Thanks to ReVive, a hack that lets SteamVR-compatible headsets play Oculus Rift exclusives, anyone with an HTC Vive can enjoy a number of unofficially supported games from the Oculus Store. Here we take a look at 5 of the games you shouldn’t miss—of course with the appended “buyer beware” warning that the Revive hack caries with it.

For non-Rift owners, losing access to a game you bought on the Oculus Store isn’t likely at this point, but it’s not something you should ignore either. Back when Oculus modified their DRM in a way that prevented Revive from functioning, thus blocking Vive users from playing Oculus games in their library, community outcry over the decision eventually led Oculus to reverse that particular stance on DRM, saying that in the future they wouldn’t use headset verification as part of the platform’s security protections. Despite the risk, we still think these Oculus exclusive games are worth playing.

Before you start, download Revive here and don’t forget to check out all the games on the Revive compatibility list.

Robo Recall

People used to think that fast-paced, high-action games would be too disorienting for new virtual reality users, but in Epic Games’ Robo Recall (2017)you can teleport around at full speed as you blast away at the game’s evil (and hilarious) robot army. If being able to tear your enemies literally limb from limb and beat a robot over the head with their own dismembered arm isn’t astounding enough, the level of detail and polish put into this game will make you reassess what’s possible in VR. This is another Touch freebie you’ll have to pay for as a Vive user, but at $30, you’d be hard-pressed to find something with this level of polish at this price on Steam.

Find out why we gave Robo Recall [8.5/10] in our review.

‘Robo Recall’ on Oculus Store

Lucky’s Tale

You can probably burn through this charming, family-friendly 3D platformer in a weekend—providing you’ve got a gamepad on hand—but at exactly zero dollars, Playful’s Lucky’s Tale (2016) is an easy sell. As one of the first third-person games for Rift, Lucky’s Tale helped define the Xbone Gamepad-era of VR gaming that Oculus is leaving behind now that the controller is no longer being bundled. Whether you’re racing with Lucky through lush trees, dodging swamp pits, battling menacing bosses, or mastering mini-games, youʼll feel like you’ve truly gone inside the world of a video game thanks to the magic of VR.

‘Lucky’s Tale’ on Oculus Store

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Dragon Front

With a fantasy-meets-WW2 setting, this collectible card game takes place on a 4×4 grid battlefield featuring rampaging giants, intimidating war-machines, and soaring projectiles. As a freemium game from High Voltage, there’s still plenty of opportunity to play an exciting single-player campaign if collecting (and buying) card packs in multiplayer isn’t really your thing.

‘Dragon Front’ on Oculus Store

Dead and Buried

There’s plenty of gun slinging fun in this Western-inspired multiplayer shooter. Darned tootin’ if you can rob a runaway train, defend from zombie hordes, or battle it out in an old saloon—of course with your trusty six-shooters by your side (and a stick of dynamite for good measure). While this is free to Touch owners upon activation, if you’re looking for a well-rounded little shooter with a cowboy flair, the $40 sticker price may fit the bill.

‘Dead & Buried’ on Oculus Store

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Esper: The Collection

Esper: The Collection gives you access to Esper (2016) and Esper 2 (2017)—two finely-crafted and ultimately intriguing puzzlers that give you psychic abilities to solve increasingly challenging tests. As an agent of ESPR, an organization set up to deal with the outbreak of telekinetic powers, you travel to exotic locations (not just your desk); solve puzzles, discover secrets, stop villainous plots, and fall unconscious multiple times. Interact with an array of characters, voiced by notable actors, Nick Frost, Lara Pulver, and Sean Pertwee, and Eric Meyers. Since you’re using your telekenetic powers, this isn’t a game that’ll use Vive controllers to their fullest, but it’s still a great options if you’re looking for a more passive, seated experience.

‘Esper: The Collection’ on Oculus Store

Lone Echo & Echo Arena

Two of the most well-received Oculus-funded games—both the campaign mode Lone Echo (2017) selling for $40 and the free multiplayer mode Echo Arena (2017)—are easy for Vive users to play thanks to the games’ native 360-degree setup. If you’re skeptical of the zero-g locomotion scheme, we suggest grabbing Echo Arena first, which doesn’t require Touch activation to nab for free. Either way, you’ll be amazed at how comfortable and immersive flying through space can really be in the first-person (i.e. not Adr1ft).

Find out why we gave Lone Echo [9/10] in our review.

