Meta is delaying its ultralight headset with a tethered puck to the first half of 2027, and, separately, starting work on a gaming-focused Quest 4, leaked memos reveal.
The two internal memos were sent earlier this week. They were first reported by Business Insider a few hours ago, and UploadVR can independently confirm their authenticity.
One was sent by VP of Reality Labs Maher Saba to staff, and mentions delaying the ultralight open-periphery headset with a tethered compute puck running Horizon OS that multiple reports, including our own, have suggested that Meta recently hoped to release next year. Various codenames have leaked for candidates for the product, including Puffin, Phoenix, and Loma.
Saba tells staff that the new goal is to release the ultralight device in the first half of 2027.
The headset will be focused on virtual screens and other seated use cases. Names that Meta has internally floated for the product have included "Quest Air", but it's far from certain what it will decide.
His memo also mentions the release of a new "limited edition" wearable device codenamed Malibu 2 in 2026. It's unclear what this will be, but it might be the rumored Prada Meta Glasses.
The other memo comes from the heads of the Metaverse and Horizon OS groups within Reality Labs, Gabriel Aul and Ryan Cairns.
They suggest that the ultralight headset delay will give staff "a lot more breathing room to get the details right".
"There's a lot coming in hot with tight bring-up schedules and big changes to our core UX, and we won't compromise on landing a fully polished and reliable experience", they say.
Aul and Cairns also mention starting work on a next-generation mainline headset, which UploadVR understands would likely carry the name Quest 4.
This headset will focus on immersive gaming, bring a "large upgrade" over Quest 3, and "significantly improve unit economics". That strongly suggests an end to the strategy of subsidizing low-cost devices. Meta wants to slowly transition Reality Labs into a profitable division, and this will be a key part of that plan.
Work on a Quest 4 comes around six months after the cancellation of the previous candidates for a 2026 Quest 4 and Quest 4S line, a decision Meta made alongside prioritizing the release of the ultralight headset.
The new plans suggest the ultralight headset should land in the first half of 2027, with a traditional Quest 4 following at a later date, perhaps in the second half or in 2028.
The leaked memos come shortly after Meta officially confirmed "shifting some of our investment from Metaverse toward AI glasses and Wearables". And to be clear, within Meta, Wearables does not include Quest.
That doesn't seem to be stopping the company working on new headsets, but Saba's memo does mention needing to be "focused on making the business sustainable", and not subsidizing Quest 4 seems to be the result of that budget pressure.
He also mentions that teams should not use the ultralight headset delay to "add more features or take on additional work", and instead focus on polishing what they already plan.
Keep in mind that Meta's hardware roadmap is constantly shifting, and the company frequently spins up and cancels headsets before they ship. When a specific product gets close to shipping, we'll bring you any reliable rumors of its imminent arrival. Until then, be ready for anything planned to get canceled or delayed.
This week marks the early access arrival of How to God, a deity simulator that encourages you to nurture your followers – or ruin them emotionally.
I played through the full campaign, taking me through a story of deities building alliances – or facing off against one another. Inspired by the gods of real-world civilizations, How to God is a decent, well-paced entry in the god game genre, though you may want to turn off the AI-generated voicework.
The Facts
What is it?: Become a great deity in the sky, convert humble villagers to devout followers (through faith or fire), and uncover the mysterious powers threatening your lands. Platforms: Reviewed on Meta Quest 3. Also available on Quest 2. Release Date: Out now (coming soon to Steam) Developer/Publisher: Thoughtfish GmbH Price: $29.99
How to God feels similar to Townsmen VR due to its narrative-driven campaign, villager-care mechanics, and ability to drop right into the action – or rule from the heavens. While the two games share a similarly cute, stylized aesthetic, some surprisingly dark themes may emerge from How to God. No spoilers, but I loved the spiciness these surprises added to my playthrough.
How to God also differentiates itself from Townsmen through a couple of more mystical features, such as “miracles” (hand-tracking gestures to create balls of water, or open portals back to your God Room) and Creatures.
You’ll first meet your Creature – a semi-autonomous conduit for your godly intentions – in the Godroom (a fancy term for “main menu”). I chose a cute, fat owl, but there are two other options as well: one looks like a horned, contorted Labubu doll and an off-brand canine Pokémon.
