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Thrasher Gets Remastered Steam Release Today

Thrasher receives its remastered edition with a visual update, flatscreen mode, and more today on Steam.

Released on Quest and Apple Vision Pro last year, Thrasher is a cosmic action racer that tasks you with controlling a space eel through obstacle-filled levels, and we previously named it our favorite Apple Vision Pro game of 2024. Following September's PC VR demo release, developer Puddle has launched it today on Steam, with a price drop to $9.99 on all platforms.

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Release trailer

As detailed in September, Thrasher's remastered Steam release promises improved visuals compared to standalone platforms. Puddle states the new PC VR controls are more responsive too, letting you pick either controllers or hand tracking support. UX and UI changes are also included, there's an optional flatscreen mode on PC with gamepad and mouse controls, and Steam Deck compatibility at 90 FPS.

Other changes include a new Play+ mode that aims to provide a harder challenge for advanced players, while Time Trials test your speed at clearing levels with no combo bonuses. When asked by UploadVR if these modes will eventually come to Quest or Apple Vision Pro, Puddle advised it has no updates to share about other platforms at this time.

The Steam release also follows Puddle releasing Thrasher's remastered version as a launch title for Samsung Galaxy XR, joining the list of Android XR games currently available. Much like the Steam edition, this also runs at 90 fps on Samsung's headset with the new modes and support for both hand tracking and controllers.

Thrasher is out now on Quest, Galaxy XR, Apple Vision Pro, and Steam.

Update Notice

This article was updated shortly after publication with a response from Puddle and following the official launch of a Samsung Galaxy XR port. It was updated again when the Steam release launched.

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Constellations Offers Connect The Dots Stargazing In Early Access This December

Constellations: Touch the Stars lets you scan the night sky with a connect the dots experience.

It's the latest experience from developer Grant Hinkson via Parietal Lab, who previously released Connectome earlier this year using the same “connect the dots” engine. Constellations: Touch the Stars includes all 88 constellations recognized by the International Astronomical Union (IAU), letting you trace and connect each constellation until the pattern is complete.

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Teaser trailer

It's been designed using a “hands-first” philosophy with hand tracking support, using a thumb tap motion to bring constellations forward. The sky is positioned based on the user’s location to determine which constellations you see, and Constellations: Touch the Stars comes with fully immersive environments in early access.

Further updates are planned following the initial launch, such as a mixed reality stargazing mode that sees stars overlaid against their real positions. This pulls up constellation names and data using the immersive view's overlay. Other promised features are a 'lie-back' mode for looking up at the stars while lying down, social stargazing with friends, and creating your own constellation patterns.

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In-game footage

Constellations will launch in early access on Meta Quest 3/3S, arriving in the first half of December. Pre-early access builds are also available by joining the official Discord server.

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Temporal Sci-Fi Puzzler UnLoop Reaches PC VR Next Week

Retro-futuristic puzzler UnLoop reaches PC VR in early access next week.

Published by CM Games (Into the Radius) and developed by Superposition NULL, UnLoop is a sci-fi puzzle game built around self-cooperation and time manipulation that's reminiscent of We Are One. Set on a remote space station called the Temporal Research Hub, you create copies of yourself each loop and replay your past actions in real time as you retrieve data.

Following its full release on Quest and Pico, CM Games has chosen early access on Steam to gather feedback about “optimization, player experience, graphics, and to address possible PCVR-related feature requests.” It still contains content parity with the standalone edition, and a Version 1.1 update is planned this December that promises new puzzles and a story continuation.

On the hardware side, UnLoop on Steam will initially support using Quest, Pico, and Valve Index headsets. A Steam FAQ confirms the developer will explore compatibility with additional headsets and controllers depending on community feedback, and PC VR visual improvements are also planned.

We had positive impressions in our UnLoop hands-on back in September, considering it a “clever self-co-op experience” held back by a “few rough edges.”

UnLoop looks to be a promising head-scratcher for players who love time-looping puzzles and self-orchestrated hijinks. Its core concept is compelling and clever, but a few rough edges keep it from being a standout recommendation just yet. With a bit of polish and hopefully some patches, this could be one to loop back to.

UnLoop is out now on Quest and Pico, and the Steam Early Access launch will follow on November 13.

UnLoop Hands-On: Sci-Fi Puzzling On Repeat
UnLoop is a fresh, time-bending VR puzzle game from the creators of Into the Radius, launching you into a clever self-co-op experience with a dash of sci-fi espionage.
UploadVRPete Austin

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Real-Time Strategy Game Homeworld: Vast Reaches Heads For PC VR

Homeworld: Vast Reaches brings the real-time strategy game to SteamVR with upgraded visuals.

Developed by FarBridge, Homeworld: Vast Reaches takes place between the events of Homeworld 1 and Homeworld 2, setting adventurous astronauts on a fresh journey within the series’ universe. You play as Tyrra Soban, a new Fleet Commander, guided by Karan S’jet as they tackle an unknown evil. Originally launched on Quest last year, it's out today on Steam after originally targeting an October 23 launch.

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Traditionally a flatscreen series, Homeworld: Vast Reaches adapts the controls for VR, allowing players to immerse themselves in their space war strategies up close and from 'any angle.' Using a virtual command module located on your wrist, clever tacticians can create ships and direct formations in your search for victory.

In addition to visual improvements, the SteamVR version introduces new Challenge Levels designed to test experienced players. Those levels are also available on Quest with a new free update.

“When we launched on Meta Quest initially, some core strategy players reported they had mastered the gameplay in Vast Reaches and wanted harder missions, so we built three new Challenge Levels for this new version with them in mind,” said FarBridge Creative Director Richard Rouse. “Get ready!”

In our previous impressions on Quest, we felt Homeworld: Vast Reaches maintained the strategic depth and storytelling chops of its predecessors.

“This new adventure successfully translates the complex, strategic gameplay of the Homeworld series, all while bringing the franchise into a new and immersive medium, making Vast Reaches a standout title in the VR RTS genre and one that we feel is a must-play for both fans of the long-running series and newcomers to VR and MR gaming.”

Homeworld: Vast Reaches is out now on Steam and Quest.

Homeworld: Vast Reaches Brings The Iconic Franchise to Virtual and Mixed Reality
Strategizing in real-time while resizing the vast reaches of space in Homeworld is an incredible feeling.
UploadVRDon Hopper

Update Notice

This article was initially published on October 3, 2025. It was updated on November 7, 2025, when Homeworld: Vast Reaches launched on Steam.

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RUSH: Apex Edition Hands-On - Strong Remaster For An Aging Racer

RUSH: Apex Edition brings the 2017 wingsuit racer back today on PlayStation VR2, read on for our full impressions.

The Binary Mill has been going all in on PlayStation VR2 this last year, delivering high quality ports for Into Black and Resist while taking full advantage of PS5 Pro enhancements. More than eight years since RUSH first appeared on Gear VR, later followed by subsequent ports and updates, it's now returned with some welcome changes, like expanding online multiplayer to support 12 players.