‘Lone Echo’ on Oculus Store

‘Echo Arena’ on Oculus Store

Wilson’s Heart

Wilson’s Heart is a gritty first-person thriller from Twisted Pixel that jaunts through gads of sci-fi tropes ripped directly from the silver screen. As one of the most beautiful and visually cohesive VR games out for Touch, the game takes you through a black-and-white universe as experienced by Wilson, a hospital patient recovering from a curious surgery that has replaced his live-beating heart with a strange machine. Ripping it from your chest, you find it gives you a growing number of abilities to help you not only fight against your personal demons, but also some very real ones that have passed into the world thanks to experiments done by the brilliant, but clearly insane Dr. Harcourt

While falling into some overly campy territory, garnering it Wilson’s Heart a [7/10] in our review, the game is definitelty worth a play-through if you can find it for cheaper than its $40 sticker price.

‘Wilsons Heart’ on Oculus Store

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Chronos

Don’t say we didn’t tell you *not* to button-mash your gamepad before stepping into Chronos (2016), a third-person adventure by Gunfire Games. Slashing at enemies with the long-trained penchant for beat-em-ups will get you exactly nowhere in this Zelda-inspired, Dark Souls-ish-level of difficulty game where dying in the game physically ages your character. Starting out with either an axe or a sword, you leap through a multi-dimensional transport crystal to hunt down a dragon that has ruined your world. As an interesting mix of high-fantasy and a retro post-apocalyptic world, Chronos gives you plenty to gawk at, and even more to worry about as you hack and slash your way through dimensions.

Sitting at 4.5/5 stars on the Oculus Store, it’s a score we can easily get behind.

‘Chronos’ on Oculus Store

Edge of Nowhere

Edge of Nowhere (2016) is a third-person VR survival horror game created by Insomniac Games that strands you in the icy wasteland of Antarctica, leaving you with only a pick-axe, a shotgun, and some rocks to defend yourself against a bloodthirsty ancient species that lurk inside the snowy caverns. The lack of supplies makes for tense gameplay and forces the players to be creative and conserve resources, creating tense moments when you’re forced to decide whether you should use that last shotgun shell and blow the head off the horrible beast lurking nearby or just try the more risky route and sneak past. As a gamepad game

Find out why we gave Edge of Nowhere one of our highest ratings at [9.5/10] in our review.

‘Edge of Nowhere’ on Oculus Store


What’s your favorite Revive-able Oculus exclusive? Let us know in the comments below!

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70 COMMENTS

  1. No, just no. If Vive users want games on their platform, they shouldn’t buy stuff and use a hack to support another platform. That’s just nonsense and counterproductive, you’re just sending a single and very loud message to devs: money is made on the Oculus Store, not on Steam.

    Now if people still want to shoot them in the foot, yeah sure, buy unsupported games with awkward controls designed for the Touch. Or just sell your Vive and buy a Rift ? This trend is like freemium, everyone wants their cake and eat it, it will not work and we will all end up with very expensive paper weights.

    • At least Vive users have the option to play these games. If it says for Vive on Steam then your out of luck with your Rift. That seems worse to me then using a 3rd party tool to run a game.

          • Huh that’s weird. In over a year of owning a Rift, that’s never happened to me. Perhaps you were having issues with steamvr itself?

          • I don’t recall all those games again, but Raw Data was one of them at the time. Back then there was no Rift support. and there was no way i could get it to work.

          • I didn’t own Raw Data myself, but I do recall other Rift users owning it and talking about it on Reddit. I had it on my wishlist for a long time…

    • Uplay, Origins, Steam, PStore, Marketplace, Windows Store, GOG Galax, Nintendo Store, Google Play, Amazon Game Studios: those platforms are for any monitor tv. so with Oculus restricting games to oculus VR monitors is too bad imho. It’s a monitor by the way.

