, as they lunge out you when closing in, voicing increasingly terrible moans along their way.
You’ll be hard-pressed to see more than a dozen zombies on screen at a time though. As soon as you kill the last straggler of the wave, you won’t have to wait long for the next. While I was hoping to get a truly massive wave at some point, the game doles out harder zombies in smaller numbers to amp difficulty.
In the end, Zombie Army VR’s boss fights are somewhat of a letdown, as they’re few and far between. There is some continuity in how to beat them, although bosses generally felt more like summoners who only spawn your standard range of zombies in no particular order. I was waiting for some big one-off reveal, or something to make me go “wow,” but that never came.
Immersion
Zombie Army VR has most of the trimmings of a true VR-native, although I think it has a bit of an identity crisis on its hands.
At first, manually reloading a weapon felt really engaging, and a good source of friction to heighten the zombie threat. As the hordes grow though, and you start expending more bullets per second than you can reasonably find, it becomes apparent that Zombie Army VR just isn’t paced for this to really make sense in later stages of the campaign. At least not for me.
Image courtesy Rebellion
I’ll admit this right here: halfway through the game, I toggled on ‘automatic reloading’ in the settings, and was much happier for it. Even now, after having beaten the game’s five hour campaign, it felt like an all too unfortunate sacrifice at the altar of immersion to keep friction low so I could keep pace.
I hate to feel “happy” for intentionally making a VR game less immersive, but when four kamikaze bombers, an armored mega-zombie, and a half-dozen helmeted runners are on the way to stomp me to death and send me back the last checkpoint, all the while a sniper zombie is shooting overhead, in just doesn’t feel like a situation where I should be reasonably asked to eject a spent mag, grab the new mag from a pouch, charge the first round, and then have to do it again less than 30 seconds later.
Maybe it’s a skill issue, but maybe (just maybe) Zombie Army VR knows that reloading is generally too fiddly for such a fast-paced game; hence the automatic reloading toggle, which exists across all of the game’s difficulties—easy, medium, hard.
Image courtesy Rebellion
That said, the game’s visuals are pretty impressive when played on Quest 3. Levels are fairly dark, although there’s a lot of interesting decay and environmental variety around to keep you gawking. Your standard swath of regular items, like wine bottles, a pair of boots, and motivational posters in German litter the game too, making the apocalypse feel like it just happened a few days ago. Quest 3 has some environmental fog as well in larger levels, but I never found it distracting.
As for object interaction, it is a bit on the ‘cheap’ side, as in the game expects you to force-grab highlighted items at all time. The game however makes a great effort by making weapons physical objects that have appropriate weights.
Oftentimes I’d have my three-slot inventory full, and a another hand dedicated to keeping another previous bait grenade in-hand, leaving me to push a button with the barrel of my gun. In that respect, the world works as you’d expect it, which is a great feeling. Switch guns from left to right felt a little less intuitive, requiring you toss it in the air slightly and catch it with the other hand.
Comfort
Zombie Army VR offers all standard locomotion options and rotation methods. Kill cams and narrative reveals can quickly accelerate you out of your body halfway across the map though, which can be jarring if you’re not ready for it. Kill cams can be toggled off in the settings, and there are only a handful of narrative reveal ‘zooms’, making the game mostly comfortable for most anyone.
‘Zombie Army VR’ Comfort Settings – June 11th, 2025
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