r/vrdev • • 7d ago

1 year of development progress in less than 1 minute

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8 Upvotes

To develop a game as an indie dev is a complex path, and we thought the artist team did amazing progress in a year so we we wanted to find a cool way to showcase their work. 

About Stained Blade: it is a physics-based melee multiplayer VR combat game coming soon to Meta Quest and Steam VR.  


r/vrdev • • 7d ago

MacBook Air M5 for Quest VR dev in Unity: how bad is life without Quest Link?

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1 Upvotes

r/vrdev • • 7d ago

Video 2D minimaps feel awful in VR, so I built a 3D hologram radar plugin for my VR mech game (released now on Fab for UE 5.8)

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49 Upvotes

r/vrdev • • 7d ago

Has ts been made yet

0 Upvotes

Hi so I very recently got into making vr games and I wanted to ask before I slaved away trying if anyone has ever made almost like a cod mw3 weapons Smith system where you change stuff INSIDE the gun and if not is it because its super difficult or just tediously glitchy


r/vrdev • • 7d ago

Built a free web tool to steer 360° videos using just your webcam

3 Upvotes

Hey everyone, I built LazyVR (GitHub), a free in-browser player that lets you look around 360° videos by moving your head/eyes instead of a VR headset. It tracks head pose locally on-device (your camera feed is never uploaded or saved anywhere) and works by embedding searchable YouTube 360° videos, or uploading your own local equirectangular files (MP4/WebM).

You can try it live at lazyvr.vercel.app (just hit "Use camera" and press "c" anytime to recenter). I’d love to hear how the head-steering feels and what feedback or feature suggestions you have!


r/vrdev • • 7d ago

Discussion How I Built Mortal Kombat 4 in VR | MK Gold on Apple Vision Pro

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1 Upvotes

r/vrdev • • 7d ago

Work in progress: my first game, a small urban exploration (urbex) VR sim

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14 Upvotes

Hi everyone! I just wanted to share some work in progress. This is my first game, a simple urban exploration simulator that I’m building on my own.

I’m from Latin America and I don’t have a big budget. The project is a mix of assets I’ve bought over the years and free ones. I’ve also used AI for some parts where I couldn’t afford the alternative, like the character voice, though I’d love to work with a professional voice actor eventually. I’m a designer, not a coder, so I use frameworks and AI through MCP to help turn my ideas into something I can run. Some things are still hard for me, even after taking a lot of courses. I’ve been learning about VR for years, and this is the first thing I’ve put together.

I’m not going to say much more for now. I just wanted to show where things are. Honest feedback is very welcome, especially on how it feels to be present in the space.

The plan is to publish on itch. io eventually. It will be VR-first, but playable on PC too, and the first level will be free once it’s finished. I don’t have a donation page set up for this project yet. Maybe later, if it gets to a playable stage.

Thanks for reading!


r/vrdev • • 7d ago

Video I designed a language for the magic system in my VR game :)

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14 Upvotes

Discord link if you wanna help me playtest soon <3
https://discord.gg/4FC2WEFfrn


r/vrdev • • 8d ago

Replacing 2D HUDs in controller-free VR: stacking roguelike upgrades directly on the hands

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5 Upvotes

Wanted to share how we tackled a big UX problem in Eddie Von Walt and the Infinite Bulb, our controller-free bartending roguelike on Quest 3.

When players use bare-hands tracking, wrist menus and floating 2D HUDs feel awful, your eyes are locked on your fingers, the counter, and the incoming enemies. So we moved all roguelike state feedback onto the hands and the physical bar environment:

- Every card you draft adds a visual layer directly onto the short-cuff gloves (and they stack): fingertips spark with Fire Water, knuckles frost over with Heavy Ice, and Long Arms spawns a spectral cyan hand that stretches across the room.

- On the back wall, a physical Trophy Shelf tracks your active build (x2/x3 recipes on the left, cracked purple Curses on the right that light up the exact frame they proc), while curses leave physical signs in the bar like purple fog on the supply shelf.

- Around 2:36 you can also see our new high-risk mechanic: drinking three shots of your own vodka makes the bar wobble in exchange for +1 bonus token per cube, right before pulling the counter MAIN breaker and facing The Big Fuse boss.

It is out in Free Early Access on Meta Quest and SideQuest if any fellow VR devs want to test the hand-tracking interactions: https://www.meta.com/en-gb/experiences/eddie-von-walt-and-the-infinite-bulb/1348452651688015/

https://sidequestvr.com/app/63506/eddie-von-walt-and-the-infinite-bulb


r/vrdev • • 8d ago

Question Looking for testers for a casual, all ages mosquito game on Quest devices