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RUSH: Apex Edition adds some appreciated visual upgrades like revamped lighting and textures, and it looks great in motion. Subtle touches like your mask showing frost in the corners as you glide through this icy mountain are rather nice, though I do wish the landings were smoother as you reach the end. Performance feels great at a native 120fps on PS5 Pro, while the base PS5 supports 90fps.

Four solo modes are included alongside online multiplayer. Standard 'Races' against the AI earn medals for a top three finish, and those convert into points, unlocking more courses and wingsuit customization options. 'Time Attack' involves beating your own scores, 'Score Challenge' adds an interesting twist where gliding through a specific part of a checkpoint ring gets a better score. Finally, 'Free flight' mode lets you explore without any course restrictions.

Races are RUSH's biggest draw. Visually diverse environments set the scene well and each hosts dozens of courses that follow different paths, though said courses begin feeling very similar after a while. Even still, there's an initial rush (no pun intended) as you descend, gliding your way across these courses in hopes of being first. Failing to reach a checkpoint adds a five second penalty, forcing you to follow a specific path to have any chance of winning.

The initial platform jump uses gaze tracking to determine you're looking forward, asking you to hold this for three seconds before the race begins. That's tracked by a pointer and while you can swap to a less noticeable one, not using eye tracking for this feels like a missed opportunity. It's moments like this that show the game's aging foundations, something that also applies to the control scheme.

Screenshot captured by UploadVR on PlayStation VR2

Gliding through and steering involve lifting your arms up to different positions. Raise both at once to ascend, down to descend, or alternate your hand movements here for going left and right. A functional but basic approach that leaves you holding your arms out, though it's a better choice than using analog sticks. For greater immersion, putting a fan on feels great as the cold “wind” hits you while racing.

You can build up speed boosts in two ways: either reaching checkpoints or gliding close to a wall and the ground, and I enjoy how RUSH: Apex Edition rewards risk takers with the latter. It's a critical balancing act as those boosts can be the difference between 1st and 2nd, but a single collision is all it takes to end your run. Boosting also benefits from adaptive trigger support on PlayStation VR2.

Descending through these courses remains satisfying, though that feeling becomes fleeting in longer stints. I'm having plenty of fun messing around in the lobbies where you can shoot some hoops, or shoot other players with dart guns; I'm just not compelled to stick it out much longer with the main game.

Given that PlayStation VR2 lacks backward compatibility with the original PlayStation VR, I'm pleased more games are getting a second life, though RUSH's aging gameplay makes it a harder recommendation in 2025. Still, Apex Edition is a great remaster effort from The Binary Mill that's the best way to play.

RUSH: Apex Edition is out now on PlayStation VR2, while previous versions remain available on PC VRPicoPSVR, and Quest.

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32-Player VR FPS Forefront Is Out Now In Early Access

Forefront, a 32-player VR FPS from the Breachers studio, is out now in early access on Quest, Steam, and Pico.

Developed by Triangle Factory, Forefront is a 16v16 VR shooter with expansive, semi-destructible maps where each team splits into four-person squads. Featuring four playable classes, four maps, a friends system, alongside customization and attachments for weapons, it's now entered early access on all three platforms with cross-platform multiplayer support.

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Launch trailer

Forefront takes place in a near-future setting of 2035, where an energy corporation called O.R.E. has gone to war with local governments over control of a rare mineral. Battles feature over 20 types of weapons and 10 vehicles covering land, air, and sea, while you can choose between four classes with their own unique weapons and gadgets: Assault, Engineer, Medic, or Sniper.

Detailing its release plans in a Steam FAQ, Triangle Factory states that Forefront will approximately remain in Early Access for "8-12 months." Planned additions for the full release include more maps, vehicles, and gadgets, joined by class perks, performance improvements. Updated PC VR graphics are also mentioned, and the studio plans to "gradually raise the price" as new content gets introduced.

Forefront's current roadmap

Forefront is out now in early access on QuestSteam, and Pico. We'll be bringing you our full early access impressions as soon as we can.

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PvP Brawler Elements Divided Leaves Early Access On Quest Today

Elements Divided, the Avatar-inspired multiplayer action game, is leaving Early Access today on Quest.

Developed by Loco Motion Devs and published by Fast Travel Games (Mannequin), Elements Divided is a PvP brawler for up to eight people that allows battle-hungry players the opportunity to wield the powers of fire, water, earth, and air. After debuting in April this year, the multiplayer action game was already in full release on Steam, and it's now leaving Early Access on Quest.

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During our hands-on with the Early Access build, we believed that Elements Divided is a great addition to the VR brawler genre, going on to say, “The matches are fast enough to just hop in for some quick rounds whenever else you have spare time, and frenetic enough that you'll work up a bit of a sweat doing so.”

Today's update also introduces sub-elements to combat. Loco Motion Devs is currently working on further free content updates that include more sub-elements, four new maps, and cosmetics, as well as a specific Winter Map update. While there aren't any exact dates specified for these additions, Fast Travel Games confirmed they will arrive between 'now and until January 2026.'

Elements Divided is available on Quest and Steam for $9.99, the former of which offers a free 30-minute trial.

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Little Critters Is A Tower Defense Game That Hits Home

Little Critters does many things right. It minds the little details. The game is frenetic, accessible, and fun. And it just works, in the way Steve Jobs famously described the magic of early iPhone devices. But better than a casual iPhone time-killer for the subway… this “tower defense” game brings the tower home.

What if the tower in “tower defense” is your living room?

In 2025, tower defense games often use more established formulas than wider innovations.

  1. Start: Few weapons, small horde.
  2. Progress: Add weapons, upgrades, and enemies.
  3. Endgame: Complex weapon combos, enormous hordes, chaos!

Little Critters’ core innovation is its point of view: you're not an omniscient invisible presence up above; you’re on the ground next to the tower. Enemies don’t attack from just 360 degrees - you’ll need to prepare fully spherical defense coverage as hordes crawl from below and swoop from up high.

It deftly leverages VR tech and industry best practices. The slingshot is a delight: aim via the relative position of your two controllers, pull & release via the grip button, then pile on the chaos of the horde. You’ve got a weapon that’s exactly as accurate as necessary - more accurate (or less!) and mowing down critters simply wouldn’t be as fun. Spatial audio works perfectly to cue me to turn around to my blind spot and catch up on the spawn point I’ve been neglecting; no HUD needed.

Mostly it’s just a thrill to watch these monsters emerge from the wall and hop on my couch before jumping down to the floor. (Of course… moments before I splatter them!)

Perfect Little Details

Your robo-companion doesn’t just dance when you start a wave…

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… they do the wave. 

