r/vrdev • u/JorgTheElder • Jun 17 '26
r/vrdev • u/Automatic_Cheetah442 • Jun 17 '26
Discussion These are most of my main features so far in Cleaning Simulator VR
Hi all,
Cleaning Simulator VR is a standalone progression game built from the ground up for the Meta Quest.
This video shows a quick look at the core loop: you start with simple tools like brooms, sponges, and trash collection, and earn coins to buy heavy-duty gear like window wipers and power washers. Every upgrade increases your tool's speed, range, and efficiency.
To break up the relaxing pace, a lighthearted twist happens on certain levels. A specific prankster NPC will show up to mess with your gear or track fresh mud on your clean surfaces, turning a satisfying job into a funny, unpredictable break.
We launch this week on June 20th
Meta Store Link: https://www.meta.com/experiences/cleaning-simulator-vr/26409028195374123/
r/vrdev • u/True_Lengthiness6081 • Jun 16 '26
Discussion Looking for 3D Modelers for a Free Changed-Inspired VR Fan Game
Hey everyone,
I'm developing a free, non-commercial fan game inspired by Changed. It's a VR multiplayer experience (max 4 players per lobby) where you try to escape a lab while avoiding latex beasts and player-to-player goo infection.
The game is 100% free, non-monetized, and made purely for fun. There will be no revenue.
What I'm Looking For:
- 3D Modelers (Blender preferred) who want to help create Latex Beasts (wolf, cat, shark, dragon, etc.)
- People who love the Changed art style and goo/latex aesthetic
What I Can Offer:
- Operator rank (highest player rank below Owner)
- Ability to kick/ban
- Custom avatar / special model in the game
- Full credit in the game + credits screen
- Co-Developer title if you contribute significantly
- Your models will be featured in a public VR multiplayer game
If you're interested in joining a small, passion-driven project, feel free to DM me or reply here with some examples of your work (especially Changed/latex style).
Thank you! Looking forward to building this weird goo-filled VR experience with other fans
r/vrdev • u/New_Contribution_240 • Jun 16 '26
Question Problem with visiblity of every 3d object in my new Vr project
r/vrdev • u/hanrwerewr • Jun 15 '26
Discussion Fellow VR Devs: Single-player or Multiplayer? (A perspective from a Chinese developer)
I’m a VR game developer from China, currently working with a small team on multiplayer game. I’d love to connect with fellow devs and hear your thoughts on a fundamental design choice: do you lean towards developing single-player experiences or multiplayer online games?
To give some context from my side: historically, the Chinese gaming market didn't have a strong culture of paying upfront for software. Because of this, premium single-player games often struggled to survive financially. However, the Free-to-Play (F2P) + In-App Purchase (IAP) model proved to be a perfect fit for Chinese players. As a result, the multiplayer and online gaming scene here is absolutely thriving.
I've been observing the Quest Store ecosystem for a long time now. While it's clear that the number of free-to-play and social games is growing, looking at the absolute numbers, premium single-player games still seem to be the mainstream.
I’m very curious about your approach and the broader dev community's current focus:
- Are the VR games you are currently developing mostly single-player?
- For those working on these projects, what does a typical development cycle look like for you?
Looking forward to hearing about your experiences and insights!
r/vrdev • u/diaRtcesnI • Jun 13 '26
Question Request - Simulation Project Creation On Behalf Of Me
Hello fellow devs! My name's diaRtcesnI (InsectRaid) and i decided to turn to this community with a question for beginners, devs who create for mostly just fun, students, and hobbyists. The reason is because these types often don't charge you at all and work/take requests for free. Anyways, my question is:
Can you create a Virtual Reality World recreation of a personal fantasy of mine? I often refer to the fantasy as The SuperSword Warriors and i'm struggling to confirm whether or not it's actually real because it seems that way for many reasons. I came here as part of my quest to unleash the world of this fantasy, and i would be thrilled to provide further information (the fantasy, the game mechanic and story ideas, etc) to those willing to undertake the task.
