↩ Accueil

Vue normale

Asymmetric VR Horror Game Inverse Shutting Down In March

11 février 2026 à 14:32

The developers of the 4v1 multiplayer horror game Inverse announced that servers will shut down at the end of March.

MassVR, who originally started developing location-based (LBE) VR experiences in 2017, posted an update on Inverse's Steam page announcing the shutdown. Per the post, the game servers will shut down on March 31, 2026. MassVR clarified "Until that time, all online features/servers will remain active, and you can continue to play and enjoy the game as usual."

Inverse: Stave Off Demons In 4v1 Multiplayer Horror Action
Inverse brings more 4v1 multiplayer horror action to Quest headsets – here are our hands-on impressions.
UploadVRCharlie Wacholz

Inverse is a 4v1 asymmetric survival horror game drawing inspiration from the popular flatscreen title, Dead by Daylight. Four players play as HAZMAT suit-clad agents against one opponent playing as a monster. The agents have to repair three control panels within a short time limit to unlock gun cases and kill the monster. The monster can either kill all of the agents or simply outlast the time limit to win.

0:00
/0:25

Inverse Release Trailer

Inverse first launched on Quest App Lab in June 2023 as a limited-feature free-to-play title. A PCVR version followed in November of the same year. Its full release was priced $29.99 and was later dropped to $14.99. The game has already been delisted on Steam. At the time of this article, it remains available on Meta Quest 2/Pro/3/3S for $9.99.

Crossings Review: A Gritty Rogue In Need Of Polish

10 février 2026 à 15:44

Crossings offers up incredibly visceral and engaging combat by keeping things simple while still offering a variety of choices for players. However, it has a lot of rough edges that show the more you play it.

Coincidentally or not, Crossings is one of two Norse mythology-based roguelites that released for Meta Quest in December. However, the similarities between it and Soul Assembly's Street Gods end with the setting. Neat Corp, whose previous titles include the stealth thriller Budget Cuts series and cozy island farming sim Garden of the Sea, set a dark tone from the instant you load in. With the previously delayed co-op mode and Steam version now available, read on for our full review.

The Facts

What is it?: A Norse mythology roguelike
Platforms: Meta Quest 3/3S; SteamVR (played natively on Quest 3 and SteamVR via Virtual Desktop)
Release Date: December 18, 2025 (Quest); February 6, 2026 (Steam)
Developer: Neat Corp
Publisher: Creature Label
Price: $9.99

Crossings on Meta Quest. Captured by UploadVR

In Crossings, you awaken in the Norse afterlife, starting in a forest blanketed in fog with a choice of weapons to start your run with. Each weapon has a tier, damage stats, and special gesture-based combo attacks that offer a buff such as a damage multiplier or status ailment, if performed correctly. If you pick another weapon, it simply replaces the original. There is no full body avatar here, just hands and wrists, which are replaced with your weapon (primary hand) or item (secondary hand) when in use. The floating hands are nothing new to VR, but seeing them disappear in favor of an item was jarring and a bit immersion breaking.

You continuously come across weapons in treasure chests, so you're not married to the same weapon until the run ends. Some of the perks you come across are tied to specific weapon types, like increasing the block damage when using a club, incentivizing you to backtrack for a weapon you passed on earlier because there's an upgrade available.

0:00
/0:18

Fighting an enemy in Crossings. Captured on Quest 3 by UploadVR.

The same goes for magic. Each run starts with the same three wind magic attacks, triggered by a simple, unarmed, dual-arm gesture: crush, lift, and push. As the run progresses, you come across podiums with three statues offering your choice of replacement spells for one of the gestures, bringing different more powerful elemental attacks. Every perk and spell replacement costs units of either health or mana. You will randomly get offered a choice of an extra unit of health or mana from translucent statues that pop up after defeating enemies, so you're never forced to skip an upgrade because you can't 'afford' it.

The combat is almost brilliant in its simplicity. It feels, for lack of a better term, chunky. Enemies visibly take damage and react accordingly when hit. Every hit registers thanks to terrific sound design and the standard fighters can quickly close the distance on you with far-ranging leaping attacks or throwing spears. A lone enemy is a threat to hurt you in Crossings which is a nice change of pace from the horde-like feeling in other roguelites.

0:00
/0:27

Fighting a boss in Crossings - Captured on Steam by UploadVR

This is still a roguelite though, so expect to see the same enemies quite often. Getting to the third boss fight only to find out it's the same (or very similar) model as the first with a couple of new attacks was a bit of a letdown. Also, this is a slower-paced, more measured rogue, closer to something like In Death or Ancient Dungeon VR than the recent Roboquest. This isn't necessarily a bad thing. I quite enjoyed it. Just a point of comparison.

You will spend just as much time exploring and looting as in combat. Successful runs can get quite lengthy, so if you are doing well and fully exploring an area, expect to be in headset for over an hour before you go down. A run save feature would be welcome in future updates.

Comfort

Crossings uses artificial stick-based locomotion. You can choose between snap and smooth turning, but there are no settings for degrees on snap turning or speed for smooth turning. There are also no available vignettes for those prone to motion sickness.

Your weapon defaults to your primary hand with your inventory appearing on your other hand, but this can be changed in settings.

Unfortunately, Crossings still shows signs of an early release. The options lack, well, options like turn speed/angles and vignettes. You can only run in a straight line. Trying to strafe or draw your weapon slows you back down. The magic gestures, specifically the crush spell, can be hit-or-miss at times. I used push more than anything else simply because it registered more consistently than crush or lift. At times, I triggered them accidentally and lost mana.

0:00
/0:28

Selecting an upgrade. Captured on Quest 3 by UploadVR.

