The Midnight Walk Will Receive Film & TV Adaptation

The Midnight Walk, MoonHood’s dark fantasy VR claymation adventure, is being adapted for film and TV.

Announced in partnership with Story Kitchen, a production company who formerly worked on adaptations for Sonic the Hedgehog and Tomb Raider, MoonHood Studios confirmed The Midnight Walk is up next. The game sees you portray The Burnt One, who works together with a dormant lantern creature called Potboy to bring them back to life across five different tales.

Founders Klaus Lyngeled and Olov Redmalm specifically mention both film and television plans in a prepared statement, and the project is currently in early development as the producers are “currently meeting with writers.” No further details are presently known about this upcoming adaptation.

We had significant praise for The Midnight Walk during our recent 4/5 stars review. Though we believed it could benefit from more in-depth puzzles, we considered it a “memorable adventure” and praised its unique aesthetic. An upcoming PlayStation VR2 patch aims to address resolution concerns, which follows a recent update for the Steam release.

The Midnight Walk offers a memorable adventure that’s enchanting and bleak in equal measure, one that feels like wandering into a twisted fairytale. It’s a gripping tale with beautifully crafted claymation visuals, held back only by some minor frustrations and not especially in-depth puzzles. MoonHood have delivered a great example of hybrid design between flatscreen games and VR.

It’s not the only VR game receiving a film adaptation, either. Last week also saw Kinetic Games announce that a movie based on the co-op horror game Phasmophobia is in development with Blumhouse, whose previous work includes M3GAN and the Five Nights at Freddy’s film. Much like The Midnight Walk, a release window for the upcoming movie also remains unconfirmed.

The Midnight Walk is available now on PlayStation VR2 and Steam.

The Midnight Walk Review: Beautifully Dark Clay Adventure
With its gripping dark fantasy world and beautiful claymation visuals, The Midnight Walk is a memorable journey in VR.
UploadVRHenry Stockdale

Zombie Army VR Review: Good Foundations Marred By Repetition

Zombie Army VR has the foundations for something more, though it’s held back by a repetitive campaign. Read on for our full review.

You probably can’t name a more frequent combination than zombie shooters and VR. From the earliest hits like Arizona Sunshine to more recent games such as Resident Evil 4 Remake, countless attempts have come and gone across the years. Following its work on Sniper Elite VR and Winter Warrior, Rebellion’s now brought its undead spin-off into the mix for another crack at this combo with the help of Xtended Realities, delivering mixed results.

The Facts

What is it?: A VR entry in Rebellion’s Sniper Elite zombie spin-off series that you can play solo or in two-player co-op.
Platforms: Quest, PS VR2, PC VR (Reviewed on PS VR2 with a PS5 Pro)
Release Date: June 12, 2025
Developer: Rebellion, Xtended Realities
Price: $29.99

The story splits into a seven mission campaign with a varying number of chapters, threaded together with a serviceable narrative set before Zombie Army 4. This means you can’t kill Zombie Hitler, something we’ve admittedly known since last year, but it’s a minor disappointment regardless. Still, all you need to know is that you’re a Deadhunter fighting the undead across the ruins of Nuremberg.

Zombie Army VR screenshot shows an SMG being aimed at a zombie in a gas mask
Screenshot captured by UploadVR on PS VR2

For the initial stages, my thoughts are largely in line with my preview last year. A comfortable opening encourages you to check the expansive comfort settings before leaving the tutorial. Upon starting a mission or within your explorable hub that’s effectively your start menu, you’re given a choice of which weapons to take and what aspects you’d like to upgrade.

There’s a nice selection of gradually unlockable weapons, and you always carry three. Rifles occupy one slot over your shoulder, SMGs or shotguns take another, while pistols are grabbed from the waist. Upgrades like extra ammo or even health and stamina regeneration are good but limited, since you can only do it once for each aspect per weapon. It would be great if you could enhance your weapons even further.

Weapons reloading has three different options including an automatic choice, and Rebellion’s pleasingly added a more realistic ‘Authentic’ setting alongside a less involved but still welcome ‘Manual’ option. Grab the ammo from your holstered pouch, load up your weapon and get ready to fire. Similar to Sniper Elite VR, Zombie Army also provides an appreciated aim smoothing setting, which is useful for those with less steady hands by reducing your in-game hand motion speed.

You’ve also got a satchel for holding three items at once like syringes or grenades, though this appears as a floating flat menu which kills the immersion somewhat. Unusually, I also encountered an issue on PlayStation VR2 where trying to add items using my right hand didn’t work, they’d drop to the floor instead. However, using my left hand was fine, and I’ve not been able to duplicate this issue yet on Quest 3.