Once you’ve conjured your preferred Creature into existence, it’s time to drop into the world. Literally. Like most other games within the genre, you’re an invisible, omniscient force in the sky, able to see everything at once and interact with anything beneath you. The tutorial is simple but comprehensive – in fact, there’s a whole archipelago dedicated to teaching you, well, how to god, and you don’t stop learning stuff even when you advance to the next location.
You’re helped throughout the tutorial by your divine advisors Good and Evil, who are basically the angel-and-demon-on-the-shoulders trope personified (er, spirit-ified). In later levels, they become drivers of the narrative, too – more on that in a bit.
Interestingly, every post-tutorial level is a real-world location such as Egypt or Paris. This affects both the physical appearance of buildings and what rival/friend gods you might encounter. Poseidon hangs out in Greece, for instance. Nearly half of the levels were clustered in Europe, which is where the “cool” gods originate, I guess, but I would like to see locations like South America or India represented too.
So who are you lording over, anyway? Your world is dotted with hamlets, and you’ll need to build them up, so citizens eventually support you as you go at loggerheads with other spiritual beings and mysterious forces. Turns out there’s truly no such thing as a selfless good deed.
Comfort
You move about by holding and grabbing “the world,” pulling yourself to your desired location. That makes How to God one of those games you can play on your couch – nausea is minimal and no real-world movement (or even standing) is needed.
Accessibility options are limited to selecting left-handed controls and turning on subtitles.
Nobody wants to pray to you while they’re hungry and homeless, and without their worship you’re not going to gain any “faith energy,” which you need to power any action supporting their most basic Maslow needs. In that sense, you can never be 100% evil; you’ll at least need to ensure villagers are fed and housed if you want to get anywhere. Setting fire to their houses may be fun momentarily, but will hamstring your progress.
Crafting is the other main mechanic, and it's one of my favorite parts of How to God. You can combine two elements or materials to form new items. Fire + wood = coal is an early example, but it gets more complex – you’ll even end up combining villagers with, say, iron to create troops for your little army.
Recipes are helpfully stored in your Godbook, a convenient and well-designed compendium of information you’ll collect through your playthrough – from crafting formulas to details on your Creature’s moral alignment. There’s an impressive number of recipes to uncover; I hadn’t even unlocked them all by the time I was done with the campaign.
You’ll also need to build scaffolding for the village’s structures, from farms and lumber mills to new shrines. Think of it like an extremely simple Lego kit: snapping boxes together into vague shapes, like a tall scaffold approximating a silo. It’s nothing challenging by any means, but it’s a cute use of VR that differentiates How to God from god games on other platforms.
You can micromanage your Creature, ordering it to pick berries – or shake a hapless villager for no reason. Mostly, though, it’ll wander about like an errant child, trying to eat rocks or kick logs. There’s a handy brush and spray bottle on your wrist to discipline it in the same way that you would to train a cat; stroke your Creature with the brush to reinforce desired behaviors, or squirt to discourage. Of course, the definition of a “desired behavior” is up to you.
And as for your own behavior… The allure of any god game is being able to lean either way in the good/bad binary. I had good intentions in my first playthrough, vowing to earn my villagers’ respect through noble deeds, but as the campaign’s challenges intensified, I found that it is simply easier to be a bad guy.
For instance, in one situation I faced some aggressive neighbors; as a benevolent god, I could invest time “crafting” some disciples to go over and reason with them…. But it was honestly just easier to smite them with fireballs. Clouds aren’t just cute, by the way: rub them to create some static discharge and carpet-bomb a rival village with lightning. Or squeeze some rain out of them to blanket-water some trees, if you’re feeling more magnanimous.
How to God is heavily narrative-driven, with your advisors Good and Evil playing off each other as they guide you through objectives. The script is promisingly humorous, but numerous characters are dragged down significantly by AI voiceovers. Whatever your thoughts are on AI content, How to God’s characters are distractingly monotonous and emotionless from the very beginning.
Good and Evil are less egregious examples of the AI voicework, but even they often awkwardly emphasize the wrong syllables, forming a very jarring experience. With so many characters shepherding your objectives, this becomes a real bummer – it often feels as though they are simply reciting chores for you to complete, rather than offering engaging challenges and objectives.
It would also be good to at least see these voices more accurately reflect the regions I heard them in. For instance, I only heard one approximation of a Scottish accent in Scotland, with nearly every other speaking character affecting a generic English accent or American drawl.