Even staring straight at it, you might not make the connection, or you might shrug it off as a cheesy pun. As a critic, the signal here is quite loud: Developer Purple Yonder could put anything here, or nothing, and it chose to put something perfect. This inconsequential but briefly visible detail telegraphs the countless other truly invisible details where the team applied critical decision-making and taste.

When collecting slimeballs, the in-game currency, nearly every toss to your bank is a swish as long as there’s nothing physically obstructing your path.

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This detail is likewise subtle, but there’s real gameplay impact: In later levels, as the difficulty ramps up, you’ll need to buff up your defense forces mid-wave. Few things would be as frustrating as losing a run because your slimeball missed the hoop. Or losing because you need to periodically abandon your tower to literally dunk the slimeball because soft tosses from any greater distance are too unreliable.

One final little detail that’s even more abstract: Little Critters doesn’t really have a main menu or “home” landing scene. Many games drop you at a menu where you can select between “start” and “options,” or might bog you down with the preamble. Little Critters is remarkable in how hastily it gets you to your first wave of foes.

These details add up: This is the kind of game you could drop a Quest first-timer into, offering the kind of title that a more experienced gamer will likely relish too.

Scaling the Tower

Your weapons level up as you progress. While I wish I could choose where to apply my upgrades, Little Critters choosing for me encourages me to overcome waves using the whole weapons suite instead of winnowing down to (and more rapidly growing bored with) my early favorites.

I have mixed feelings about weapon effectiveness and combos: wall weapons seem best to place near the horde’s spawn points, but wherever you place them gets rendered useless as soon as said spawn points relocate. To boot, from the natural limitations of mixed reality gaming, wall weapons can be the most frustrating to reattach to a new area in a hurry.

For the floor weapons, it’s hard to tell whether, say, the bubble gun or the pie launcher provides more effective ground defense; perhaps they work best in tandem. The bubble gun slows them down and your pie launcher knocks them out, or perhaps the difference is mostly aesthetic.

My only lament is that I’ve unlocked the second “realm” available, which brings with it a new cohort of baddies… but the “realm” itself is still my living room. That’s more than a word choice nit: Games gain depth by transporting you to new locales; Mythic Realms does it well enough, but this is difficult for any game operating on the MR pretense of being in your own room.

In hindsight, if I'm really motivated to seek a new “realm,” I could physically relocate from my living room to my kitchen, where I’d navigate the fridge and countertop instead of the couch and coffee table.

While a more sophisticated game might offer stat bars and DPS calculations, what makes Little Critters a rush is dialing that part of your brain down and pelting numerous ogres with pies or tomatoes. It's a worthy addition to your library following Purple Yonder's work on Little Cities, and it's out now on Quest 3/3S.

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Meta Launches $1.5 Million Competition For New Quest Apps & Significant Updates

The Meta Horizon Start Developer Competition 2025 will award new Quest apps and "significant" updates a total of $1.5 million in 32 prizes of up to $100,000.

Meta Horizon Start, originally called Oculus Start years ago, is a program run by Meta that gives VR/MR developers direct access to Meta developer relations staff as well as a community Discord and "exclusive Meta events, advanced technical education, community mentorship, software credits, go-to-market guidance, and more".

Now, Meta is running a competition for Horizon Start Program developers to build or significantly update Quest apps across entertainment, "lifestyle", and gaming. Here's the list of the main awards and prizes:

  • Best Entertainment Experience: "An experience that makes consuming or watching content more immersive, interactive, and innovative than traditional formats."
    • $100,000 winner
    • $60,000 runner-up
    • $30,000 honorable mention
  • Best Lifestyle Experience: "An experience that enhances peoples’ daily lives, how they get things done, learn new skills, or connect with others around shared interests."
    • $100,000 winner
    • $60,000 runner-up
    • $30,000 honorable mention
  • Best Social Game: "A game that connects people in real time to play together online or in a colocated space."
    • $100,000 winner
    • $60,000 runner-up
    • $30,000 honorable mention
  • Best Casual Game: "A game that is accessible, single-player, and designed for quick, engaging fun."
    • $100,000 winner
    • $60,000 runner-up
    • $30,000 honorable mention
  • Judge’s Choice: "This award is given to experiences that push the boundaries of what’s possible and have created something truly unique and innovative."
    • $30,000 each for 6 winners

Additionally, there are eight "special awards" for implementing specific features or using specific SDKs and toolkits:

  • Best Implementation of Hand Interactions
    • $50,000 each for 3 winners
  • Best Use of Passthrough Camera Access with AI
    • $50,000 each for 3 winners
  • Best Immersive Experience Built with Spatial SDK
    • $50,000 each for 2 winners
  • Best Immersive Experience Built with Immersive Web SDK
    • $30,000 each for 2 winners
  • Best Android App Leveraging Features Unique to Meta Quest
    • $25,000 winner
  • Best Android Utility App
    • $25,000 winner
  • Best Android App for Travel Mode
    • $25,000 winner
  • Best Experience Built with React Native
    • $25,000 winner

Entries can be entirely new projects or "significant" updates for an existing Quest app, with Meta citing adding hand tracking support, mixed reality, or multiplayer as examples of "significant". Essentially, for an update to enter it will need to bring a new modality.

The new competition comes late in a year where Meta has awarded the creators of smartphone-focused Horizon Worlds a total of $3.5 million across three competitions, and may allay some concerns that the company is only focused on Horizon Worlds with no further interest in apps.

The deadline for submitting a project for consideration is December 9, and interested developers can enter the competition at this URL. If you're not already a Meta Horizon Start member, you'll need to apply first.

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Cambridge & Meta Researchers Confirm "Retinal" Resolution Is Far Higher Than 60 PPD

Cambridge and Meta researchers conducted a study confirming that "retinal" resolution is far higher than the 60 pixels per degree figure often cited.

While you'll usually see only the panel resolution of a headset mentioned on its spec sheet, what really matters is its angular resolution, or how many pixels occupy each degree of the field of view: the pixels per degree (PPD). For an extreme example, if two headsets used the exact same panels but one had a field of view twice as wide, it would have half the angular resolution.

Since Oculus widely demoed the DK1 over a decade ago, we've seen the angular resolution of affordable headsets advance from 6 PPD, an acuity that would classify a person as legally blind, to now 25 PPD, while higher-end headsets like Apple Vision Pro and Samsung Galaxy XR reach around 35 PPD, and Varjo XR-4 even achieves 51 PPD in the center. But what's the limit past which the human eye can no longer discern a difference?

Meta Tiramisu “Hyperrealistic VR” Hands-On: A Stunning Window Into Another World
We also went hands-on with Tiramisu, Meta’s prototype that combines beyond-retinal resolution, high brightness, and high contrast.
UploadVRDavid Heaney

In the XR industry, people often say that it's "generally accepted" that the limit is 60 PPD, since in theory, on paper, it offers 20/20 vision. Meta's Butterscotch prototype from a few years ago with 56 PPD was described as "near-retinal", for example. However, there has been significant skepticism of the 60 PPD figure among AR and VR experts for a long time now.

