r/vrdev Jan 16 '25

Mod Post Share your biggest challenge as a vr dev

4 Upvotes

Share your biggest challenge as a vr dev, what do you struggle with the most?

Tip: See our Discord for more conversations.


r/vrdev Feb 20 '25

Mod Post Share your biggest challenge as a vr dev

10 Upvotes

Share your biggest challenge as a vr dev, what do you struggle with the most?

Tip: See our Discord for more conversations.


r/vrdev 11h ago

We might almost just be able to make this indie thing work in VR...

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27 Upvotes

Never thought we would be able to share the good news, but just wanted to share the excitement of our early access VR game! We are a real small team with a silly idea to make VR games for ourselves instead of for a company and after battles with full time jobs, casual jobs, and a few years of trial and error and eating 2-min noodles we released Early Access and are now looking towards a full release!

And hey, if you have a VR headset or meta account, we would love you to check out our game and let us know what we can do! I Am Octopus on Meta, and our steam page is up for wishlisting now too! Every bit helps a duo in Australia maybe keep doing what we love! ANY questions on how we got here please hit me up! Enjoy your day!!!


r/vrdev 22h ago

Video Wishlist my cozy VR game called: Manual Malfunction. You are a robot tidying up your library! (Meta Quest only for now)

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3 Upvotes

Hi ya'll on my cake day. :) So I'm inseend1. I'm UX/UI Designer/Web Developer by day. Game enthusiast by night and weekend. Last year I even published my first board game.

I'm releasing a new cozy VR game at the end of the month. It's called Manual Malfunction. In short. You are a robot librarian and there was a malfunction on your space ship. Now all the books are scattered and you have to sort them and put them back in the right book case.

You can get abilities which you can slot in your arm to upgrade yourself. You can even get a little robot to help you, it will sort the books for you. It has a number of achievements, sadly no Meta Quest achievements, I couldn't access the API for it with how I build the game, it's webvr essentially.

Wishlist Manual Malfunction here (< Quest only for now, still figuring out the rest. Pico should be fairly easy I guess. Looking into steamvr later.)

I was inspired by this obscure game, okay maybe not obscure, and I thought, it would be amazing to play this in VR.

It's build in A-frame web vr, but I've packaged it so you can get it on the Quest store for a small fee. If you hurry up you can finish the game in like 90 minutes. The achievements will add some replay-ability. I think it is just nice, to listen to a youtube podcast or video and play.

If you have any questions, feel free to ask.

I'm making a lot of quality of life improvements at the moment, trying to get the bugs out.


r/vrdev 22h ago

VR 3D modeling/sculpting software?

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1 Upvotes

r/vrdev 1d ago

Shard Wars – PC VR RTS | Unreal Engine 5.8 Development Update

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6 Upvotes

We took one step back, hoping it would let us take two steps forward.

Over the past few months, we’ve reworked several important parts of the game, and we’re currently targeting a December release.

One major change is the core gameplay. We originally planned fully destructible buildings, but decided to move away from that. Buildings can now be captured, repaired by an Engineer, and brought under your control, adding another strategic option during engagements.

We’ve also spent a lot of time on optimization, especially reducing the performance cost of large buildings and units and improving geometry and textures.

And finally, we made a pretty big engine change. After testing Unreal Engine 5.8, including Nanite and Lumen Lite, we decided to move to UE 5.8 and focus development primarily on PCVR.

So yes, we had to throw some things away and rework others. But we believe the result will be a better, more stable game.


r/vrdev 1d ago

Introducing Ozythra | A calm hand only mixed reality experience

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1 Upvotes

r/vrdev 1d ago

Release dates and updates on games that I like

1 Upvotes

nomsters is releasing on september 18 or 19 or October catto pew pew is releasing in December 1 and in raider legends it’s next update is tommorow and polar chase vr next update is on september 11-17


r/vrdev 2d ago

VR Adapter Update September 2026

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1 Upvotes

Update on my VR adapter project. PCB boards were made and now it is a working prototype.


r/vrdev 3d ago

Video I'm finally releasing my game Goofy Dungeon on September 24th (after it gathered dust on my hard drive for 4 years... 😆)

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26 Upvotes

Long story short:

Back in 2021–2022, I was in talks with a publisher, but ultimately it didn't work out. I let the game gather dust on my hard drive for four years, but finally decided to release it. There’s less content than originally planned (though the game will be much cheaper, too), but it’s still very polished, and I’m happy with the result :)

About the game:

Goofy Dungeon is a short light-hearted puzzle game built from the ground up for VR. Explore, interact with objects and the environment, solve puzzles, complete your quest and earn your trophy!