Zombie Army VR screenshot shows an x-ray kill cam as a skull gets penetrated by a bullet
Screenshot captured by UploadVR on PS VR2

Mechanically, Zombie Army VR works well and while I wouldn’t call it one of PlayStation VR2’s visual standouts, the presentation generally looks good. Hearing the foul screeches of an incoming zombie horde leaves me tense without this ever veering into horror, it’s more of an action game, and the performance ran smoothly throughout. Those signature x-ray kill cams are back too.

How does it play on Quest 3?

This review is based on the PlayStation VR2 version and though we didn’t receive access to the Steam version before launch, we’ve also spent an hour playing the Quest 3 version for comparison.

So far, Zombie Army VR on Quest 3 holds up pretty well with the expected trade-offs. I only noticed the framerate drop on two brief occasions during combat sequences, and the visual presentation looks great on standalone hardware. I can’t speak for Quest 2/Pro performance but for Meta’s latest family of headsets, it’s a good port so far.

However, and this is a big one, where Zombie Army VR goes wrong is in the missions themselves, which normally need around 20 minutes to complete. Every chapter ends up turning into little more than a shooting gallery, which quickly gets tedious and frustrates the pacing as fights can take a while to clear. A good variety of enemies – who range from your standard violent corpses, armored units, snipers, suicide runners, and more – do little to help this feeling.

Some stages require killing zombies within a set perimeter to extract their blood, one involves transporting objects that draw enemies to you, while other levels include areas sealed by a blood gate. No matter what happens, it’s ultimately the same deal almost every time. This ends up becoming incredibly repetitive in longer stints; playing with a friend in co-op only goes so far in masking that. Rebellion informed me there are currently no plans for cross-platform multiplayer, either.

Comfort

Zombie Army VR begins by selecting your dominant hand and whether you’re playing seated or standing, asking you to take off the headset when changing position. Smooth camera turning is supported alongside snap turning at 15, 30, and 45 degrees. Movement uses either artificial stick-based locomotion or teleportation.

Various HUD elements like subtitles, score indicator and the crouch indicator can be switched off. Screen vignettes can be applied, while you can adjust your belt’s offset, height, angle, and size. Cinematic cameras, camera shake and x-ray kills can also be disabled. Moving forward can be tracked by your head or hands, while tracking smoothing can steady your aim in exchange for less responsive hand movement.

Four characters are available at the start (two more will be added later), and three difficulty settings are available. Audio can be individually adjusted with sliders for the master volume, sound, voice, and voice chat. A colorblind mode is also supported. Brightness and contrast can also be altered, and haptic feedback can be switched off.

The only real changes are with a handful of bosses who you can only get to by… well, killing more enemies. Or destroying the floating skulls around them so they drop the protective barriers, all while attacking standard zombies so they don’t kill you first at the same time. It all feels rather unimaginative, and that’s especially disappointing as I hoped for more from these boss fights.

Zombie Army VR screenshot shows a gun aimed at a zombie's head
Screenshot captured by UploadVR on PS VR2

Completing this campaign took me roughly 7 hours, maybe slightly more, and Rebellion’s attempted to encourage replayability with the usual incentives. Collectible dolls and weapon skins are hidden across each mission, while scoring uses a medal system from Bronze to Gold. My previous concerns mean I don’t feel particularly compelled to replay low scoring missions, though earning enough XP to level up rewards you with more upgrade points for guns. That alone had me consider reattempting my less successful endeavors.

Zombie Army VR Review – Final Verdict

Zombie Army VR has a decent foundation with a tense atmosphere and enjoyable gunplay, but that’s let down by the main campaign offering little more than a repetitive shooting gallery. Playing with a friend can only do so much to hide core issues, which is unfortunate when the game mechanically feels good. What’s here is fine, Zombie Army VR has its moments, and it’ll serve if you’re after a new co-op campaign. Just don’t expect much else.


UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our review guidelines.

Rhythm Game BEATABLE Will Introduce A Level Editor and New Tracks Next Month

BEATABLE, the mixed reality rhythm game, is introducing six new tracks as well as a custom song and map editor as part of a planned update next month.

Developed by XR Games (Hitman 3 VR Reloaded, Starship Troopers: Continuum), BEATABLE is a mixed reality rhythm game where players swap controller inputs for hand tracking as they tap and click to the beat. After choosing a song and difficulty, icons appear over four lanes, with players tasked with smacking the table in front of them to earn points – the more accurate the timing, the higher the score.

As part of a planned update for BEATABLE next month, XR Games is introducing a custom map and song editor, enabling players to create levels with music from their libraries. Revealed during the VR Game Spotlight at AWE USA, six new tracks will be added to the setlist, including a new song called Invincible, which features Japanese idol Kudo Haruka, as well as improved visuals and VFX.