I tried Meta's 90 PPD "beyond retinal" Tiramisu prototype earlier this year, and while the demo wasn't set up to allow dynamically adjusting the resolution, the researchers behind it told me that they have done so in the lab and could clearly see a difference between 60 and 90. But this was only anecdotal.

Now, three researchers have conducted a study with 18 participants at the University of Cambridge, experimentally confirming the idea that 60 PPD is not the limit of human perception of detail.

Of the three authors of the paper, one is a Cambridge researcher, one is from Meta's Applied Perception Science team, and the third is at both.

The experiment setup.

Their experiment placed a 27-inch 4K monitor on a 1.6-meter motorized sliding rail in front of the participants, who had their heads fixed on a chin rest and were asked to discern specific visual features head-on as the conditions were varied.

The participants were presented with two different types of stimuli throughout the experiment: square-wave grating patterns (both with and without color) and text (both white-on-black and black-on-white).

Square-wave gratings, the researchers explain in the paper, are used in vision experiments because prior research suggests that "the foundational visual detectors of the human visual system are likely optimised for similar waveforms".

The resolution was varied both by moving the display closer or further away (between 1.1m and 2.7m, distance) and by upsampling or downsampling the spatial frequency of the patterns. The researchers also adjusted the viewing angle between 0°, 1°, and 20°.

For the full details of the experimental methods, you should read the paper in Nature Communications. It's an interesting read and you'll learn a lot about how this kind of perceptual science research is conducted. But it's the results that have fascinating implications for VR and AR.

The findings of the experiments.

The findings of the experiment, according to the researchers, are that the participants could discern grayscale details up to 94 PPD on average, red-green patterns at 89 PPD, and 53 PPD for yellow-violet patterns.

One participant in the study was even able to reach 120 PPD for grayscale, suggesting that for some people the threshold for "retinal" is double the generally accepted figure.

It will be a long, long time before shipping headsets reach anywhere near these resolutions. Meta's Tiramisu prototype hit 90 PPD only over a tiny 33° field of view, and Tiramisu 2 is aiming for 60 PPD over a 90° field of view instead as a better balance of specs. And while the study demonstrates that there is a difference, in my experience headsets with even "just" 56 PPD can feel incredibly real to the point where I suspect we won't want to trade off other aspects for further resolution any time soon.

Still, it's important that a formal study has been conducted to discover exactly where the limit to what the human eye can truly discern lies, and it reinforces the fact that while smartphones and tablets are plateauing, VR and AR hardware still has decades of runway for meaningful improvements to steadily arrive.

One point of skepticism here, however, is that a stationary display system like the one in the experiment does not benefit from the spatial temporal supersampling effect you get for free in a positionally tracked VR headset from the natural micromovements of your head.

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Quest 3S On Sale Certified Refurbished For Lowest Price Ever

Quest 3S and the 512GB Quest 3 certified refurbished are just $216 and $360 respectively this week on Meta's official US eBay page.

First spotted by IGN, you can find the Quest 3S deal here and the Quest 3 deal here. For both headsets, you need to enter eBay's discount code TECH4THEM to get the lowest price.

The code expires after 11:59pm Pacific Time on Sunday, the end of this week.

Meta claims that its certified refurbished headsets "are inspected and thoroughly tested, professionally cleaned, and restored to original factory settings so they function and look like new and include the same accessories and cables as new devices". And eBay is offering a two-year certified refurbished warranty, a year longer than you'd get even if buying a new headset from Meta.com.

Meta Now Sells Quest 3S Refurbished For $270
Meta now offers Quest 3S refurbished from $270, though you can get the headset new for that price for the next few days.
UploadVRDavid Heaney

Quest 3S certified refurbished is normally $270, and the lowest we've seen it sold at brand new is $250, so the $216 offer here represents by far the lowest price we've ever seen for a fully standalone headset with included tracked controllers, hand tracking, and color mixed reality.

Meanwhile, Quest 3 certified refurbished at $360 is arguably an even better deal, as the only remaining 512GB model certified refurbished is normally $450.

While Quest 3S can run all the same content as Quest 3, and has the same fundamental capabilities (including the same XR2 Gen 2 chipset and 8GB RAM), if you have the funds we always recommend Quest 3 over Quest 3S. The proper Quest 3 features Meta's advanced pancake lenses which are clearer and sharper over a wider area, have a wider field of view, and are fully horizontally adjustable, suitable for essentially everyone's eyes. These pancake lenses also enable Quest 3 to be thinner, which makes the headset feel slightly less heavy.

Still, at just $216, Quest 3S certified refurbished enters the realm of an impulse buy for many, or perhaps an impulse gift for the holiday season to bring a friend or loved one into VR.

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Assassin's Creed Nexus Joins Top 50 Best-Selling Quest Games of All Time

Assassin's Creed Nexus has joined the top 50 best-selling paid Quest games of all time, with Bonelab now in the top 10.

You may recall that back in April, Meta revealed the 50 best-selling paid Quest games of all time via a then-new section of Quest's Horizon Store. This excludes free-to-play games unless they initially launched as a paid title, such as Population: One, and the lineup has seen some slight changes in the past six months.

We're not certain when this list was last updated, but compared to April's charts, Assassin's Creed Nexus is arguably the biggest new name to arrive at #50. NightClub Simulator is the only other new entry at #46. Exiting the list are the former #50, Please, Don’t Touch Anything, and former #48, Angry Birds VR: Isle of Pigs.

The top 10 games are mostly unchanged; Beat Saber retains #1, followed respectively by Job Simulator, Superhot VR, Blade & Sorcery: Nomad, The Thrill of the Fight, Virtual Desktop, and Among Us 3D. The two exceptions are Vader Immortal Episode I in #8, which pushed Onward into #9. There's also Bonelab in #10, overtaking The Walking Dead: Saints & Sinners.

It's worth remembering this list is unlikely to include Asgard's Wrath 2 and Batman: Arkham Shadow. The former was initially bundled for free with every new Quest 3, and Arkham Shadow did the same for new Quest 3 and Quest 3S purchases. These activations wouldn't be considered sales. Titles in the Horizon+ games catalog are also less likely to appear, since subscribers can access them without a separate purchase.

