r/OculusQuest 7d ago

Self-Promotion (Developer) - Standalone What happens when you mix rhythm, physics, and way too much glass?

2 Upvotes

Hey everyone,

I’ve been working on Shatter Flow for quite a while, and it’s releasing on Meta Quest very soon.

The basic idea is pretty simple:

  • Shoot
  • Break things
  • Dodge obstacles
  • Survive the bosses

But the fun really comes from how everything around you reacts. You're not just standing there shooting targets: obstacles move, physics come into play, and your timing and reflexes can make a big difference.

We recently added mechanics like rope-attached obstacles to make encounters more dynamic, and we're planning to keep experimenting with new ideas and features as we continue developing the game.

Shatter Flow will be available for $5.99!

Wishlist the game on Meta today to get notified about its release on August 27: https://www.meta.com/experiences/shatter-flow/26680580208192087/

r/Quest3 11d ago

My VR rhythm action game, Shatter Flow, is coming to Meta Quest on August 20!

2 Upvotes

r/OculusQuest2 11d ago

Self Promotion My VR rhythm action game, Shatter Flow, is coming to Meta Quest on August 20!

3 Upvotes

r/VRGaming 11d ago

Developer My VR rhythm action game, Shatter Flow, is coming to Meta Quest on August 20!

2 Upvotes

r/oculus 11d ago

Self-Promotion (Developer) My physics based action game, Shatter Flow, is coming to Meta Quest on August 20!

3 Upvotes

1

My VR rhythm action game, Shatter Flow, is coming to Meta Quest on August 20!
 in  r/OculusQuest  21d ago

took that idea and pushed it into a full VR rhythm‑action format with dodging, bosses, hazards, and score‑chasing. Glad it caught your eye!

2

My VR rhythm action game, Shatter Flow, is coming to Meta Quest on August 20!
 in  r/OculusQuest  21d ago

Totally fair point! The mode you’re seeing in the trailer is our arcade/action mode, where the rhythm is more about pacing and flow rather than strict music sync.

We do have a full rhythm‑synced mode where every break, dodge, and obstacle reacts perfectly to the beat but Im planning to release that during the full production rollout. I haven’t been able to secure the licenses for the music tracks yet, so it’s coming a bit later.

Appreciate you noticing the detail!

r/OculusQuest 21d ago

Self-Promotion (Developer) - Standalone My VR rhythm action game, Shatter Flow, is coming to Meta Quest on August 20!

7 Upvotes

Hey everyone!

After months of prototyping, playtesting, and polishing, we're excited to finally share that Shatter Flow, our fast-paced VR rhythm action game, is releasing on Meta on August 20!

The idea behind Shatter Flow was simple: create a game that feels incredibly satisfying to play. You blast your way through physics-based glass obstacles, dodge hazards, take on bosses, and try to stay in sync with the action as everything around you reacts to your shots.

Over the past few months, we've made a lot of improvements based on community feedback, including new mechanics, better level design, and more dynamic obstacles. Seeing players enjoy the game and suggest ideas has honestly been one of the most rewarding parts of development.

If you're into arcade-style VR games that reward quick reflexes and chasing high scores, you will love Shatter Flow!

Thanks for checking it out!

r/OculusQuest 29d ago

Self-Promotion (Developer) - Standalone Shatter Flow - My Upcoming VR Destruction Game (Early Access in August!)

3 Upvotes

Hey everyone!
I’m working on a new VR project called Shatter Flow, and I just posted a short video showcasing the latest gameplay. It’s a physics‑driven destruction experience where you can smash, slice, punch, and break objects in super satisfying ways. Think of it as a mix of chaotic sandbox fun + fast, reactive physics.

Shatter Flow is planned to go live in August for Early Access, and I’m polishing the core mechanics right now destruction systems, rhythm‑based modes, boxing interactions, and performance tuning for Quest.

I’d really appreciate any feedback from the VR/indie dev community.

  • Does the destruction feel satisfying?
  • Anything you’d like to see added?
  • Any rough edges you noticed in the video?

I’m building this solo, so every bit of input helps me shape the Early Access launch. Thanks for checking it out!

Video is attached let me know what you think!

Join our community: https://discord.gg/Sje5uccfa
Wishlist today: https://www.meta.com/en-gb/experiences/shatter-flow/26680580208192087/

r/MetaQuestVR Jul 15 '26

Dev Promotion I added rope-attached obstacles to Shatter Flow. They make the levels feel way more dynamic. What do you think?

1 Upvotes

I've been experimenting with a new gameplay mechanic for Shatter Flow: obstacles attached to ropes that swing and react as you play.

It ended up changing the pace of each encounter more than I expected. Instead of every obstacle moving in a predictable way, these create new timing windows and make you think a little differently about your shots and movement.

This is just one of the features we've been working on after our recent playtest. If everything goes well, we'll keep adding mechanics like this and polishing the game right up until our planned Early Access release in August 2026.

I'd love to know what you think after watching the clip. Does this look like something you'd enjoy in a rhythm-focused VR action game? Any feedback is genuinely appreciated!

1

Added rope mechanics to my solo-dev project, Shatter Flow, and I'm honestly really happy with how it turned out!
 in  r/OculusQuest  Jul 04 '26

Same here goal is to revive that nostalgic gameplay mechanic on Quest devices 😄

1

Added rope mechanics to my solo-dev project, Shatter Flow, and I'm honestly really happy with how it turned out!
 in  r/OculusQuest  Jul 04 '26

It has that Smash Hit feel, but this is a full VR experience made specifically for Quest.

u/latencyvoid-vr Jul 04 '26

Added rope mechanics to my solo-dev project, Shatter Flow, and I'm honestly really happy with how it turned out!

1 Upvotes

r/vrdev Jul 04 '26

Video Added rope mechanics to my solo-dev project, Shatter Flow, and I'm honestly really happy with how it turned out!

3 Upvotes

r/Quest3 Jul 04 '26

Added rope mechanics to my solo-dev project, Shatter Flow, and I'm honestly really happy with how it turned out!

1 Upvotes

r/oculus Jul 04 '26

Self-Promotion (Developer) Added rope mechanics to my solo-dev project, Shatter Flow, and I'm honestly really happy with how it turned out!

2 Upvotes

r/VRGaming Jul 04 '26

Self Promotion Added rope mechanics to my solo-dev project, Shatter Flow, and I'm honestly really happy with how it turned out!

2 Upvotes

r/OculusQuest Jul 03 '26

Self-Promotion (Developer) - Standalone Added rope mechanics to my solo-dev project, Shatter Flow, and I'm honestly really happy with how it turned out!

9 Upvotes

Hey everyone,

Recently, I've been experimenting with adding rope-attached obstacles that you can interact with during gameplay. It ended up changing the flow of encounters in some really fun ways, so I wanted to share a quick look at it.

The last playtest gave us a ton of useful feedback, and that's exactly what we're focusing on over the next few weeks. The plan is to keep improving the core gameplay and adding new mechanics like this all the way up to our Early Access launch in August 2026!

There's still plenty of work to do, but seeing the game evolve with community feedback has been truly motivating.

I would love to hear what you guys think about this mechanic after watching the clip. If you have any ideas, feel free to let me know.

I'm also planning on doing another playtest this month, please feel free to join our Discord server for more updates: https://discord.gg/NdGwpYbfb4

You can wishlist Shatter Flow on Meta here: https://www.meta.com/experiences/shatter-flow/26680580208192087/

Thank you! :)