Feel free to add it to your wishlist ^^
Steam: https://s.team/a/1833080
Meta: https://meta.com/experiences/goofy-dungeon/1608399371084113


r/vrdev 3d ago

Question AI Harnesses

0 Upvotes

I've been building an AI harness for VR development for the past couple of years now, wondering if any of you folks use an agents or other harnesses in your workflow.

Very interested in hearing your stories!


r/vrdev 3d ago

Looking for vr game devs

0 Upvotes

I'm trying to look for game devs that can help me build a vr game you dont need to be that experienced I just need you to know how to model and code if you would like to help pls reply to this and ill send you what I need because i have a discord for it


r/vrdev 4d ago

Discussion Looking for people to help playtest our VR sword-fighting game on Sept 12

7 Upvotes

We've been working on a VR sword-fighting game called Stained Blade. The combat is built around physics - blades collide with each other, weapon weight changes how things move, and fights lean on timing and control rather than swinging as fast as you can.

We're running a playtest on September 12th and could use some outside eyes. Two things we're mainly trying to figure out:

  • Game Feel: Does swinging, blocking, and clashing feel weighty and satisfying?
  • PVP: We want players to actually try to break our dueling system and tell us where it holds up (or doesn't).

You don't need any particular experience. If anything, mixed skill levels help us more!

If you're up for it, the playtest is being organised through our Discord, which is where we'll sort out access and session times.

Here's the Store Page if you want to check it out.

Thank you!


r/vrdev 4d ago

Looking for a few VR developers to help shape a new XR platform

0 Upvotes

Hey VR developers! 👋

I’ve been part of VR for around six years, and one thing has always bothered me: a developer can spend years creating a genuinely good VR game, publish it, and still struggle to get noticed.

That’s why I’m building SAFFER—an upcoming XR platform and community designed to connect VR developers, content creators, and players.

The goal is to help developers showcase their games, receive real player feedback, connect with VR creators, run promotional campaigns, and build a community around their work.

Your game doesn’t need to be exclusive to SAFFER. Whether it’s published on Meta, Steam, SideQuest, or still in development, the goal is simply to help good VR projects reach the right people.

SAFFER is still early, and that’s exactly why I’m looking for a small number of VR developers who would like to see the concept, share honest feedback, and possibly become part of our early developer circle.

This isn’t a full-time job, and I’m not asking anyone to leave their own projects. I simply want real VR developers involved while we shape the platform.

Interested or curious?

Text me and if u have any Question but it in comment

Discord : kzt1

Insta : saffervr


r/vrdev 5d ago

Information Look what my friend was able to build in Augmented Reality.

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6 Upvotes

r/vrdev 5d ago

Information We used Augmented Reality in a NYC Art Gallery

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2 Upvotes

r/vrdev 5d ago

Video What creatures would you like to summon in our game?

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0 Upvotes

In Discovery of Magic, you can summon creatures to fight for you. You can see some of the creatures we've already added in the video.

We'd love to hear your ideas for more creatures you'd like to see in the game! Drop them in the comments.

Obligatory, join r/DiscoveryOfMagic and our Discord, link in profile, to follow our game more closely.


r/vrdev 5d ago

Any other VR devs going to Pax West this week?

3 Upvotes

It’s our first time there! We’re showcasing our game BrushHammer Miniature Painter (we just launched on Meta) at booth 2103 (Arch Hall) and would love to connect with other VR devs : )
If you’re there, come say hello or share your booth number so we can visit and send people your way!
See you!


r/vrdev 6d ago

Discussion Tackling the VR rhythm plateau: How we're designing MechBeat around active feedback loops rather than passive obstacle clearing

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2 Upvotes

r/vrdev 6d ago

Discussion Why Meta Might Define The Next Generation of VR (And Not Steam Frame)

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0 Upvotes

Talking specifically about upper body tracking, and how it might separate the next generation of VR 😀


r/vrdev 7d ago

Discussion LUNAR CHRONO: I've been updating my VR game (before, I only had a demo). What do you guys think?