      • Oculus is currently taking an Apple approach: To control the hardware and software to give their vision for the best possible VR experience. Developing an ecosystem to keep users in. Walled garden app store, etc. Love it or hate, that is their business strategy. Apple’s been doing it for decades with great success and they want to follow in those footsteps. Is it the right strategy for VR? Maybe not. Time will tell…

        • and that pc can only run the oculus store and not steam vr or vv? it happens to need a pc to power it? well your mom HAPPENED to birth you but she doesn’t now? is that the argument? i suppose as time marches on you dont see it. for you time is just one non linear jumble. right now VR is a peripheral – steamvr prooved it. its artificial exclusivity. and that goes both way.s

          • thx, but any bit of wisdom i impart is purely accidental, i assure you. im very moody – and im likely just being a *itch, lol.

            it is one thing to defend the right of oculus to be a walled garden. to deny it given the current hardware infrastructure required is utterly ridiculous. The auto industry was forced at a certain point to allow independant mechanics to work on their products. thats because the contract with the consumer allows the consumer to purchase the product and the service for it freely. it benefits the consumer greatly, and there is no reason to artificially induce the consumer to be at the mercy of the “Creator” and btw bill gates and jobs didnt invent the pc. our FREAKING TAX PAYING PUBLIC FUNDED THE GOVERNMENT TO INVENT the tech that the pc took advantage of. we need patent reform in this country because if they want to talk IP and the rights of creators to protect their IP then maybe they should start paying for the freaking cotton gin.

            also, this is all my opinion. i got a vive because i support their principles – even as they only give me digital distribution.

          • Semantics perhaps – but I do you catch my meaning? I personally wouldn’t put a complex VR system in the same category as a mouse, keyboard or monitor. Rather I see the PC as one part of the whole VR system. And VR will eventually move beyond PC and into self-contained devices. Its reliance on PC is temporary. The same cannot be said of a monitor, mouse or keyboard. I just think that calling VR a peripheral is greatly over simplifying it. Oculus is creating a brand and ecosystem that will mature beyond it’s current PC constraints.

          • This has already been pointed out by another astute person such as yourself. Your skill in reading a dictionary is commendable, however.

    • It’s hard to blame some Vive users for wanting access to Oculus’s library. There is a lot of shovelware on Steam. But I understand what you’re saying on principle. The current market situation is far from ideal.

    • It’s not going to change, be happy there is the Revive hack which works pretty well in most cases. Even if your basic thesis (Vive users not supporting Oculus Home will curtail the mythical “walled garden”), the reality is with Vive keeping prices higher for no real reason and with Oculus substantially cheaper along with a good games, a move by Vive users to not support even unofficially development with Oculus Home actually makes the lines of choice clearer in Oculus’ favor.

      The other aspect is that reasonably one can expect that games which become available through Oculus Home will end up in a reasonable time on Steam. These games represent a tiny, tiny fraction of the market, and Steam is in zero danger of not being seen as a primary distributor (VR or otherwise) to make money.

      • wow schifty. you really have outdone yourself.

        – why should we be happy that there is a hack that voids all of our consumer protections? I’m not asking for the protections if i use it. im wondering why you think we should be happy about it. ridiculous.
        – Can you cite where the vive is keeping higher prices. YOu’d have to disprove that the vive doens’t give extra value (even future proof value) or that the rift isn’t artificially made cheaper – like chinese goods.
        – So the walled garden is a myth? not a valid business model? interesting tell that to apple and facebook.
        – Its growing, by limiting access to properties? No sorry, you dont grow by limiting access, and voiding consumer protections. People dont spend hundreds of dollars to a monopoly unless the monopoly has NO competition and if the NEED for the product is there. look at ios and android
        – so how does oculus corner the market while steam isn’t going anywhere? how do they grow in favor if steam is going nowhere? how do they grow if devs prefer the vive. how do they grow if the walled garden is always dismantled over a short period of time?

        youve got a lot of blind spots and contradictions. We are both varying degrees of biased, but you should cover up – yours is MAJORLY showing.

        • You clearly haven’t thought about this enough…

          Unless you live under a rock they have officially stated they (HTC) have no current plans to lower prices, preferring to market themselves as the “upscale” product while releasing fixes and improvements at a premium.

          As for Revive, I’m not saying you should be happy about a hack, but then again, you didn’t pay to play, PC or not. That being said…. much of the market will say should I get Oculus with a good price and access to Steam games, or buy Vive and in turn have to hope Revive works….

          My point was that the more Vive users turn their nose up with the use of Revive (which is all your going to get unless you wait for it on Steam), that generating less “interest” in FB and constraining to a Steam camp is going to set up two distinct ecosystems, and actually HELPS Oculus…. why? Because a lot of users will see it just as I described in the previous paragraph. Most are not into a religious war about “open platform” the way early adopters are and some devs. They want to invest in a quality product with a total package at a good price… Oculus is playing in that direction more than Vive currently.

          Not sure how you could construe my saying Oculus was cornering the market away from Steam, I said nothing of the sort nor implied it. Rather, my point was regardless of Oculus, Steam is going to be fine and is so entrenched nothing will hurt it.