Then there's the co-op gameplay. Crossings originally released in Early Access on Quest without the promised co-op mode. That was added later, shortly before the Steam release, and it still feels unfinished. There is no voice chat, which to my understanding was a deliberate move by the developers to force communication via body language and hand motions. A curious choice when Discord exists (and will soon have native Quest integration) and players on Quest can use the Horizon OS voice chat to communicate. I'm curious how many players will opt for the silent communication approach as intended.

Your friend joins with a full body, a curious choice given you yourself just have hands. Mercifully, you do not see your buddy's arm transform into a club/sword/axe/mace when they pull their weapon, but the weapon floats awkwardly at their wrist instead of appearing to be actually held. Same with the bow and arrow and the lamp that keeps you on the right path forward. This doesn't affect the gameplay, but it's tough to unsee.

The aforementioned translucent statues randomly appear for each player while being unseen by the other. When you both arrive at the upgrade statues, if one player selects an upgrade, that statue shuts down, even if the other player wanted the upgrade in the other hand. Passing inventory items, like potions, to each other was quite cumbersome. It's surprisingly clunky, especially coming from a seasoned developer like Neat Corp. Crossings in general feels better as a singleplayer experience than a co-op one.

PC Specs Used

For this review, Crossings was played and captured on both Meta Quest 3 and PC. My PC uses an RTX 5070 Ti with a Ryzen 5 5600X processor and 64GB of RAM.

When playing on PC, Crossings was played on a Quest 3 using Virtual Desktop on the Ultra preset. The in-game graphics were set to the highest level.

You can find the minimum and recommended specs on the Steam page to learn more.

From a technical standpoint, Crossings nails the atmosphere. Fog is used quite liberally, even in some interior areas, but that's to be expected since you're in the afterlife. This is paired with excellent music and sound design to create a dark, unnerving world. However, the world-building here is light. Ethereal voices make references to whatever quest you're on and runs play out in a mostly linear fashion, despite the open maps to explore.

In terms of fidelity, there's not a great deal of difference between the standalone and PC versions. Visually, it does feel like the Quest version was the priority. Both versions were performant with no major bugs or issues to speak of, other than occasional hitching in co-op.

Crossings - The Final Verdict

Crossings manages to mask its flaws with strong, well-designed combat and a moody atmospheric world to explore. The co-op experience comes up short and the game lacks several comfort features, but these are all fixable issues and with an attractive $10 price point, it's a welcome addition to one of the most crowded genres in VR.


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

Polyarc Games Announces Glassbreakers Tournament With $1,000 Prize Pool

5 février 2026 à 19:25

The first official tournament for Glassbreakers: Champions of Moss will cap off a month-long community building campaign for Polyarc Games.

Virtual reality esports, much like the VR ecosystem as a whole, has grown at a slower rate than some would prefer. Companies like Electronic Sports League (ESL) and VRML (Virtual Reality Master League) have been running events as far back as 2019 for a variety of games like Pistol Whip, Blaston, and the now defunct Echo VR, but the overall popularity of esports has never really translated to the VR ecosystem.

Glassbreakers Review: Nuanced PvP Strategy With Adorable Whiskers
Glassbreakers: Champions of Moss is a brilliantly designed PvP strategy game that’s worth your time.
UploadVRPete Austin

Enter Polyarc Games. The developer best known for the Moss series has announced a partnership with VALVR to host its first official tournament, Glassbreakers: Tournament of Champions for its competitive MOBA-like title. Registration is currently open with games scheduled to begin February 15th in the Glassbreakers Discord.

The prizes total $1,000 with $400 going to first place, $250 for second place, $150 for third place, $120 for fourth place, and $80 for fifth place. All players will receive a special cosmetic as a participation reward.

0:00
/1:00

Glassbreakers: Champions of Moss Gameplay Trailer

The tournament is part of a larger, month-long community building campaign with the game being made available to play for free. Glassbreakers is one of February's free featured titles for the Meta Horizon Plus subscription service and Polyarc has also announced a free weekend for SteamVR players running February 5-8.

Glassbreakers: Champions of Moss is currently available on SteamVR and Meta Quest for $19.99 and Apple Vision Pro via Apple Arcade.

Note: The tournament is only open to players on Quest and Steam.

UG's Investors Commit $2M In Funding For New VR Games

3 février 2026 à 19:20

ENVER and Trass Games, who partnered to help fund the top-grossing Meta Quest title UG, have announced a joint initiative to bring new VR games to market.

At the time of writing, ContinuumXR's UG, a social-first title centered on hatching and raising your own dinosaur to go on adventures with, is the number one grossing game on the Quest platform. This is especially impressive given it is above known juggernauts like Beat Saber, Gorilla Tag, Animal Company, and Blade & Sorcery: Nomad.

ENVER, known for MotoX and Scary Baboon, and Trass Games, the studio behind best-seller Yeeps, have confirmed up to two million dollars in investments for 'emerging VR studios' building social-first, original experiences. This follows their success with UG, for which they provided funding as well as advising on marketing.

“UG shows what’s possible when strong developers are backed by partners who understand how VR games actually succeed today,” said Kyle Joyce, ENVER CEO. “This collaboration with Trass Games is about building a repeatable model. We want to find the next studios with real potential and give them the resources and guidance to scale.”

The free-to-play social market has shown more growth in the VR space than any other genre, particularly with younger users. Six out of the top ten grossing titles on Meta Quest are free-to-play titles, with UG joining Yeeps, Gorilla Tag, Animal Company, Roblox, and VRChat at the top of the charts. Beat Saber, Blade & Sorcery: Nomad, Bonelab, and Golf+ are the paid titles rounding out the list.

There is no word yet of which studios and projects are a part of this new initiative.

UG is available on the Meta Horizon Store for Quest headsets.

❌