Mercy or Mayhem: Win Either Way
I didn’t get a sense of how much my choices mattered – or whether there are even alternate endings. Maybe that’s a good thing (finding out adds replayability!) but having been a more neutral deity myself, I didn’t really have much motivation to go back and try leaning more into the naughty-or-nice extremes.
Robot voices aside, How to God is a solid addition to the god game genre across any platform – and a must-buy for VR enthusiasts of the genre especially. I enjoyed my time in the campaign, and I’m especially hoping for some major post-release content updates – bring on Shiva!
UploadVR normally uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our review guidelines. As an early access release, this review is unscored.
For the artists who make Walkabout Mini Golf, the path to virtual reality often begins with a pencil and paper to sketch out their ideas before jumping into Gravity Sketch for spatial building.
Now fans with Quest headsets can trace some of that path from home.
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A collaboration between Walkabout Mini Golf and Pencil sees Quest-owning fans of the game dropping their putter onto the table to trace the drawings of Don Carson, the lead designer of Alice's Adventures in Wonderland and an art director at Mighty Coconut. The step-by-step lessons available in the app for pencil and paper will teach players how to draw Walkabout's version of the characters Alice meets in Wonderland.
Effectively, Walkabout and Pencil are starting to recreate the Animation Academy attraction from California Adventure at the Disneyland Resort, where visitors learn how to draw Disney's most iconic characters from skilled artists. You just have to switch between two apps on Quest to go from the Alice in Wonderland's Walkabout theme park to Pencil, where you can learn to draw in Carson's style. The characters Alice encounters, from the Cheshire Cat to the Queen, have been re-imagined for VR by Carson and his teammates, pulling inspiration from the original illustrations of John Tenniel.
The tracing lessons are available as a free pack inside Pencil on Quest. The app is also adding a collection of authentic set pieces from Walkabout to play with for inspiration as you draw.
Guardians Planetfall looks like VR's answer to Helldivers 2, bringing a new squad-based shooter to Quest 3 and PC VR next year in early access.
Revealed during the UploadVR Winter Showcase, Guardians Planetfall is a follow-up to 2023's Guardians Frontline by VirtualAge. Set in an ongoing galaxy-wide war, this supports up to four players per squad as you defeat alien threats, soldiers, and war machines across different planets, battlefields, and more. You can see the reveal trailer below.
While Frontline actively mixes FPS and RTS mechanics, Guardians Planetfall takes a different approach while remaining in that same universe. The upcoming game involves team-based PvE and extraction missions as you fend off two different factions: the Void Empire, and an evolved Bugs race. You can customize your strike ship, suits and weapons, choosing where to deploy your squad for missions.
VirtualAge states mission locations will range across all extremes such as deserts, jungles, frozen outposts and “lava scarred” strongholds. Beacons can be deployed to call in orbital support for air strikes and various tools, while antigravity gloves let you climb most surfaces. Jetpacks can help reach higher ground, each mission has optional secondary objectives for earning greater rewards, while items placed into your backpack are only rescued if you successfully evacuate.
Completing these procedural missions then allows you to upgrade your ship, using blueprints and resources to upgrade its offensive, defensive, supply, and support systems. This unlocks new orbital abilities, and you'll travel between different star systems and planets across this campaign. Missions change who controls a specific planet and once you've cleared a campaign, the galaxy resets.
Much like Frontline, Guardians Planetfall also features an in-game map editor where you build missions in VR. This allows you to alter terrain, structures, enemy encounters, objectives and more, which can then be shared with the community and edited in co-op too.
We recommended Planetfall's predecessor in our 2023 review, calling Guardians Frontline an “ambitious attempt to combine the best elements of two disparate genres” and giving it our recommendation. Further post-launch updates later followed that included adding a large enemy known as 'The Queen', while 'Update 1.5' introduced a revised editor mode.
Guardians Planetfall will launch in early access on Quest 3/3S and Steam in 2026.
UploadVR is celebrating our Winter Showcase with a new Humble Bundle, featuring nine SteamVR games for $17.
Available for the next three weeks, the UploadVR Winter 2025 Showcase Bundle is now live following today's showcase. This time around, it's split between two separate tiers, with the games individually costing a combined total of $219.
The $10 tier comes with four games: After The Fall: Deluxe Edition, Guardians: Frontline, The Walking Dead: Saints & Sinners, and A Fisherman's Tale 2 (previously known as Another Fisherman's Tale). Choosing the $17 tier then adds the remaining five: Z.O.N.A: Origin, Metal: Hellsinger VR, I Expect You To Die 3: Cog in the Machine, Ghosts of Tabor, and Hellsweeper VR.
