Hotel Infinity Review: A Standout Example Of True Room-Scale VR

You check into a hotel, but no one’s there. Not even at the reception desk. You sign your name, but then the paper disappears. Things only make less sense from there.

The entire structure of the hotel makes no sense. Turn a corner, and suddenly you can see where you were before at the other side of the room, or an impossible corridor that turns in on itself. And what’s that oozing red substance that seems to be everywhere?

Hotel Infinity is a geometrically impossible labyrinth of an escape room, and that’s precisely what makes it one of the best VR experiences I’ve ever had in the medium.

The Facts

What is it?: An impossible space puzzler through a mysterious hotel.
Platforms: PS VR2, Quest (reviewed on Quest 3S)
Release Date: Out now
Developer/Publisher: Studio Chyr
Price: $19.99

The brainchild of Manifold Garden developer William Chyr and his team at Studio Chyr, Hotel Infinity takes the abstract puzzle exploration of his previous work and implants it into a roomscale VR experience like few others. Indeed, it builds on many of those ideas of impossible spaces and portals to new areas that the game deployed to allow that unique puzzle title to thrive, naturally translating the idea to this very different medium.

Basic techniques that Hotel Infinity employs to make its physically 2×2 meter space feel much larger are not itself new, and you may have experienced the idea before in Tea For God. But how it combines the approach with interesting puzzles makes for a unique experience.

Your reasons for arriving at the hotel are unexplained, but the point once inside is to reach your room, then find a way out. Which, when no corner or object in this space obeys the laws of physics and order you’re used to, is more difficult than it sounds. It’s also incredibly unnerving to never know where you’re going next, witnessing everything from dense corridors to sights of massive hedge mazes and the ever-present glowing neon sign of Hotel Infinity. There’s no dialogue, and there’s barely any music bar the occasional riff and subtle audio cues during puzzles to guide your way. But that doesn’t mean that the game doesn’t raise your heartbeat for its unique atmosphere and the uncertainty over what’s to come.

It’s split into five chapters, each taking you through a set route through the hotel before warping you back to your hotel room and venturing deeper. There are puzzles that must be cleared along the way but beyond some basic math and spatial awareness, these are hardly challenging for anyone with even a base intelligence for these sorts of titles. That’s not the point when taking in this space and discovering (or interpreting in your own terms) the secrets are more important.

For those who lack a 2×2 meter physical space, there is a stationary mode, but I strongly recommend finding the space to play Hotel Infinity how it’s designed to be played. Trust me, as someone living in a Japanese apartment that, while not small, did require a bit of reorganization to make work, I know how challenging this can be if you don’t live in a large place. But it’s worth it. Hotel Infinity is so clearly designed around having the space to make it work that without it, it feels lacking in the spark necessary to get into its many joys under the surface.

If you can find the space, the experience that Hotel Infinity delivers is magical. It’s like a bridge between home VR and the location-based spaces that take advantage of huge, expansive locations to offer a free-roaming experience enhanced by VR. Having experienced many of these in Japan, it’s hard not to see the wonders of being fully transported into a haunted house or location using the tech as you physically, carefully wander the eerie corridors one step at a time. There are many great at-home VR horror experiences or titles in other genres that can transport you to new worlds with more depth. Still, I won’t lie about occasionally wishing I could take that next step myself, and not with a thumbstick.

Hotel Infinity manages to find that happy medium by using impossible space to create the immersive exploratory feel of these commercial VR attractions with a longer adventure, puzzles, and greater possibilities than ever. It’s precisely what makes the roomscale mode of this game such a wonder. Within this 2×2 meter space, corridors are designed in such a way that you can fully walk and duck your way through every area in the game without needing the controllers for anything other than gripping, holding, and interacting with objects or levers in the environment. Walking through this hotel and turning each corridor not knowing what you’ll see next brings an added layer of fear and excitement, and before long you forget where you are. Sure, you don’t need to step over that gap or duck to get through the door; it doesn’t exist, but I bet you will anyhow.

It makes Hotel Infinity one of the most immersive VR games on the market, and a showcase of the technology that should become the standard for showing newcomers what’s possible in VR moving forward. This can also have the opposite effect, though, where every exciting and mind-blowing effect is coupled with moments of genuine terror that feel so much more real when you have to take a step towards them. For that reason, I can’t recommend the later moments of this game to anyone with a major fear of heights. I have a partial and circumstantial fear that manifests when I feel directly in control of whether I can fall from such a height, leaving me genuinely worried traversing some of these later areas.

But isn’t that a testament to just how well this game can transport you by virtue of its free-standing 360-degree movement? The core design of moving within this contained and transforming space is its biggest asset, making this idea possible and bringing the immersive free-roaming VR into the home in a way often impossible for setpiece-driven narrative works.

Sure, some of its puzzles can feel overly simplistic, and it’s a very short adventure that can be cleared in about 2 hours in a single sitting before the battery notification of your headset even buzzes. But when it’s this much of a wonder to explore, that hardly matters.

Hotel Infinity – Final Verdict

Hotel Infinity is a standout example of true room-scale VR, and a must-own for anyone interested in understanding the potential of this medium. Notably, the potential is not merely to be a new way to experience familiar ideas, but to offer experiences only possible in VR. What a revelation of a game this is.


