r/vrdev

▲ 2 r/vrdev+1 crossposts

Which older PC games desperately need a VR mod? – Wishlist for the new AI/Vibe-Coded VR wave

The current wave of VR mods is absolutely insane. With UEVR and especially AI/vibe coding, we're suddenly seeing VR mods for games that we thought would never be playable in VR.

Projects like F.E.A.R., GTA Vice City, BioShock and many others show how quickly things are changing.

I'd love to put together a wishlist of older PC games that still don't have a comparable full VR mod with 6DOF/motion controls.

My personal wishlist:

  • Soldier of Fortune
  • Soldier of Fortune 2
  • Wreckfest
  • Extreme Assault
  • StarLancer
  • Star Trek: Elite Force
  • Star Trek: Elite Force II
  • Aliens vs. Predator 2
  • Max Payne
  • Max Payne 2
  • No One Lives Forever
  • No One Lives Forever 2
  • Star Wars: Republic Commando
  • Medal of Honor: Allied Assault
  • Deus Ex (2000)

I'm especially interested in games where VR would add something meaningful – classic FPS games, horror, sci-fi, racing and highly immersive games. Some of these could also run on Quest 3 standalone I assume, like Soldier of Fortune?

What games would you add to this list?

And if anyone is already working on one of these projects, please let us know! ❤️

Please note: I'm specifically looking for games that don't already have a comparable full VR/6DOF mod.

reddit.com
u/Crush84 — 5 hours ago
▲ 13 r/vrdev+2 crossposts

Mouthwashing VR

ive been working on adding VR support to Mouthwashing for a few months

im doing it without the source code and using dnspy to figure out how the game works and then build the VR support around it

im 16 so ive mostly been working on this in my spare time between school and everything else so progress can be a bit slow sometimes but im really enjoying working on it and seeing how far i can get it

ill post updates as i make more progress :)

u/Creepy_Breakfast2106 — 17 hours ago
▲ 3 r/vrdev

Elysium Fastdraw - Cowboy Quickdraw With Realistic Firearms!

With a great deal of time and effort, our team has created a fastdraw world in Resonite, with realistic firearms. Our system is fine tuned to calculate the ballistics of each firearm to create an experience that is as close to the real thing as possible. These firearms can be tested using our targets at the range, in minigames, or even on your friends!

As well as our firearms, we also have accessories, like hats and holsters that you can fit and save to your avatar all in game. There is also a shop system through which you can earn new firearms.

This world was created primarily for duels. Duels are handled with a buzzer that will sound at a random point after the button is pressed, either by a duelist, or a third party. Duelists have the option of creating a culling zone, so that they do not see or hear any spectators. This is to save on performance, as well as prevent distractions.

We run a fastdraw tournament on the last thursday of the month, every month, where users compete for a prize of 50,000 Elysium Tokens (our in-game currency) to be used in the shop. This balance is permanent, you won't lose it until you spend it. Even if you aren't there to compete, it is still lots of fun to spectate.

This project has been and continues to be a pretty big undertaking for us, with regular updates, server costs, and all that. If you're interested, then we would appreciate it if you would stop by!

u/ElysiumEntVR — 1 day ago
▲ 3 r/vrdev+2 crossposts

BunkerWorld Gameplay - Alien City Siege

Ufo shooting is most fun if the flying crafts really act like a working machine:

UFOs are built from destructible pieces
A UFO isn't one solid model — it's assembled from individual structural pieces (engines, hull plates, weapon mounts, etc.). Every hit can knock off one specific piece. Shoot off an engine and the ship actually loses lift, since fewer engines means less thrust holding it up.

Shields absorb the first hits
Each UFO has a shield worth half its total health. While the shield holds, incoming shots just bounce off an invisible barrier around the ship — the hull takes no damage. Only once the shield is depleted do shots start actually blowing pieces off.

Shoot off the weapon, and it goes quiet
If the ship's weapon mount gets shot away, the UFO loses the ability to fire back — it'd still fly and maneuver, just harmlessly, until it's finished off or crashes.

Shoot the reactor and it's a chain reaction
UFOs carry a reactor block as part of their structure. Destroy it and it doesn't just disappear — it triggers a proper chain-reaction explosion, chewing through a chunk of the surrounding hull with a real physical shockwave that scatters debris outward. It's one of the most satisfying ways to finish a ship off.

How a UFO goes down
A UFO starts crashing if its hull takes lethal damage, it slams into the ground, or it gets stuck on the ground too long without managing to take off again. The moment it starts crashing, its shield is gone for good. It tumbles and settles for a bit before being counted as fully crashed and landed.

A crash doesn't always mean the fight's over
If the pilot survives the crash, they are able to climb out of the wreck and keep fighting on foot — a downed UFO isn't necessarily a dead threat, just a different one.

Pilots and crew
UFOs can carry a pilot/crew in designated seats. If the crew is wiped out mid-flight, the ship is tracked as "unpiloted" and can keep drifting crewless, but eventually the engines will stop and it will fall.