Charity proceeds will support the Electronic Frontier Foundation, and you can adjust the revenue split between publishers, Humble and its chosen charities. While the above prices are the minimum you can spend on each tier, you can select how much you pay if you're looking to donate more.
The UploadVR Winter 2025 Showcase Bundle ends on December 26 at 6pm PT.
Sol Protocol is a co-op roguelike coming to Quest early next year, and you can sign up for the closed alpha tests today.
Developed by Singular Perception (Epyka), Sol Protocol sees you and up to two additional players tasked with manning a spaceship as you navigate the dangers of a procedurally generated outer space. There are multiple roles to choose from when organizing and optimizing your crew, including the pilot, the gunner, and the captain. You can check out the announcement trailer below:
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On your journey across the stars, you'll run into abandoned space stations and lost tech that can be searched and used to earn resources that can upgrade your ship. Space isn't all loot though, and there are also enemies to contend with, which require careful strategies and a range of high-powered weapons to best.
Sol Protocol is launching on Quest and SteamVR in early 2026, with a flatscreen version also intended for release. Those who want to get stuck in early can sign up for the closed alpha by joining the Sol Protocol Discord. Everything announced during the UploadVR Winter Showcase will be compiled into a wider list, so check back after the show to catch up on all the announcements.
Birdseed VR targets a March 2026 launch for the free-to-play birdwatching sim on Quest and Steam.
Currently available in early access on Quest for solo play, Birdseed VR by Buffalo Buffalo (Fresh Tracks VR) sees you aim to get the best possible camera shots, giving your pictures a star rating. As seen in today's UploadVR Winter Showcase, the Vancouver-based studio confirmed Birdseed's full release is coming this March on both Quest and PC VR.
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The game aims to mimic real-life avian behavior like movement, appearance, flight patterns and distinctive calls, equipping you with binoculars and different camera lenses to capture these moments. Daily challenges are available and online multiplayer will be supported at full release, letting you share photos with friends and hang out across the forests in online co-op.
Other changes in Version 1.0 include the launch of Scout’s Shop, which comes with premium cosmetics and tools. This will add vintage camera skins, charms for your viewfinder, and more. The developer states that premium items won't directly impact gameplay, calling this “completely optional” for players.
Following October's early access launch, Birdseed VR released a quality-of-life update two weeks ago. That introduced the Field Guide for tracking challenges, and completing these tasks awards bottle caps that “can be exchanged for future goods and tools.” More observable birds were also added, alongside a new scoring system and real-time feedback system to track your challenge progress.
Birdseed VR is out now in Early Access on Quest 3 and 3S, with the full release coming in March 2026 on Quest and Steam.
Mixed reality tactical roguelite Banners & Bastions is out now on Quest.
Created by Not Suspicious (Airspace Defender, Tablecraft), Banners & Bastions is a tabletop roguelite with hand-tracking controls that's been available in early access. The recent UploadVR Winter Showcase revealed that it's entering full release on December 15, with the 1.0 Update adding new hero units with unique special abilities, a new bestiary, an autumn battlefield biome, and more.
Version 1.0 follows a continuing series of updates across early access. Following October's addition of controller support, last month's content expansion added a new dragon boss battle and more foes. The latter update introduced a new playable Minefield card and two new enemy types - the Witch (ranged) and the Elite Swordsman (melee).
Battles occur across procedurally generated maps as you defend your kingdom, with tougher foes gradually emerging across fresh waves. You can continue investing in your local economy or fortifications, while your troops range from spearmen, knights, archers, and more.
Banners & Bastions is out now on the Meta Quest platform.
Update Notice
This article was initially published on December 5, 2025. The headline and contents were updated on December 15, 2025, when Banners & Bastions entered full release.
Norse-inspired soulslike Crossings will launch on Quest and Steam later this month.
Developed by Neat Corp, Crossings is an action-adventure soulslike that asks players to exact their vengeance in the afterlife. Playable solo or with a friend in co-op, you'll take on mythic evils and face off against mythic bosses as you expand your arsenal and repeat runs. Revealing its release date at the UploadVR Winter Showcase, you can check out the latest trailer below:
In Crossings, you manage a handful of combat inputs, including a dodge, strike, and block, while facing off against thematic enemies including trolls, ghosts, and Draugr. As you progress, you'll also earn spells and upgrades, as well as unlock new weapons like blades and bows that bolster your attempts. The world is open to exploration, with a range of biomes to investigate, from eerie caves to forests and ruins, each hiding stories that illuminate the lore underpinning Crossings' Norse-inspired story.