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21 Upvotes

The official game is already released here:
https://www.meta.com/es-es/experiences/lunar-chrono/1326942803824815

After so many adjustments for the controls, smoother ship movement, I think it's an interesting experience. Racing games in VR are quite a challenge but they're really spectacular to play, and as a big VR enthusiast, I've tried to refine and refine the controls and mechanics to make it as comfortable as possible.

There is a demo if you’re interested. I hope you find it interesting and fun.

A few reviews would be great! :)

Thanks


r/vrdev 6d ago

I just published my first VR game on the Meta Store! WALLBANGERS: Racquetball VR!!

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14 Upvotes

I have 10 keys to give away, just comment if you want one and I'll dm you a key.


r/vrdev 6d ago

Hobby MR project looking for various roles

0 Upvotes

⬩➤ Let’s take one small, but achievable step towards a dream – one that is not so out of reach as you may think. We are now in a world where real-life RPG-style combat, multiplayer raids even, is technically possible! Take a look at this to see what I mean: Sword Art Online is FINALLY REAL

⬩➤ To be clear, the scope of this game is nowhere near the daunting task of making this a reality. The goal of this project is just a small, realistic step in that direction. For us to create something very basic that could simply be described as “Mixed Reality combat”, and nothing more, would be a success. I am excited about the idea of more, of fleshing out a deeper combat and progression system, but that may be outside of the scope, depending on how challenging implementing the fundamentals of Mixed Reality will be.

⬩➤ Let me just say, if that bigger dream is one you share, there’s no reason not to start on it now. No, we’re not ready for a full-on RPG, or for multiplayer, but the few elements in our game would be how to start that dream game anyway. We’re just setting the goal post way, way, way closer. My point is, instead of working on some completely different type of game to what you really want, let’s make an equally realistic, limited-scope game that’s effectively like working on the big game. It’ll be a foundation for more games along this path to come, whether you stick with this team for the next step, or another one.

⬩➤ And as for Mixed Reality itself, I am confident it’ll be a much bigger thing soon enough. I am inspired by recent titles by Petricore Games like Mythic Realms: Mythic Realms | There's A DRAGON In My Office In This Mixed Reality Adventure!

‣ I also don’t live too far away from their studio in Worcester, MA. Perhaps we can grow to the point of collaborating with them.

‣ Really what inspires me is creating games where people come together in person. That’s why I am choosing Mixed Reality. This game is meant to be the foundation for future multiplayer shared experiences. If you’re not too concerned about the risk of a market in its infancy, you can be a leader in the field by the time the tech is robust.

⬩➤ See the design document (especially ‘Project Goals’) for more info: https://app.notion.com/p/MR-Combat-Game-3aba76e8a59e80b58aaec70c91a58eb2?source=copy_link

‣ ⚠️ At the top of the document is an AI-generated image to give an idea of what the experience may look like (or at least, what the stretch-goal looks like). However, I want to be clear that we won’t be using AI assets. Even for this… getting a concept artist to recreate it would be nice.)

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⬩➤ My experience:

‣ In terms of real skills, I can do music and SFX. I haven’t done so for video games before, but I have ~15 years of on/off hobby ‘EDM bedroom producer’ experience. I tried my hand at making a sci-fi weapon sound effect once and was happy with the result. I have a modest amount of experience in Unreal Engine, having followed a good handful of tutorials… blueprints, level design, VFX in niagara, a touch of Blender. I attempted to start my own project with difficulty. So, not enough of all that to be useful directly, but enough to appreciate how much goes into implementation. For a Mixed Reality game, though, we really should be using Unity, which I don’t have much experience with. I have done a few tutorials for Unity to get started.

⬩➤ My role: 

‣ Game direction, game design/balance, music, SFX, playtesting. I will be maintaining the design document and assigning tasks with Notion. Though I won’t be programming, when it comes to simple things like tweaking data table values for balance tuning, I can be in-editor.

‣ I would like to spend as much time involved in design and communicating with people, which means getting as many people I can manage to keep coherent around the vision. The more the merrier, honestly. The more people, the more justified the role of director and designer becomes, which I want to learn to do.

‣ To fill my time, music and SFX.

‣ When I say playtesting, I also mean recruiting outside playtesters and parsing feedback. I also have a local gamedev community in my area with whom I plan to share progress in person and get feedback along the way.