What is in the full video:
-scavenging alien tech from the fallen ufos
-driving a jeep and using it as a weapon
-upgrading the cannon
-boss fight

How do you like the air defence in this game? How do you think it could be improved?

Play it here:
https://lizardwizard.itch.io/bunker-world

Watch the full video here:
https://www.youtube.com/watch?v=aTO9NqM6mbs

u/JesusIsAlivee — 2 days ago
▲ 1 r/vrdev

Ownership of IP after layoffs

Just got layed off from a VR company and have been developing a game which I pitched and worked on. I have no idea of whats gonna happen with the game now, and Im wondering if someone has experienced something similar and have some tips on how to get the IP. The company still has a few workers left, but none that has worked on the project full time and I dont think they want to hold on tu it but have invested time developing it.

Has anyone any experience thats similiar to share?📉👹

reddit.com
u/twode2d — 3 days ago
▲ 8 r/vrdev

Looking for help with my VR Gameplay Video

I am making a PCVR/PC game and am trying to make a VR Gameplay video - something to show people what the actual VR experience looks like.

My trailer is all Flat footage and shows the spectacle of the game.

So I really want to have this video show the actual VR gameplay, but I am worried that people aren't going to see this and think "Oh man, I can't wait to play that in VR!".

What should my VR Gameplay video try to convey and what can I do to improve it?

u/SecondStrikeStudios — 3 days ago
▲ 41 r/vrdev+5 crossposts

A breakdown of Duels in my upcoming VR Western game

Coming November 30th in Early Access, wishlist here!

u/Toby_le_rone — 3 days ago
▲ 147 r/vrdev+16 crossposts

Hi everyone!

I’ve made a new trailer for my game Xenolocus, and I’d like to share the atmosphere I’m trying to create.

The game takes place on the lower levels of a base where something has clearly gone wrong.

Contact with the armory is lost, no one is responding, and everything around feels tense and abandoned.

You’ll have to fight your way through xenos, keep an eye on the motion tracker, and gather ammunition

while a giant xenos soldier sweeps everything in its path.

Hidden in the dark rooms of the laboratory are many mysteries

waiting to be uncovered - the megacorporation’s military experiments and the secrets of an ancient alien civilization.

What do you think about the game’s atmosphere?

I’m currently working toward a demo, so I’ll be sharing more soon.

u/RelevantOperation422 — 5 days ago
▲ 5 r/vrdev

I'm making an XR game, should I publish on steam and not just Quest?

I've got my VR game coming in the Fall, currently got a wishlist page for the Quest store (the device I own).

Since I am using the XR framework, could I technically post the game on Steam? I don't own any other VR devices, so I don't have the ability to test on them, worrier about publishing a buggy game on steam.

Thoughts?

Edit: Thanks for the advice all! I plan to release on Quest in November, and then depending on how that goes do a release on steam

reddit.com
u/Toby_le_rone — 5 days ago
▲ 9 r/vrdev

Be A Chameleon - Tongue Swinging Mechanic

Hello everyone, I wanted to show a mechanic from my game and get your feedback. It is called Tongue Swinging. Players can use their tongue to travel around the level quickly. It takes a little while to get used to, but it gives players more ways to approach missions.
What are your thoughts on it? Thank you all!!!

u/KeyCartographer99 — 4 days ago
▲ 7 r/vrdev

Another one for the long tail

I've had a hard time trying to reconcile why I do VR development. There's a part of me that keeps telling me I should strive to side-hustle and that VR isn't the right direction to advance.

But I don't feel ready to let go the dream of, at some point, being able to create and inhabit sublime experiences like those I watched in the Within VR app in the loneliest period of my life. Toying that Lenovo Mirage Solo was like having something beautiful that exists just for me, like touching the sun with my bare hands.

At the time I knew I wanted to build VR products, but I didn't think I was game-dev material. So I decided to target the long tail of the VR market, and create VR software that maybe at some point in a distant future would be played by some random and maybe this person could witness the place I had in this world.

I just published Undersea Logs, a project where I tried to explore ideas like isolation and hope. And right now it is taking the place where it belongs in the SideQuest store, as a record of my existence as a VR enthusiast.

I wouldn't call it a legacy, but I find comfort seeing it as a clear digital footprint. I find comfort connecting the dots and finding myself there. A reflection of the real me, isolated, repeating my routine every day and hoping everything will be fine at the end, that it will be worth it.

...