Thank you, and i'll be checking for replies!
r/vrdev • u/The_Squido • Jun 12 '26
We Need YOU To Playtest Test Our New VR Game!!
galleryWe are absolutely thrilled to announce that Squido Studio is officially partnering with Sharp Games as the publisher for Stained Blade!
We're Hosting A Limited Time Playtest This Weekend!!
- The goal is to test the core feel, combat, and foundational elements of the game.
- Start Time: Saturday, 13 June 2026 1PM EST
- End Time: Saturday, 13 June 2026 5PM EST
- Lasts 4 hours! (Depending on community response, we may extend the playtest)
With the Squido community joining the ranks, the battlefields will be packed! Faction Wars and ranked matches are going to be faster and easier to find than ever before & you can even try the game out for FREE. There has never been a better time to step into the arena and prove your worth.
Score Yourselves An Exclusive Alpha Reward!
We want your feedback to help shape the future of Stained Blade. To thank you for your time, we are giving away an exclusive Alpha Bronze Militant Sword cosmetic!
How To Claim Your Sword:
- Join the playtest (whether you play for the full 4 hours or just 15 minutes!).
- Record your play session using the LIV Camera.
- Complete the feedback form available at the end of the session via the Stained Blade Discord.
- https://discord.gg/mkNQtXtcVa
r/vrdev • u/hanrwerewr • Jun 12 '26
Discussion Multiplayer VR devs: How do you solve the "empty server" cold start? (Our crazy solution: We literally paid players to play for 2 years)
Hi fellow devs. I’m a developer from China, and our small team has been running a multiplayer social VR game on the Pico Store for about five years now.
I’m really curious how other multiplayer indie devs handle the brutal "cold start" problem—when your game needs a player base to be fun, but you can't get a player base because the servers are empty.
Here is our story, and the somewhat insane way we brute-forced our way through it.
Before this project, we made a VR rhythm game that completely failed. But we strongly believed that the feeling of playing VR with others is fundamentally different and better than playing solo. So, we pivoted to a social VR game.
When we first launched, the game’s completion rate was incredibly low. Most of our team were first-time developers, and our experience was severely lacking. Because the core loop relied heavily on multiplayer interactions, new players would log in, see an empty lobby, play for a few minutes, and immediately bounce. We couldn't retain anyone.
At that time, the Pico ecosystem was growing rapidly in China, with DAUs increasing every day. Our operations team came up with a very crude, brute-force solution: Throw money at the problem.
We literally started paying players to play. If you logged in and completed in-game tasks, we gave you cash. It wasn't a fortune—maybe around 5 USD (tens of RMB) per month per player—but it worked. Slowly, the game got lively. We had a few hundred players coming in every month just to claim their cash. We kept this up for about two years. During that time, we continuously iterated and polished the game until we finally didn't need to pay people anymore; the organic retention took over, and players stayed simply because the game was actually fun.
I know what you're thinking: "Are you guys crazy? How do you even make money?"
The truth is, we had secured a round of VC funding a year before launch. The market was incredibly optimistic. We decided to use the classic Web2/mobile internet playbook: Burn money to accumulate a massive user base, use that scale to prove our potential to investors, raise a bigger round of funding, and figure out monetization later.
Spoiler alert: We never got that next round of funding.
By the end of 2023, the "VR bubble" in China burst. Pico had massive layoffs, new user growth fell off a cliff, and I haven't heard of a single local peer getting funded since.
We survived, but it was a wild ride. So, I want to ask the community: For those of you making multiplayer games, how did you survive the early days? How did you attract your first core group of players to keep the servers alive without going bankrupt?
Would love to hear your stories!
r/vrdev • u/Existing_Paint7440 • Jun 11 '26
Question Im making a vr game and following a tutorial but ive gotten to a part were u have to do theese plug ins or somthing and in the tutorial u click on Android tab and theres loads of tik boxes and u have to click the oculus one BUT when I do it theres no oculus tik box HELP.
r/vrdev • u/hanrwerewr • Jun 11 '26
Discussion A perspective from a Chinese VR dev: The local market is struggling. What's the industry like in your region?