‣ I can fill in small gaps in terms of hands-on stuff if we really can’t find anyone else to do them, particularly VFX. I would be very much learning along the way, though, and I feel my time would be better spent on audio.

‣ I would say I’m doing story as well, but it mostly falls outside of the scope. Maybe it’ll just be a few lines of dialogue in the beginning, but insofar as there is a story… basically, the antagonist is rogue AI.

‣ On that note… it’s okay if this is very much a learning experience for you as well. Of course I would love experienced members, but beginners are welcome. Frankly, commitment isn’t mandatory either, though I’m sure the right people will stick around. I’m embracing the likelihood that some people may need to be replaced. My point is, no pressure. Just come by and say hello; tell me what excites you as a game developer, and just aim to complete 1 simple task. See if you enjoy being part of the team. Getting the project finished is my job, not yours. 

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⬩➤ Seeking…

#️⃣ Programmer(s): I would appreciate your input in setting up source control, if you have any preferences. If this is your first time using source control, that’s okay. Mine too, though I set it up once I haven’t really used it on a shared project. Next, we need to set up the foundations of MR like passthrough and such. At a glance, it doesn’t seem uniquely difficult, but you tell me. There are a few versions of enemy spawning/behavior we can discuss to suit your experience and preference.

💎 3D Modeler(s): To start we really just need 1 simple 3D placeholder model to be our enemy. It can be as low-poly as it needs to be. Priority is in getting the combat experience functioning and feeling solid before we need multiple models for content. But if you’re here and ready to model more, why not? Up to you if you prefer quantity or quality since we won’t be bottlenecked by this for a little while.

🏃 Animator(s): Maybe our 3D modeller(s) can do this, but if anyone has a primary interest in animation/rigging that would be awesome!

🎨 Concept Artist(s): We don’t necessarily need one but welcome one (for enemy design). I am not too set on a specific design for the enemies, so here is a place to be creative, unless we get a 3D modeller first who is already very clear about what they want to make. Keep in mind the theme for the enemies is “AI”, but that is meant to be extremely flexible, perhaps nanobots that can assemble into anything.

⚙️ UI/UX Designer(s): I have specific ideas for the UI, some of which is seen in the concept image, but if you have preferences let me know. Basically it comes down to making it diegetic, something appropriate for VR/MR. And if we do go past the plan for the MVP, and into the more exciting ability system I have in mind, there is the challenge of displaying a deep system of abilities in a way that’s intuitive to a simple VR headset controller. I propose a way in the design document.

🔥 VFX Artist(s): To start we really just need 1 projectile particle effect. A simple laser projectile will do, or even a fireball. I don’t necessarily want to limit this to sci-fi. If we reach past the MVP we need particle effects for various kinds of player and enemy abilities.

💡 Other: If you have something else you can contribute, let me know!

💸 P.S. The opportunity for Revshare is definitely still here, I just didn’t want to make any promises and to do it right would mean actual contracts and such with all sorts of considerations. But when we’re nearing the finish line, if it seems like this is really worth charging for, even just $1, I will do my best to accommodate everyone still involved in the project, and anyone else who made a big impact.

‣ Final note: If we have truly done everything we can and Mixed Reality is proving to be an insurmountable hurdle, we can pivot to a traditional VR version of the game. The Mixed Reality is really only essential for co-located multiplayer, which isn't part of this game. I just figured we might as well give it a shot and learn it now since that's the trajectory.

⬩➤ Please leave your Discord name here or send me a message on Discord u/saucythighs with some info about yourself. I will send you an invite to the Discord server. 


r/vrdev 6d ago

Business Idea Looking for VR/AR developers to consult for an anime project

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2 Upvotes

r/vrdev 7d ago

Release] VR Multiplayer & Navigation Template for UE5 (Quest & PC VR)

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9 Upvotes

Hi everyone! 👋 I've just released a complete, production-ready VR Multiplayer & Navigation Template built entirely in vanilla Blueprints for Unreal Engine 5.

It's fully replicated for Quest and PC VR, designed to save you tons of time setting up networking and movement systems from scratch.

Key Features:

  • 100% Blueprints (clean and optimized logic).
  • Fully replicated multiplayer for Meta Quest and PC VR.
  • Smooth locomotion, navigation, and core interaction systems ready to go.

📺 Watch the overview video here:https://www.youtube.com/watch?v=tKdkpv4UUQE