What do you see when you connect the dots you have imprinted in the VR space, through your dev work and your very same presence?

u/IWannaPie-8536 — 4 days ago
▲ 24 r/vrdev+4 crossposts

My VR multicrew Naval Combat fever dream: SPECTERS OF THE VOID SEA

STEAM PLAYTEST DEVLOPMENT SHOWCASE! Request access to the playtest now and join the discord!
-Improved bot navigation and combat system
-Multiplayer fully ready for playtest release to public access this weekend
-Rigging and sailing rework
-Flintlock and Melee sword combat system rework

Wishlist now on steam! https://store.steampowered.com/app/4903500/Specters_of_the_Void_Sea/

u/Professional_Leek_56 — 5 days ago
▲ 99 r/vrdev+5 crossposts

LUNAR CHRONO: I’ve finished my game, waiting for Meta’s approval. Here’s this trailer for you to see what you think

Lunar Chrono Trailer

u/Appropriate-Fun5992 — 7 days ago
▲ 21 r/vrdev

Anyone else get physically weary of putting on the headset to dev?

It's very odd, but after doing 20-60 iterations a day where I'm flipping the headset on/off, my head and body become physically depleted
Like I wake up the next day and my body hurts a bit, and don't want to put on the headset again (but push ultimately through it)

It's just very unique because you don't become physically depleted from traditional flat screen dev...
So in my producer mind, I'm thinking I need to make progress and develop features, but my head/neck is so physically strained that I'm thinking about taking the day off, or going slow, leading to less work, features, etc.
Even though my mind is in good shape

Just wondering if others are experiencing the same
Not sure if there's a solution for it

(Been using Quest 3 for ~2 years on a single project atm)

reddit.com
u/GamerBoyAdvanced — 8 days ago
▲ 336 r/vrdev+2 crossposts

I finally finished my VR interaction engine, it's available on the unity asset store!

I finally finished my VR interaction Engine! I made sure to have everything needed for a good high quality VR game, such as a physics based interactions, Physics based player controller, and upper body inverse kinematics.

It's inspired by the player controller and interactions found in my favourite VR games like BONEWORKS BONELAB and Vertigo 2.

It's available here: 

Unity asset store

Demo

Discord

u/Independent-Bad3372 — 9 days ago
▲ 22 r/vrdev+2 crossposts

Odin OpenXr with Raylib

LINK: https://github.com/cody977/odin-openxr-raylib

--DISCLAIMER--

I am only a hobbyist programmer and wanted to use Odin for VR so I used Claude to get OpenXr working with Raylib. Everything is AI generated (since I could not do it alone). Has been tested and working on Windows 11 with Quest3 using Steam Link.

I will be using this to make my own VR engine but sharing as someone smarter than me can improve on it and bring the VR world to Odin.

--ABOUT--

A minimal PC VR application in Odin. raylib provides the OpenGL context and all the drawing; OpenXR provides head pose, per-eye projection, controller input, and the swapchain images the compositor displays.

The trick that makes it work: raylib's RenderTexture2D is a plain struct holding OpenGL object ids. Nothing requires those ids to come from raylib, so we build a framebuffer around the texture OpenXR hands us. From that point on BeginTextureMode renders straight into the headset's swapchain, and ordinary raylib draw calls — DrawModelEx, materials, custom shaders — work unchanged.

Features

  • Stereo rendering with correct asymmetric per-eye projection
  • Head and controller tracking
  • Full Meta Touch input: triggers, grips, thumbsticks, A/B/X/Y, menu, haptics
  • Desktop mirror window
  • ~900 lines across 10 files, no engine, no abstraction layer

Requirements

Windows, an OpenXR runtime (SteamVR or Meta Link), and a tethered headset. Odin has no Android target, so standalone Quest builds are not possible.

Setup

  1. odin run . -out:editor.exe

scene.odin is the file you edit; everything prefixed xr_ is plumbing. See the guide PDF for how it all fits together and a symptom-to-cause table for the failures that are silent in VR.

Just download the folder and run it, ensure that your headset is connected and steam VR is running first.

u/Huge-Square-3197 — 6 days ago
▲ 3 r/vrdev+2 crossposts

Looking for help creating a void given focus like humanoid VR avatar (Void essence, non‑anime, Blender compatible)

Hi! I’m looking for help designing a custom VR avatar.

The concept is the character void given focus (shade lord) from the game hollow knight except he is humanoid void essence being that’s shadowy, cosmic, and mysterious.

Key points:

* Unique design

* Void focused theme (examples are: galaxies, cosmic aura, shadow energy)

* Fits in with VTuber aesthetics but does not look anime styled

* Must be Blender compatible for rigging and VR use

If anyone is open to sketching or modeling this, even as practice, I will be super grateful. Thanks so much!

reddit.com
u/DirectExplanation437 — 7 days ago
▲ 0 r/vrdev+1 crossposts

VR is all about community! Agree?

If our game sounds interesting, join us at r/DiscoveryOfMagic to take part in our upcoming playtests.

u/hlysias — 8 days ago
▲ 179 r/vrdev+1 crossposts

[UPDATE] Kept on working on my Dragon Riding game

After a year away, I'm finally working again on my dragon riding VR game. For now, I'm focusing on polishing the movement and adding some more improvements to it. Also working on sub-optimal one-handed controls for later implementing tools/weapons to be used with a free hand.

Let me know what you think, and feel free to drop your ideas! All feedback is welcome.

u/Etxamikel — 11 days ago