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

Tracked: Shoot To Survive Gets Visual Upgrades In First Patch

Tracked: Shoot to Survive released its first patch with visual upgrades and new features.

Recently launched on Quest 3 and 3S, we had mixed feelings in our Tracked: Shoot to Survive review. Though we considered it to be an engaging survival adventure with great VR-focused crafting mechanics, we had notable criticisms at launch for its presentation, enemy AI, and performance. Now, developer Incuvo has released its first big patch just over a week later.

TRACKED’s first BIG patch is here! �
Bringing you visual improvements, new features, and tons of fixes.
Huge thanks to everyone helping us shape the game. Keep on sending the feedback!

And if you’re playing TRACKED, drop us a review. It helps more than you think. pic.twitter.com/UdFWbq8ot9

— TRACKED: Shoot To Survive (@TRACKEDVR) November 21, 2025

Most notable here is a series of visual upgrades, with Incuvo promising better resolution and improvements to lighting, tree shadows, and the skybox. Stealth grass is also visually thicker, and contaminated meat has been adjusted to be “visually more repulsive.”

Other new changes include a new sleeping feature, which allows you to rest at your Father’s Cabin to recover HP and skip some time. UI adjustments have been made to the fast travel board “for easier identification,” new cooking icons have been introduced, and your notepad’s interactivity has also been adjusted. You can find the full patch notes here.

Our reviewer, Luis Aviles, went hands-on directly with this update following its release. He informed me that loading times are noticeably reduced and textures appear more detailed, though he’s still noticing performance stuttering and advised the sound effects are still “hit or miss.” However, he considers this a “step in the right direction” compared to the launch version.

Tracked: Shoot to Survive is out now on Quest 3 and 3S.

Little Planet Is An Adorable Social Simulator That Evokes Animal Crossing

Little Planet allows you to become a city planner and socialite on a world of your own making, and it recently went free-to-play on Quest.

In Little Planet, you become the architect of a world in almost every sense. You can shape it on a macro level, shifting rivers and cliffs to your liking. Then, roam around your curated space, chopping trees and crafting furniture, all while living among adorable anthropomorphic villagers. It’s a comforting setup that’s easy to get lost in, and after exploring and fine-tuning my digital home away from home, I’m impressed by how deep these systems can go.

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Launch trailer

Alas, an adorable utopia isn’t built in a day, and your time with Little Planet begins with the basics. Taught through a series of approachable tutorials, you’ll quickly learn how to collect materials, earn recipes to craft with, and interact with the all-important inventory system at the center of it all. Each aspect is introduced quickly, though given their practical nature, it doesn’t take long to feel at home with these systems.

Similar to other sandbox experiences like Minecraft and Animal Crossing, much of Little Planet’s world is engaged with through the moreish process of experimentation and exploration. What happens if I chop down this tree? Or if you’re like me, how much random junk can I fit in my inventory before it’s full? These questions create a sense of intrigue that’s easy to invest in, further bolstered by Little Planet’s Pedia, which serves as an enticing scavenger hunt list.

For our hands-on experience, the developers at VRWood provided UploadVR with a late-game account for Little Planet, which also allowed me to experience the simulator with all its systems unlocked. This gave me a brief taste of the expanded building types, such as the furniture shop and fashion house, as well as a full range of equipment, including the peashooter, fishing rod, gardening tools, axe, and a watering can.

When compared to the sparse planet you began with, it’s impressive how much you can accomplish if you invest your time in its sizable open world. As someone who puts a lot of stock into customization, I’m particularly impressed by the range of dress-up and accessory options available to jazz up your avatar. That includes everything from glitzy star glasses to bucket hats and adorable coquette-collared tops. 

Perhaps my favourite aspect of Little Planet was the fishing minigame, and I’m embarrassed to admit how much time I’ve spent happily staring at a bobber. Similar to real-world fishing, here you equip a rod and fling your arm back before casting your line out as if you’re Indiana Jones cracking your whip. Then, once a fish has nibbled your bobber, you can use your free hand to grip the reel and hastily crank it backward. It’s a simple yet surprisingly meditative process, made even better by the sloshing of the waves and the clicky reel sounds of the rod.

I would be remiss not to mention the residents of the world, dubbed Planet Pals, whose playful banter garnered a few giggles from me across my hands-on. It can be lonely working away on the planet by yourself, especially if you aren’t keen on the game’s social features, and I appreciated having someone to chat to besides myself. While their dialogue isn’t overly complex or moving, at least in my experience, they do well to imbue the world with a sense of much-needed personality. Of the bunch, fishing fanatic Rusty is a particular standout, thanks to their pirate quips and comical seafaring attire.

One thing has become clear across my time with Little Planet so far, and it’s that I’m only scratching the surface. Beyond the plethora of day-to-day activities to tackle, I didn’t get a chance to test out the social features or travel to other worlds. Even so, Little Planet leaves a confident first impression, providing life sim players an opportunity to curate custom worlds in VR.

Little Planet is available now on Quest.