For everything else, here's Meta's full list of the best-selling paid Quest titles of all time as of November 5, 2025:

  1. Beat Saber
  2. Job Simulator
  3. Superhot VR
  4. Blade & Sorcery: Nomad
  5. The Thrill of the Fight
  6. Virtual Desktop
  7. Among Us 3D
  8. Vader Immortal Episode I
  9. Onward
  10. Bonelab
  11. The Walking Dead: Saints & Sinners
  12. Creed: Rise to Glory
  13. Vader Immortal Episode III
  14. Five Nights at Freddy’s: Help Wanted
  15. Vader Immortal Episode II
  16. GOLF+
  17. Population: One
  18. Eleven Table Tennis
  19. Drunkn Bar Fight
  20. Walkabout Mini Golf
  21. I Am Cat
  22. Contractors
  23. GORN
  24. Resident Evil 4
  25. NFL Pro Era
  26. Pistol Whip
  27. The Thrill of the Fight 2
  28. Vacation Simulator
  29. Ghosts of Tabor
  30. Real VR Fishing
  31. Waltz of the Wizard
  32. Wander
  33. A Township Tale
  34. The Climb 2
  35. Star Wars: Tales from the Galaxy’s Edge
  36. Pavlov Shack
  37. Fruit Ninja
  38. Hand Physics Lab
  39. Arizona Sunshine
  40. I Am Security
  41. I Expect You To Die
  42. Gun Club VR
  43. Warplanes: WW1 Fighters
  44. Shave & Stuff
  45. The Room VR: A Dark Matter
  46. Nightclub Simulator
  47. Skybox VR Video Player
  48. The Climb
  49. Moss
  50. Assassin's Creed Nexus

Did you expect any wider changes or any other games to appear? Let us know in the comments below.

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Laser Dance Early Access Review: The Mixed Reality Game Quest 3 Needs

A wizard arrives precisely when he means to this week with the early access release of Laser Dance in mixed reality.

The wizard in question is Cubism developer Thomas Van Bouwel and his newest creation gives reason to scan your living room with a Meta Quest 3 or 3S headset for breakthrough mixed reality gameplay in Laser Dance.

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Laser Dance clip provided by Thomas Van Bouwel

Released over two years ago now, Quest 3 was pitched as a "next-gen mixed reality device" with high quality passthrough and the promise of a new class of experience using your physical environment as the backdrop to its gameplay. We've seen some interesting work in this space with Starship Home, releasing last year, being one of the first examples of what a game could do with your room as a backdrop.

The Facts

What is it? Figure out how to get past the lasers to touch a button on the opposite wall. This is a mixed reality game that requires an accurate room scan to work properly and can be played with hand tracking or tracked controllers.
Platforms: Quest 3/3S
Release Date: November 6, 2025 (Early Access)
Developer/Publisher: Vanbo BV
Price: $9.99

Laser Dance is more accessible than established hits like Beat Saber, given it works with or without controllers. If you cast the view from Quest in a party setting, watching your friend crawl across the living room to avoid a low laser is likely far more engaging than watching them slice boxes. Even after Laser Dance comes off your head, there's going to be joy in watching others dodge lasers.

Gameplay consists of getting from one end of your room to the other. The only rule is that your head, arms and spine cannot cross paths with one of the lasers. The game uses Quest's upper body tracking to figure out where you are and you can learn through progression alone that your legs aren't tracked. That means your legs can't collide with the lasers, nor end your run across the room. It's up to you whether you let that affect your strategies around the lasers or not. You can use it like people who cheat in laser tag by covering their body-worn sensors, or you can just continue to carefully step over lasers near the ground because it's fun to imagine the system could track that danger too.

Big red buttons on opposing walls mark the start and end points of each level and you set up each playspace yourself by selecting the spots on the walls where the buttons go. As you would expect, difficulty stacks over your successive trips back and forth across the room, with lasers that move or blink in patterns you need to think about for a little bit before making your move.

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Laser Dance clip provided by Thomas Van Bouwel

Over a couple hours of play, only a couple times do I feel like the system unfairly matches my body movements to a laser, forcing me to walk back across my living room half a dozen times in a row to try again. The solution, I found with one particular level, is to crawl across my floor just a little bit further than I thought I should have been required to get past a laser colliding with my back. By the end of my time playing with only hand tracking, I find myself holding my hands up in front of my face to ensure the headset sees them and doesn't think my elbows are behind me.

There are timed and no fail challenges.

Comfort

Laser Dance adapts each level to both your room layout and body dimensions, the latter of which can be adjusted in the "accessibility" tab for the options menu. There are no artificial locomotion options, you must move directly across your environment.

You can register player height, shoulder width, and also set the lowest height you can go if mobility is an issue. Player height can be adjusted automatically, and you can also halve the speed of moving and blinking lasers.

Room-scale mixed reality was promised by Meta for Quest 3 when it released in 2023. In 2025, Laser Dance becomes the most accessible way to show why mixed reality is best in a VR headset and hand tracking is the future.

Laser Dance Around Your Furniture

I finished Laser Dance's included early access levels without controllers in hand, sweating under the headset, after moving in my Quest 3 through spots in my home where I've never taken a headset and creating solid memories as I went. I've never experienced anything like this in a headset and, even in early access, Laser Dance becomes one of the first experiences you should drop a friend into so they can understand what's possible in mixed reality with a Quest 3 or 3S.

Laser Dance is one of the easiest games to play ever made. It's not endlessly replayable, at least not yet, but it belongs in most libraries and should be a go-to party game. Thomas Van Bouwel is introducing us to the idea that dodging your furniture is just part of the fun as mixed reality lasers buzz when you get too close and cut into your carpeting with murderous energy.


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.

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Realize Music: Sing Relaunches The VR Self-Care Singing App Soon

Realize Music: Sing, a self-care singing app, relaunches next week on Quest.

Following an initial “soft launch” earlier this year, Realize Music: Sing by Realize Music - a studio co-founded by Devolver Digital co-founder Mike Wilson - is returning on November 13. Boasting a music catalog of over 1 million licensed tracks, it aims to amplify singing as a tool for joyful expression. While we had considerable criticisms back in February, this new release comes with a changed access model and expanded features.

Notably, you no longer need a subscription to jump in since you can now preview a selection of tracks for free, though a subscription model remains in place elsewhere for unlimited catalog access. Songs and albums are now purchasable individually, while Realize Music also promises improvements to song discovery across this library and word-by-word lyrics.

Two new gameplay modes are available that include a 'Song Hero' mode that sees you competing for the high scores across leaderboards, while Singadelic Mode is a non-scoring option “that turns every track into a freeform, expressive wellness experience.” New tracks will also be added weekly, too.

Realize Music states it's aiming to create a “safe, judgment-free space to sing” with a reactive world that responds to your voice. Two new gameplay modes are available: 'Song Hero' sees you compete for the high scores across leaderboards, while Singadelic Mode is a non-scoring option. New tracks will also be added weekly, too.

Realize Music: Sing will relaunch on November 13 on Quest in the United States, with plans to follow in additional regions as licensing expands. An introductory offer lets you optionally subscribe for $9.99 per month for the first three months, which then increases to $14.99 per month or $119.99 per year. 

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Roboquest VR Gets PlayStation VR2 & Steam Release Date

Roboquest VR brings the roguelite action shooter to Steam and PlayStation VR2 later this month, followed by Quest next year.