“We didn’t want to just make another rhythm game,” said XR Games CEO Bobby Thandi in a prepared statement. “We wanted to push boundaries—to build something that feels natural, physical, and fun in a whole new way. BEATABLE is the result of our Creative Director’s (Chuan Liu) vision, and we couldn’t be more excited to share it with the world.”

BEATABLE is available on Quest now in early access, and you can read our early access impressions below to learn more.

BEATABLE Hands-On: Let’s Tap Meets Mixed Reality Rhythm Gaming
BEATABLE presents an intriguing mixed reality rhythm game in early access, and today’s launch is off to a promising start on Quest.
UploadVRHenry Stockdale

Titan Isles Confirms PS VR2 Version With First Gameplay Trailer

Titan Isles, an upcoming co-op VR action adventure, confirmed it’s heading to PlayStation VR2 in a new gameplay trailer.

Previously announced for Quest and Steam, Titan Isles from Psytec Games (Windlands 2) takes us to a ruined world shattered by the awakening of these mysterious Titans, where you fend off swarms of robots and these giant foes. During today’s VR Game Spotlight at AWE USA, Psytec released a new gameplay trailer that confirmed that it’s heading to PlayStation VR2 in 2026.

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This follows Psytec previously avoiding committing to other platforms during the initial announcement, citing “technical and logistical” hurdles. When asked about PlayStation VR2 in our recent interview, Psytec CEO and Creative Director Jon Hibbins didn’t rule out any plans but explained that last year’s PS VR2 port for Windlands 2 had not yet become profitable.

Playable alone or in four-player co-op with cross-platform multiplayer supported, Titan Isles lets you choose one of four Exo Suits with a unique traversal method and weapon each. As an example, ‘Storm’ uses hand jets and a jetpack while arming you with pistols and a rifle, while ‘Hunter’ has grappling hooks plus a bow and arrow.

Titan Isles arrives on Steam and the Meta Quest platform later this year, while the PlayStation VR2 version will follow in 2026. Until then, you can read our full interview below to learn more.

Why Psytec Games Made Titan Isles Over Windlands 3
With co-op action title Titan Isles launching this year, we interviewed Psytec Games to learn why it’s chosen an original game over Windlands 3.
UploadVRHenry Stockdale

What Comes After Is An Episodic VR Survival Game Focused On Community

What Comes After is an upcoming episodic VR survival game where you try to keep your community alive.

Created by Allware Studios (COLD VR), What Comes After aims to deliver a post-apocalyptic experience with an emphasis on “emotional storytelling and community.” Revealed during the VR Game Spotlight at AWE USA, gameplay revolves around short missions that last roughly 15 mins each as you explore, solve light puzzles and fend off two types of enemies; Maulers are fast and infected runners, while Keepers are hostile survivors guarding what little they have left.

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Today’s trailer revealed the first chapter called ‘The Settlement’, where you find yourself in a fragile underground community trying to rebuild after societal collapse. Each mission revolves around recovering essential supplies like medicines and food, which is then reflected at your base. “You’re not gaining XP or loot. You’re keeping people alive,” states the developer.

Detailing the upcoming game further, Allware confirms that What Comes After features no cutscenes or menus, and the focus isn’t on collecting new gear. Future seasons promise to “expand the world” and bring new challenges, though little else is known about the game’s future plans at this time.

Today’s announcement also follows the first major update for Allware’s other virtual reality game, COLD VR. Titled the ‘SUB-ZERO Edition‘, last week’s patch sought to address the title’s launch reception by adding a campaign overhaul with five new levels, updates to existing levels, visual upgrades across Quest and Steam, and native bHaptics support.

What Comes After doesn’t have a confirmed release window yet, though it’s “coming soon” to Steam and Quest.

Apple Details Vision Pro’s New Persistent Widget System Coming to VisionOS 26

At WWDC this week, Apple revealed a new persistent widget system coming to Vision Pro in visionOS 26. The system will allow users to anchor widgets against walls or on surfaces that will always stay in the same place with glanceable info.

In a developer session released during WWDC this week, Apple delved into the new widget system for Vision Pro, exploring how they work, customization options, and more. Unlike typical Vision Pro windows, which float in space wherever the user places them (and will relocate when the headset is recentered or rebooted), widgets can be placed against walls or on flat surfaces and will always stay in that place, even if the headset is restarted. This makes widgets on VisionOS 26 act like persistent parts of your physical environment.

Apple explained that the system supports existing widgets built for other Apple platforms (like iOS and iPadOS), which means there will be a wealth of widgets for Vision Pro users. But Apple has also extended its WidgetKit platform with new options that are specific to Vision Pro. That includes new sizes and aspect ratios to choose from.

Image courtesy Apple

Additionally, developers will be able to choose between a ‘paper’ and ‘glass’ overlay which will define how the widget responds to the lighting in the user’s space.