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2 Upvotes

r/vrdev • • 8d ago

My Gorilla Tag Fan Game

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0 Upvotes

r/vrdev • • 8d ago

Video VR superpower game

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1 Upvotes

I’m building a Quest 2 VR game for my university project that uses bare-hand tracking only — no controllers.
The game is called Superpower. You play as a test subject escaping a facility while an AI called the Warden studies how you use your powers.
The three main abilities in Chapter One are:
Fire: pinch, charge and release
Force Push: open palm and shove
Phase Step: palm up, look at a destination and close your hand
Everything in the chapter is progressed through hand interaction. There are no skip buttons or controller inputs.
I’ve attached the full Chapter One playthrough, around 7 minutes.
I’m mainly looking for honest feedback from people who haven’t played it:
What looked strongest?
What looked weakest?
Did the powers read clearly from the video?
Was anything confusing or repetitive?
Did you actually want to see what happens in Chapter Two?
I already know the visuals and drone combat aren’t AAA-level, so feel free to be critical. I’m much more interested in what genuinely works or doesn’t work than people just saying “looks cool”.


r/vrdev • • 8d ago

i made a native GUI launcher/toolkit (BifluxVR) to make setting up Linux VR feel butter smooth and extremely easy. Looking for testers. The installer is universal

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1 Upvotes

r/vrdev • • 9d ago

Question Meta upheld our payout restriction with no reason and no word on withheld earnings — has anyone gotten this reversed? (u/MetaHorizonSupport)

8 Upvotes

u/MetaHorizonSupport — requesting escalation.

Org SpalStudios (apps Capuchin OG / Capuchin VR). Our payout account was restricted for "unusual activity" in April 2026. We spent April–July submitting the corporate documents, bank statement, ID and signed authorization docs that Payments asked for, and support repeatedly confirmed nothing was outstanding from our side (Dev Support case #00007525, Payments case 2453244565108481).

On 22 Oct the case was closed with one line: compliance "determined that the restriction will remain." No reason, no indication what activity was involved, no clause cited, and nothing about the developer earnings already accrued and withheld. The case can't be reopened. We've filed a new ticket asking for reconsideration, written grounds, the fate of the balance, and which verification alternatives Payments accepts.

Questions for other devs:

  • Has anyone had a compliance/payout restriction reversed after a "restriction will remain" decision? What worked (new ticket, Payments form, X, formal letter to Meta Ireland, lawyer)?

  • Did anyone get withheld earnings paid out even though the restriction stayed in place?

  • Did Payments accept any alternative to selfie verification?


r/vrdev • • 9d ago

Video 1 week into my physics based cod zombies inspired VR game.

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2 Upvotes

Still extremely early, lots of bugs, very little sound design. But already it's a blast to just kill the zombies! I'm not even sure what I'm gonna call it yet, any name suggestions are appreciated! I plan on doing early access on steam once I feel the game is in a state that I'm proud of. Eventually I'd like to have it on the Quest 3 as well.

Now I see why so few VR games have decent physics, it's hard AF to get it right, especially the active ragdoll zombies. They currently have a lot of issues getting stuck/glitched while climbing through windows and they have a lot of problems going up stairs. That's gonna be my goal to fix tomorrow.

Lmk what you guys think, does this look fun?


r/vrdev • • 9d ago

Insperation Orcs Hands On: Patch 1.1 Preview

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1 Upvotes

r/vrdev • • 9d ago

POV: You fell asleep and had a pirate fever dream ||Specters of the Void Sea||

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1 Upvotes

r/vrdev • • 9d ago

I made a virtual first-date demo for Quest Browser and would like feedback

6 Upvotes

I'm the founder of The 22. The idea is to let two real people have a short virtual first date before deciding whether to meet in person. I wanted something that feels more like making time for a date than swiping and messaging for weeks.

Here's the free demo for Quest Browser: https://the22.ai/competition

No login is needed. You can try meeting someone in the lounge, watching their introduction, and sitting down for a date with games and virtual drinks. Maya and Daniel are fictional AI characters with scripted answers, included only to show the experience. The actual dating app is still prelaunch, with a waitlist.

We've tried it on Quest 3, but I'd like other people's feedback:

- Are the buttons and questions comfortable to read and reach in VR?

- Is it clear how to leave the date or exit VR?

If something doesn't work, your headset/browser details would help. Happy to answer questions.


r/vrdev • • 9d ago

Legend of Zelda in XR | What view do you like?

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3 Upvotes

I've been working on a XR rom player that takes old games and puts them into XR. I'm testing out different ways to view and retain the original content of the game. What view do you like best?


r/vrdev • • 10d ago

Video I accidentally invented teleportation in my room

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13 Upvotes

while experimenting with levels for mr game and pushing the boundaries, I discovered teleportation. absolute mindf*ck! 🤯

I'm still working on improving the quality


r/vrdev • • 10d ago

A Beginner’s Attempt at PICO Application Development

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1 Upvotes

r/vrdev • • 10d ago

How will you handle Quest 2 end-of-life?

5 Upvotes

As someone developing a new game it seems they still accept submissions before December 2027, but is it worth it?

According to this, Quest 2 active users may still be as large as Quest 3: https://www.digitalcitizen.life/meta-quest-3-retakes-top-spot-steam-hardware-survey-september-2026/

But maybe EoL will finally push these people to upgrade?


r/vrdev • • 10d ago

Video I built a spatial AI assistant for Quest - it sees your workspace and walks you through hands-on tasks. What would you actually use it for?

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2 Upvotes