Originally developed by RyseUp Studios, Roboquest originally launched two years ago as a flatscreen PC game, and we've been anticipating Roboquest VR ever since our preview in March. Playing as a Guardian, this FPS roguelite with a comic book-inspired art style sees you taking down mechanical foes across randomly generated environments while navigating bullet hell battles. Now, we've learned it's launching later this month.

As seen on PlayStation Blog, Flat2VR Studios confirmed this upcoming adaptation has been “fully rebuilt for VR” with new features including manual reloading and interactive weapon handling. Co-op support will arrive in a future update in early 2026, while other PS VR2-specific features include adaptive trigger support, controller haptics, headset rumble, and eye-tracked foveated rendering.

It's one of today's five major announcements from Flat2VR Studios, which has been hosting a PlayStation VR2-focused livestream via PSVR2 Without Parole. Other announcements include a surprise launch for VRacer Hoverbike on Sony's headset, PS VR2 release dates for Audio Trip and Shadowgate VR later this month, plus updates on Out of Sight VR and RAGER.

Roboquest VR is out on November 20 for Steam and PlayStation VR2, while the Quest version will launch in early 2026.

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VRacer Hoverbike Flies Onto PlayStation VR2 Today

Futuristic racing game VRacer Hoverbike just launched on PlayStation VR2.

First released on Steam Early Access seven years ago, VRacer Hoverbike by VertexBreakers entered full release this June alongside a new Quest port. Offering a simcade hoverbike racer where you fly down one of 30 futuristic tracks, it's out today on PS VR2 with cross-platform multiplayer support, dynamic foveated rendering, headset rumble, and adaptive triggers.

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Much like VRider SBK, VRacer Hoverbike uses a ‘chest-leaning control system’ instead of traditional analog stick-based controls. Seven gameplay modes are available that include a career mode, time trials, and weekly challenges. You can also select a combat mode which introduces items like missiles, drones, and EMPs into the mix.

Today's launch joins several major announcements from Flat2VR Studios, which shared more on PlayStation Blog alongside a livestream via PSVR2 Without Parole. Other reveals include PS VR2 release dates for Audio Trip, Roboquest VR, and Shadowgate VR, all of which will launch later this month. We also learned further news on Out of Sight VR and RAGER.

We recommended VRacer Hoverbike in our August review across Quest 3 and Steam, considering it an enjoyable VR racing game that “feels fast, tactical, and physically engaging.”

It’s a worthy step forward for the futuristic-racer genre, with innovative leaning mechanics taking players deeper into the action and making them feel like they're in control. Add in customizable content and the smart design choices that make every race more thrilling than the next, and you have the makings of a solid racer that delivers a nice rush of adrenaline every time you play.

VRacer Hoverbike is out now on PC VR, PlayStation VR2, and Quest.

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Flat2VR Studios Is Releasing Four PlayStation VR2 Games This Month

Flat2VR Studios is releasing four games this month alone on PlayStation VR2, with at least two more to follow in 2026.

It's becoming an increasingly busy month for new VR games this November, and that's only expanding with today's news from Flat2VR Studios. Revealed through PSVR2 Without Parole and PlayStation Blog, the publisher is celebrating Sony's headset with new announcements for a PlayStation VR2 day. Some of these are multiplatform games, though the focus is primarily on Sony's headset.

We've listed today's announcements in release order where possible, and it's worth noting Flat2VR Studios also uses the Impact Inked label for games that aren't direct VR adaptations of flatscreen games. Today's stream also confirmed a quality-of-life update and seasonal DLC items are coming to Surviving Mars: Pioneer, too.

We've linked new trailers and videos where individually available, and here's what you can expect on PlayStation VR2 soon.


VRacer Hoverbike - Out Today

Developed by VertexBreakers, V-Racer Hoverbike is a simcade motorbike racer where you fly down one of 30 futuristic tracks. Following its recent relaunch on Steam and a Quest port, it's out now on PlayStation VR2 with cross-platform multiplayer support, dynamic foveated rendering, headset rumble, and adaptive triggers.

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Audio Trip - November 11

One of today's two new reveals for PlayStation VR2, rhythm game Audio Trip has been around since its early access launch in 2019. Featuring 120 levels across 32 tracks with playlists and a built-in choreography editor, this upcoming version supports dynamic foveated rendering and headset rumble.


Roboquest VR - November 20

We've been anticipating Roboquest VR ever since our GDC preview, and Flat2VR Studios confirmed a release date for the roguelite action shooter. The VR adaptation features manual reloading and interactive weapon handling with co-op support arriving in a future update in early 2026. PS VR2 supports adaptive triggers, controller haptics, headset rumble, and eye-tracked foveated rendering.

It's also launching on SteamVR on the same day, and the Quest version will follow in early 2026.

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Shadowgate VR: The Mines of Mythrok - November 25

Shadowgate VR: The Mines of Mythrok has been around since 2021, delivering a first-person fantasy action-adventure set in the world of Kal Torlin. The dungeon crawler's new port runs at 120Hz without reprojection and uses foveated rendering. Headset and sense controller haptics are supported on PS VR2 with adaptive triggers, and eye tracking is also integrated into the gameplay.


RAGER - Q1 2026

Developed by Insane Prey, music action brawler RAGER is now heading to PlayStation VR2 next year following last month's early access launch. Featuring twelve levels, three boss fights, online leaderboards, and an electronic soundtrack ranging from darksynth to metalstep, this upcoming PS VR2 port will feature headset rumble and haptic feedback support.

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Out of Sight VR - 2026

Out of Sight VR received an early access launch alongside its flatscreen counterpart on Steam back in May, and we've known for some time that it's coming to PlayStation VR2 and Quest as well. While that initially targeted a late 2025 release on both headsets, that's now arriving in 2026.

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Out of Sight’s “second-person” perspective proves it’s already a great fit for VR, even with more polish to come.
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'XR Is Having A Moment': Colocated Pickleball With Pickle Pro From Resolution Games

Alex Coulombe and I played pickleball together recently.

We each opened Pickle Pro from Resolution Games in our Apple headsets, and I clicked the share icon next to its window. Coulombe clicked accept, and we soon had a pickleball court overlaid on the ground between us. After centering the court and switching sides, we played a full match together.

That's just part of the backdrop behind Coulombe's “XR is Having a Moment” commentary for his YouTube channel talking over video of our play session, embedded below.

Earlier this year, I put together a puzzle in Jigsaw Night in much the same way, joined in Quest headsets by the app maker Steve Lukas and CNET writer Scott Stein aboard the Queen Mary in Long Beach.

“It’s largely overlooked how monumental it is that we finally have solid automatic co-location technology in affordable VR,” Lukas wrote to me over direct message this week. “If enough developers seize on it properly, this moment in time may actually be our real 'ground floor' for ubiquitous mixed reality.”

The invisible anchoring systems making these colocated experiences “just work” have been in development by Apple and Meta for years. We've gone from an impressive makeshift arena-scale multiplayer experience in 2018 at Oculus Connect to tools in 2025 that enable people like Coulombe and his partners to build experiences that sell real estate. It required manual alignment, but I've even gotten this kind of colocated experience working in the app Figmin XR between Vision Pro and Quest.