Image courtesy Apple

For widgets with static info like photos or cover art, Apple suggests the paper style so that they will dim with the room’s lighting, making them appear more like part of the actual room.

For widgets that present dynamic information, Apple suggests the glass style, noting that information on the glass style will stay illuminated to ensure it’s always easy to see.

Widgets made for VisionOS 26 can also be proximity-aware, allowing the widget to change between states based on how near or far the user is from the widget. This enables developers to show simplified information (like weather conditions) from across the room, then surface more detail when the user gets closer (like the upcoming week’s forecast).

Image courtesy Apple

Among the new first-party Apple widgets that are specific to Vision Pro is an album poster which shows album art on the wall and then plays the album when the user clicks on it. Another is a ‘photo window’ that allows you to create a virtual window with a panoramic photo that makes it seem like you’re actually looking out into the scene. However, these photos are flat for now rather than spatial.

View post on imgur.com

The Clock widget has gotten an overhaul with new designs and enhanced detail for viewing up close.

Apple really wants widgets to feel not like floating windows but part of the user’s actual space. Thus, they must be placed against walls or on flat surfaces, and they will also be occluded by other virtual content and by the real world environment, like furniture or walls.

To keep widgets grounded as part of the real environment, they are always contained within a frame that casts a realistic shadow.

While developers have new tools for making widgets on Vision Pro, users are also given a range of customization options.

Image courtesy Apple

Widgets can be adjusted to be 75% to 125% of their original size. They can be ‘elevated’ to sit on the wall like a picture frame, or ‘recessed’ which sinks them slightly into the wall, making them feel like part of it. When in ‘elevated’ mode, users can define the thickness of the frame.

Image courtesy Apple

Users can also choose between a handful of colors, in both light and dark variations.

Image courtesy Apple

When arranging widgets against a wall, nearby widgets will automatically snap into a grid arrangement for easy grouping.

Widgets can be interactive, allowing a user to, for instance, check off a to-do list item by using look-and-pinch or physically touching the widget. If a widget doesn’t have specific interactions, interacting with it will launch the parent application by default.

Widgets are already available in the VisionOS 26 developer beta that released this week, and is expected to be released to the public this fall.

The post Apple Details Vision Pro’s New Persistent Widget System Coming to VisionOS 26 appeared first on Road to VR.

The Splitgate 2 Boss Is Still Talking About His Dumb Hat: ‘It Is Really Freakin’ Hard As An Independent Studio To Break Through The Noise’

An unusual email hit my inbox earlier today. It was from PR for the makers of Splitgate 2, a free-to-play portal shooter that released just a few days ago and stirred up drama with a MAGA-infused meme at Summer Game Fest from studio head Ian Proulx. “The CEO of 1047 Games has issued a video statement and apology to…

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Jigsaw Night Delivers Impressive Colocated Puzzling To Quest Headsets

A new puzzling game called Jigsaw Night should debut this week for Quest 3 and 3S headsets with an assortment of features so impressive it could draw in new VR buyers.

I tried out the single player version of the experience at AWE in Long Beach from long-time developer Steve Lukas and found myself immediately impressed with the depth of the work. You have your choice of hand tracking or controller tracking, for instance, and you can select both the number of pieces and their shape.

“Jigsaw Night was built based off that feeling building Lego and jigsaw puzzles with my kids. And so we wanted to replicate that whole experience, and what we’ve done here is we’ve created a social multiplayer jigsaw puzzle game,” Lukas said in a brief face-to-face interview. “What you can do is build jigsaw puzzles anywhere around your house, you can do more than one at a time, and you can play with multiple people at a time.”

The big feature here that might draw entire families together for Quest game nights is co-location using Meta’s Shared Spatial Anchors. You can play remotely with friends too, but Jigsaw Night first and foremost aims to create a digital version of puzzling in the same room with someone, with very few of the downsides. If you don’t finish a puzzle, for instance, you can put your pieces back in the digital box and then open up that box later and everything will expand back out to where it was.

The video below shows how Jigsaw Night looks and feels, with the option activated to show the puzzle’s picture to players on both sides.

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Lukas says they’re pricing the game for launch at $18 with DLC packs available. Buyers, however, won’t be forced to buy DLC for additional content to piece together because the base game includes Facebook integration, so you can grab a photo from there to “build old memories and create new ones.”

“You can cluster [the pieces] however you want, different family members can even cluster different colors. One person can take the edge pieces, the whole collaboration aspect is key,” Lukas said. “It’s about connecting families, connecting friends through the power of mixed reality.”

We’ll plan to interview Lukas soon for a more in-depth discussion and test the co-location features. You can wishlist Jigsaw Night on the Meta Quest store now, with Lukas telling us the game is compatible with Quest 2 and Quest Pro, as well as the 3/3S line. There’s no firm release date, but it could debut later this week.