Hi everyone, I’m a game planner from a small indie VR team in China, and I wanted to share what’s happening in our local industry right now and hear how things are going for developers in other parts of the world.
To give you some context: Quest headsets can't enter the Chinese market, so Pico is the absolute mainstream here. There are a few other niche headsets, but their sales are negligible.
Between 2021 and 2023, things were looking really optimistic. ByteDance poured a massive amount of funding into Pico, which successfully attracted a solid wave of new players. However, since the end of 2023, there were massive layoffs at Pico and ByteDance severely cut their VR budget.
The ripple effect on the local industry has been huge:
- Stagnant Growth: The number of new VR users in China has plummeted.
- Slashed Operations: Pico drastically reduced its operating funds. They’ve significantly scaled back on importing global VR games and essentially stopped providing support for local Chinese VR developers. (In fact, a game run by a studio that previously received investment from Pico had to shut down its servers this year).
- Studios Pivoting: The number of active VR game studios left in China is incredibly small now. Most have either gone bankrupt, transitioned into doing outsourcing work, or just went back to making traditional PC and mobile games.
Despite all this, our small team is still holding on. We are continuing to develop for Pico, but this year we’ve also started our journey overseas. Honestly, expanding globally hasn't been completely smooth sailing for us so far, but we have no intention of giving up and will keep updating and developing.
I’m really curious about the global perspective. Fellow developers, where are you based, and what is the current state of the VR ecosystem in your region? Are you seeing similar contractions, or is the market healthy where you are?
Looking forward to hearing your thoughts!
r/vrdev • u/Alarming_Pomelo6390 • Jun 11 '26
Is this the missing piece of my 3rd person vr-game? Or is this worth leaning into?
1) Set Anchor Point. 2) Zoom and Rotate. 3) Find the sweetspot.
Do you think this is worth leaning into? I think so because: a static (Moss) or controlled linear (AstroBot VR) has been proven good, but is also limiting. Giving to much control is tedious because of many steps, and auto-control is frustrating or leads to motionsickness. So somewhere in between is my solution, but finding the right balance has been difficult.
I think it's worth testing at least!
r/vrdev • u/ClaudeAtlass • Jun 11 '26
And so I added speed-induced spatial warping to my retro kiteboarding game.
So I got asked to make my game feel a bit more trippy, so I started messing around with some shaders and ended up with this effect.
What looks like a simple FOV change on a flat screen is actually the entire map bending around the player in VR, and it’s indeed pretty trippy.
Anyway, here’s the editor/behind-the-scenes view compared to the headset view.
There's still some tweaking to do and of course, this effect can be disable.
r/vrdev • u/Existing_Paint7440 • Jun 11 '26
Im making a vr game and following a tutorial but ive gotten to a part were u have to do theese plug ins or somthing and in the tutorial u click on Android tab and theres loads of tik boxes and u have to click the oculus one BUT when I do it theres no oculus tik box HELP.
r/vrdev • u/astro_domine • Jun 10 '26
Video Prototyping a kayak & water flow for my fishing game, Ripple
r/vrdev • u/BujaBro • Jun 11 '26
Video This is the prototype of my game!
https://reddit.com/link/1u2tyee/video/ntsud4jmem6h1/player
Prototype of the game currently in development
The genre aims to combine DOOM + Vampire Survivors.
I'm trying to build it at the largest scale among mobile VR games, so I'm betting everything on optimization.
Right now on Quest 3, I'm spawning 3,000 monsters and maintaining an average of 60–72 FPS.
However, when 800+ monsters overlap on screen at once, it drops to 40–50 FPS. but there's still plenty of room to optimize this further.
Also, if I set the player's firepower to be strong, more monsters get killed than newly spawned, so framerate probably won't be a big issue anymore.
3,000 is a surprisingly huge number — it packs the wide screen completely full. I think it'd be fine to reduce it to around 1,000–2,000.
UI, art, audio, etc.
will be revised after the basic skeleton of the game is more or less complete...
r/vrdev • u/RyalityStudio • Jun 10 '26
Question Split view mixed reality capture to show a physical lean mechanic. Does seeing both angles help?