Crossings will be available on Quest and Steam on December 18. We'll be rounding up all the reveals from the UploadVR Winter Showcase in a complete list, so check back after the show for more details.
Upcoming VR horror game Dread Meridian is getting a multiplayer mode alongside its solo campaign with next month's launch.
Developed by KUKRGAME, Dread Meridian is an atmospheric VR survival horror game set across the island of Oglanbyen. Focused on a researcher called Daniella, we arrive at this remote arctic island searching for her lost twin sister, Isabella, solving puzzles and fending off strange creatures. As seen in today's UploadVR Winter Showcase, it's now confirmed multiplayer support, with a playtest coming before the end of the year.
While today's trailer didn't reveal much else about the upcoming multiplayer mode, the Dread Meridian development team revealed more to UploadVR in a written Q&A. The studio tells me it's considered multiplayer since the beginning, though focusing on Daniella's story was the priority before exploring how multiplayer could work across Oglanbyen.
“We wanted to make sure that we brought something new to the table with the elements that made Dread Meridian unique. Once we knew we were on the right path with our single player, then we started to experiment with how we could bring the exciting features of the world, the setting and especially the creepier elements to multiplayer.”
Dread Meridian has one multiplayer gameplay mode that supports four players per match, splitting your group into two teams. Cross-platform multiplayer support isn't available at launch, “but it's an important feature we plan to add in the future.”
You play as either the human survivors trying to escape Oglanbyen, or the monsters looking to hunt them down using special abilities. The developers confirmed that a full match takes place over multiple rounds, and you take turns playing between the humans and monsters.
“When playing as the humans, your goal is to destroy the monster's nests and escape through the extraction point. You must search for ammo and resources in order to survive the constant threat of the monster team. As a monster, you play as one of the unique twisted creatures with their own special abilities that are used to hunt, trap and defeat the human team.”
Asked about its long-term plans for supporting multiplayer, the studio states that it first plans to gauge the community's reaction and develop this mode further based on feedback. Calling this “such a different type of game mode from what's commonly seen in VR,” the studio says this means there aren't any best practices in place right now.
“We want our game to stand out, and not just build towards what is popular right now.”
Finally, I queried how the team plans to address feedback following mixed reception to Dread Meridian's previous playtests. Our own PC VR demo impressions praised the Lovecraftian adventure's body horror and unsettling mood, though we encountered numerous glitches that hampered our experience.
The developers highlighted positive responses to the game's immersion, art, and environments. However, they conceded that “we had several bugs that we had overlooked that caused negative experiences for our playtesters,” sometimes causing crashes. The studio advised it's since identified and resolved key issues behind these problems, stating it's now “dramatically improved” overall stability.
Dread Meridian will launch this January on PC VR and Quest, with pre-order skins available as a bonus.
VR puzzle adventure Tin Hearts will bring its first act to Quest in February.
Developed by Rogue Sun and IPHIGAMES, Tin Hearts is a Lemmings-style game that explores the story of a fictional Victorian inventor, Albert Butterworth. Guiding toy soldiers through this Dickensian world with block-based puzzles, VR support arrived in a post-launch update on PS VR2 and Steam last year. Originally targeting a December 11 launch, that's now been delayed to February 12, 2026.
Detailed in a press release, publisher Wired Productions calls Act 1 a standalone episode where these tiny soldiers are appropriately dressed for the festive season in an attic filled with toys. Costing $5.99 for the first part, the publisher previously stated Acts 2, 3, and 4 will follow “in the coming weeks” on Quest. No specific release dates have been confirmed yet.
Originally released through a now delisted PC VR prologue on PC VR in 2018, we had positive impressions in our Tin Hearts VR preview two years ago. Stating it offers “some well-considered mechanics” that caught our attention, we believed it provides “enjoyable puzzles and an intriguing whimsical setting.”
Tin Hearts is out now in full on flatscreen platforms, PS VR2, and PC VR. Act 1 arrives on the Meta Quest platform on February 12, 2026.
Update Notice
This article was originally published on November 14, 2025. It was updated on December 10, 2025, after Wired Productions confirmed Act 1's release date on Quest has been delayed.