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We're a long way from people in any VR headset sharing the same digital universe easily, but what developers are starting to do already between the same headsets feels like magic.

“There's a lot of work we've put into using Antilatency and Optitrack and Meta Shared Spatial Anchors to get people to be in VR headsets and to feel like they are in the same place looking at the same content and having the real world align with that,” Coulombe says in the video. “And Apple went ahead and in VisionOS 26, they just made this work.”

Pickle Pro is sold for $7.99 on the Apple App Store, while Home Sports on Meta Quest sells for $19.99. Both titles have colocation features from Resolution Games, and the studio states it's making this a priority with its games.

“We've also invested heavily in colocation with Spatial Ops, where multiplayer is designed for colocation. We have tons of videos of players playing colocated with friends in the most amazing locations, which is so fun to see,” wrote Mathieu Castelli, Resolution Games Chief Creative Officer, over email.

“Sure colocation can be a rare thing, but when you have friends with their headsets, it really feels like a miss to not have colocation, so we've really been making that a priority with our games. Even Battlemarked, which is launching later this month, will have colocation.”

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Next Week's VR Games Showcase Teases Star Trek, Syberia Updates & New Reveals

Next week's VR Games Showcase promises fresh looks at Star Trek: Infection, Syberia, and more alongside new game reveals.

Marking this year's third VR Games Showcase - not to be confused with our own biannual showcases - the Fall 2025 edition goes live on November 13 at 9am PT with games for Quest, PC VR, PlayStation VR2, “and beyond.” This will feature five brand-new reveals with games “from veteran VR studios and traditional teams,” offering a mix of “new IP and familiar franchises.”

New trailers are also promised for upcoming games like Star Trek: Infection, Deadly Delivery, Syberia VR, Glassbreakers: Champions of Moss, & more. Elsewhere, updates will also be shown for previously released games like Among Us 3D and Golf 5. That includes Bootstrap Island, which recently teased that its next major update, Visions, will launch later this month.

Finally, there's also a Pre-Show featuring new projects and updates from both indie developers and mixed reality games, though it's currently unknown how long this segment will run for. Going by the YouTube trailer's thumbnail, we'd speculate this part of the presentation is where we'll likely see Penguin Festival.

The VR Games Showcase airs on YouTube on November 13 at 9am PT.

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Demeo x Dungeons & Dragons: Battlemarked Reveals Crown Of Frost Campaign

Demeo x Dungeons & Dragons: Battlemarked will launch with two campaigns, Embers of Chaos and Crown of Frost, later this month.

Since its reveal earlier this year, we've only seen Demeo x Dungeons & Dragons: Battlemarked showcase the fantasy game's first campaign, Embers of Chaos. Now, weeks away from its November 20 release, Resolution Games and Wizards of the Coast have released details of the crossover D&D experience's second launch campaign, called Book 2: Crown of Frost.

Set in the far north of the Forgotten Realms, this campaign sees you battle through snowy landscapes against appropriately frosty foes as Icewind Dale braces for war. Here, dire wolves roam alongside ravens, giants, goblins, and kobolds. This northern setting also features notable locations to traipse through, such as the streets of Ten Town’s Lonelywood and the Spine of the World mountain range.

“Icewind Dale, Ten Towns, Frost Keep: these are not just backdrops, but characters in their own right,” said Matt Sernett, Demeo x Dungeons & Dragons: Battlemarked's Narrative Designer and former Wizards of the Coast writer in a prepared statement.

“Setting a story here, in contrast to our already announced campaign that features settings like Neverwinter Wood and Cragmaw Castle, gives us the ability to deliver two full campaigns at launch that honor the breadth of adventure to be found in the Forgotten Realms.”

Resolution states both campaigns will likely offer “a combined 12+ hours of playtime at launch,” while further campaigns will be released in the future via DLC. Today's reveal art teases the “Mushroom Hollow” campaign, but little else is otherwise known.

Demeo x Dungeons & Dragons: Battlemarked will launch for $29.99 on November 20 for PC VR, PlayStation VR2, Quest, PC, and PS5.

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Sharp Is Crowdfunding A Strange Lightweight Tethered PC VR Headset

Sharp is crowdfunding a strange lightweight tethered PC VR headset that can also connect to one of its smartphones.

Called Xrostella VR1, the headset features dual 2160×2160 LCD panels paired with "light-efficient" pancake lenses with a 90-degree field of view, two grayscale fisheye tracking cameras, and one color passthrough camera. The included controllers, meanwhile, seem to resemble Quest 2's but with more hefty tracking rings and included hand grip straps.

Sharp says the headset's "body" weighs just 198 grams, making it lighter than any shipping headsets except Bigscreen Beyond 2 and Shiftall MeganeX.

IPD adjustment between 58mm and 71mm is supported, as well as diopter adjustment from 0D to -9.0D.

While Xrostella VR1 is primarily designed for PC VR, Sharp says it will also be compatible with its AQUOS sense10 smartphone, projecting the phone's display onto a fixed virtual screen. More smartphone models will be "expanded sequentially", the company claims.

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It's unclear exactly who Xrostella VR1 is supposed to be for.

We haven't seen a major VR headset use only two tracking cameras since the Windows MR headsets that came before HP Reverb G2, as this approach severely limits the tracking range of the controllers. It's also rare for a headset to only use one camera for passthrough, as this results in a complete lack of correct depth and scale.

Further, the lack of eye tracking and hand tracking means the headset probably won't appeal to many VRChat users, while the narrow field of view and mediocre resolution won't appeal to simulator fans.

Of course, it's somewhat premature to assess the product proposition here without a price. If available at a low cost, Sharp could be aiming to offer a kind of "ultralight headset for the rest of us". But that seems unlikely.

Sharp says it will crowdfund Xrostella VR1 on the Japanese platform GREENFUNDING later this month. It's unclear why a company of Sharp's size is crowdfunding rather than just launching, but it may be a mechanism to gauge interest before taking the risk.

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Salmon Man Is A Punishing VR Platformer Similar To Getting Over It

Salmon Man, a punishing platformer reminiscent of Getting Over It with Bennett Foddy, reaches PC VR and Quest this month.

Developed by Valem Studio (Detective VR), Salmon Man is a hardcore VR platformer rage game that's been in development for the last three years. Your goal is to climb upstream using only a paddle for movement across a series of physics-based challenges, and a single mistake can send you back to the start. Here's the teaser trailer.

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Valem Studio is keen to emphasize the game's difficult nature as you try to conquer this river, stating, “There are no shortcuts, no cheats, and no mercy.” A demo is available for both platforms that features Salmon Man's entire first level, which can be accessed on Quest by joining the official Discord server or directly through Steam.