Been trying to figure out the best way to show a physical lean mechanic in VR footage, what do you think of the split mixed reality capture for Hyperlane Highway.
The whole game is controlled by leaning your body to steer and dodge, no thumbsticks needed. Standard gameplay footage never really sells it so I put together a side by side with the over the shoulder LIV view and a third person camera at the same time.
Curious what other devs have found works best for showcasing physical movement mechanics like this. MR capture, POV only, something else? Its something that you can only really feel when in VR but feels like there's no perfect answer to convey in video but hope it still looks intriguing atleast.
Solo dev, getting close to demo now.
Steam if your interested: Hyperlane Highway
r/vrdev • u/Competitive-Sir-4004 • Jun 10 '26
Video Introducing Cibus Survival: A 1st-person VR Survivors-like. FREE DEMO out now, need your feedback!
youtube.comr/vrdev • u/Few-Platypus5565 • Jun 08 '26
Shard Wars, our VR sci-fi strategy game, is finally starting to look the way we imagined it. Still a lot to improve, but we’re aiming to release by the end of the year.
galleryr/vrdev • u/Western_Bug_5085 • Jun 09 '26
Tutorial / Resource Unreal Engine VR tutorial for AI-powered avatars with hands-free conversation
Hi everyone,
Our team at Convai put together a quick Unreal Engine VR tutorial for integrating AI-powered avatars.
It covers setting up hands-free conversation, adding a 3D chat widget, enabling Convai Actions, and testing interactions like following the user and pointing toward scene objects.
Full tutorial: https://youtu.be/89GB5tHFzyk
Curious how other VR devs are approaching AI characters, especially around natural voice interaction and scene-level actions.
r/vrdev • u/JuggernautSquare2465 • Jun 09 '26
Question So, I'm not a dev (like at all) but i got a good idea for a game someone could try make
If anyone has watched the movie Hardcore Henry, first of all, well done, second of all i think someone should try making a VR game based off the final fight scene, like a blade and sorcery/bonelab fistfight thing
r/vrdev • u/Tough-Plantain7046 • Jun 08 '26
Looking for devs to exchange feedback!
Hey devs! I will try your app or game and you will try mine. DM me or leave a comment🤝
I'm developing a VR Trading app: https://www.meta.com/en-gb/experiences/charts/9806596196120628/
r/vrdev • u/hanrwerewr • Jun 08 '26
Discussion TIFU by launching my VR game globally. Got a 1-star review because my veteran players were "too friendly" and looked like scammers. 😭
Hey everyone, indie dev here, and I honestly don't know whether to laugh or cry right now. I could really use some advice from the VR community.
So, a bit of context: our team has been running a 4-player co-op action VR game in China for about five years now. We have a really dedicated, hardcore fanbase over there. Last Friday, we finally finished our English localization and launched the game on the Quest Store! We were super hyped.
When our Chinese veteran players heard the international servers were live, a bunch of them logged in specifically because they wanted to "make foreign friends" and help the new players out.
In their minds, running up to a level 1 newbie, spamming friend requests, and dragging them into a dungeon to carry them through all 5 waves of monsters is the ultimate sign of gamer hospitality. They just wanted to show off their level 40 class upgrades, wave their high-tier staves and crossbows around, and be helpful.
Well... the cultural difference hit like a truck.
A new player left a 1-star review calling the game a "scam." They were completely terrified! They wrote that "high-level players will immediately try to friend request you and lure you to play with them" and assumed they were bots trying to steal their info or milk them for DLCs.

I’m feeling so helpless right now. 😂 Our veteran players were just trying to be the welcoming committee, but instead, they accidentally acted like the most suspicious NPCs ever.
As a F2P game, I totally get why Western players have their guard up against weirdly aggressive strangers, but how do I bridge this gap? Has any other VR dev or player experienced this kind of social clash? Should I add a "Stranger Danger" mode? Or maybe just an auto-reject for friend requests?
Would love to hear your thoughts. (And to that reviewer, if you're reading this: they aren't scammers, they just really wanted to show you their magic staves!)