As for Valem Studio's post-launch plans, the team has a roadmap for Salmon Man that includes collectible items throughout the game. It's also hoping to introduce an even harder 'Lava Mode' that unlocks after beating the game, challenge modes with the possibility of time trials too. Other changes include additional language localizations and a boss fight.

Salmon Man arrives later this month on PC VR and Quest with a $9.99 launch price.

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Moss: Book 2 & UBOAT Are Quest's Horizon+ Monthly Games For November

Moss: Book 2 and UBOAT: The Silent Wolf are the Horizon+ monthly redeemable games for November.

What Is Meta Horizon+?

The $8/month Horizon+ subscription lets you redeem two Meta-selected Quest games each month as well as access the dozens of titles in its Games Catalog. The service was formerly called Quest+.

Redeeming the monthly games lets you play them while your subscription remains active. Should you cancel the subscription, previously redeemed games won't be playable until you resubscribe.

Meanwhile, you get access to all Games Catalog and Indie Catalog games upon subscribing, until your subscription ends. Unlike monthly titles, these games do not remain in your library once they've been removed.

Horizon+ is available on Quest 2, Quest Pro, Quest 3, and Quest 3S.

Last month's monthly redeemable games were Ghost Town and Vampire: The Masquerade - Justice. So if you grabbed them, these will continue being accessible in your library while you remain subscribed. Meta confirmed various discounts, exclusive avatar cosmetics, and 100 Meta Credits are also available as subscriber perks.


Moss: Book 2

With Glassbreakers: Champions of Moss launching in less than two weeks, it's little surprise to see Moss: Book 2 leading November's monthly games. Playing as Quill's partner while you aid her progress through this world, we praised the sequel when it launched in 2022. Last year also saw Book 2 receive Quest 3 visual upgrades with the original game.

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UBOAT: The Silent Wolf

UBOAT: The Silent Wolf originally appeared in 2023, tasking you with commanding a submarine in World War II as you sneak behind enemy lines. This comes with a single-player campaign, and you can also form a crew in co-op for up to four players.


Horizon+ Games Catalog Games

Horizon+ continues offering a Games Catalog of Quest titles that any subscriber can play, though it's worth remembering that Meta can remove and add new games from the catalog at any time.

Here's the full Horizon+ Games Catalog as it currently stands in the US:

  • Angry Birds VR: Isle of Pigs
  • Asgard’s Wrath 2
  • BARTENDER VR SIMULATOR
  • Blacktop Hoops
  • Broken Edge
  • Cook-Out
  • Cosmonious High
  • Cubism
  • Deisim
  • Demeo
  • Drop Dead: The Cabin
  • Dumb Ways Free For All
  • Dungeons of Eternity
  • Eleven Table Tennis
  • Exploding Kittens VR
  • Fruit Ninja 2
  • Fruit Salon
  • Ghosts of Tabor
  • Grimlord
  • Guardians Frontline
  • Human Fall Flat VR
  • iB Cricket
  • I Expect You To Die 3
  • In Death: Unchained
  • Job Simulator
  • Maestro
  • Medieval Dynasty New Settlement
  • Onward
  • Pets & Stuff
  • Pistol Whip
  • Pixel Ripped 1995
  • Premium Bowling
  • Project Demigod
  • Puzzling Places
  • Racket Club
  • Red Matter
  • Red Matter 2
  • Starship Home
  • Synth Riders
  • Tetris Effect: Connected
  • The Climb 2
  • Thief Simulator VR: Greenview Street
  • Titans Clinic
  • Townsmen VR
  • Walkabout Mini Golf
  • Zero Caliber: Reloaded

Horizon+ Indie Catalog Games

A separate Indie Catalog entered beta testing in October, though not everyone can currently access this. You can find those games here.

  • Alvo
  • Battlenauts
  • Bocce Time!
  • Coffee Quest VR
  • Darksword: Battle Eternity
  • Disc Frenzy
  • Discovery 2
  • Elysium Trials
  • Espire 1: VR Operative
  • Final Overs - VR Cricket
  • Galaxy Kart
  • Iron Guard
  • Laser Thief
  • LAX VR
  • Make It Stable
  • Noun Town Language Learning
  • The Pirate Queen
  • Rogue Ascent VR
  • Rogue Piñatas: VRmageddon
  • Space Elevator
  • Taiko Frenzy
  • Tiny Archers
  • Underworld Overseer
  • Vibe Punch
  • The Wizards

Horizon+ is available with a monthly subscription for $7.99 or annually for $59.99.

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Meta Reality Labs Revenue Up 74% As Retailers Stock Quest 3S For The Holidays

Meta Reality Labs revenue for Q3 was 74% higher than in 2024, with Meta explaining it as retailers stocking Quest headsets for the holiday season.

Reality Labs is the division of Meta responsible for Quest headsets and their Horizon OS, first party VR software like Horizon Worlds, the Ray-Ban and Oakley branded smart glasses, and the Meta Neural Band.

The latest quarter saw Reality Labs bring in $470 million, making it the division's second best Q3 ever. The figure is 74% higher than the $270 million of Q3 2024.

However, Q3 2024 was right before the launch of Quest 3S, which had widely leaked in the months before. During the earnings call this week, Meta CFO Susan Li told investors that the high revenue was due to "retail partners procuring Quest headsets" in order to "prepare for the holiday season", as well as "strong AI glasses revenue".

Li also warned that the early Quest stocking means that Meta expects Q4 2025 revenue to be lower than Q4 2024.

"We’re still expecting significant year-over-year growth in AI glasses revenue in Q4, as we benefit from strong demand for the recent products that we’ve 10 introduced, but that is more than offset by the headwinds to the Quest headsets", Li noted.

As always, the Meta Reality Labs revenue came at an enormous cost, and the division remains deeply unprofitable. Meta spent $4.9 billion on it in Q3 alone, resulting in a "loss" of over $4.4 billion.

Though while describing this as a loss is technically correct in a financial sense, much of it could also be described as long-term investment. XR headsets like Quest are still a relatively early technology, far from maturity, and as of 2022 more than 50% of Reality Labs spending was on the research and development of AR glasses, a future product line that hasn't even launched yet.

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During the call, when asked by a Wall Street analyst about whether Reality Labs spending would be lower in 2026, Li responded by saying that Meta is "still working through the budget details":

"We’re not sharing an outlook for Reality Labs operating losses in 2026 in part, again, because we are still working through the budget details. What I can say from the process so far is we’re really trying to shift momentum towards AI glasses.

And that’s been one of the biggest priorities looking at the Reality Labs’ budget and roadmap for 2026. And that’s in part because we have seen that there is a lot of demand. I would say we were stocked out multiple times over the course of this year, and we want to get ahead of that.

Both because there is product market fit, and also because it’s a great and very natural platform or form factor for AI experiences that can be built on top of those and carried with you into the world. So, that’s really what we are looking at as our highest priority when we think about what the 2026 Reality Labs roadmap looks like."

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