          Oculus can very easily grow while Steam isn’t perceived to grow for one simple reason, Oculus users aren’t restricted in the least from buying and in most cases play games on it. The question of dev support is limiting because it’s clear Oculus/FB will fund development for the time being, likely years. Easily Oculus holds 40% or so of the market, if not higher. Let’s say with their price cuts and quality software, and ability to use Oculus freely with Steam the market shifts to say 60:40 in favor of Oculus then devs most certainly will line up to support it, “walled garden” or not.

          No contradictions whatsoever, except on those points you have misunderstood or not considered deeply enough. If you think “walled gardens” can’t succeed please don’t tell Sony…

          • i didnt read because its not important. im sure there are some good points in there. history means nothing to you. im not even sure what you are trying to prove. that oculus will be the only option? that oculus is the best option? that oculus can do no wrong? i just dont get it.

          • History shows “walled garden” can work depending on how they are executed, see Sony, Apple, etc. My point was that Vive users not using Revive actually works in Oculus favor because it helps establish two ecosystems, and Oculus’ body of software is looking quite good now. Steam via Valve may get a few AAA titles, which they are banking on, but again, it’s actually forcing the two ecosystem setup by users with one technology or the other NOT using any available means to play games. In effect, I am saying it’s a GOOD thing for users of Vive to use Revive…. for the whole market.

          • very true. oculus has access across the board. and they have more polished titles exclusive to their hardware. but, ios and apple didn’t keep dominance for long with that tact. you’d have to assume developers would only want to develop for the rift. As the user base grows you will find that oculus is less interested in paying out the cash to keep things exclusive, as that gets more expensive when developers see further profit in having their IP be available to all hmd users. for you to say that the end game is the rift dominating indefinitely (as if it does now), then id say that flies in the face of markets. Things go from niche to mainstream. When it goes mainstream walled gardens dont work. not so say that they can’t make any money doing that, but it wont be prefered by the consumer – and btw i am already playing superhot on my vive. and its awesome. and ill probably see some more of the rift propertie ssoon too. its a short sighted approach, but also one that protects them in the early market stage.

      • The reason Vive has to keep it’s prices realistic because they need to make a profit from the hardware they sell. Facebook on the other hand, makes all it’s profits from data mining. I mean, the company paid 19 BILLION for whatsapp.. you think losing millions selling Rifts at a loss is a big deal compared to all that user data? Different business models. Same reason Google gives away android for “free” There’s always a price to pay.

          • Lol. You think google profits from licensing?
            You’re correct the vive does not cost anywhere near its asking price. Nothing does. It’s how most companies make money. The build something and sell it at a a profit. Except Facebook and google.

          • Plenty of companies sell products at a loss to tie consumers in and generate revenue further down the road or simply promote their brand. Off the top of my head, Sony, Gillette, Porsche, Nespresso.

            I find it interesting that Valve don’t want to stump up cash to support software development. Granted they don’t have the reserves that Oculus do, but they are hardly on the bread line.

    • It’s hard to blame some Vive users for wanting access to Oculus’s library. Steam is full of shovelware, unfortunately. Oculus titles are setting the benchmark for VR. anyone who doesn’t try lone echo or echo arena is really missing out

      • ive got plenty of full content for my vive. i dont bother with the shovelware. i dont have to.

        I suppose ill just hang out here in the vr past……….you know way back when vr just came out………and hope that the new AAA support for the vive coming will ……ahem…..resuscitate a dying piece of hardware……..tongue firmly in f***in cheek.

      • I bought a few games from Oculus, just like many people who use the rift get games from Steam. I bought 3 games from oculus, wilsons heart, chronos and edge of nowhere. great games to play sitting down because they were developed for rift users, the majority don’t have room scale. I play them when I’m feeling lazy and don’t want to stand up.

        • I personally don’t find roomscale games to be all that more compelling than standing 360 motion controlled games with good locomotion design (which surely most touch-owning Rift users [read almost all Rift users] are capable of. Two sensors is all that is needed.) Lone echo/echo arena is an EXCELLENT example. No other VR game has given me such an incredible feeling of freedom of movement. That might be just me though.

          • I’ve noticed the same thing myself. As a would-be developer, I’ve been finding that the freedom of movement afforded by a good artificial locomotion system opens up a lot more possibilities than room-scale does. I do like the ability to move around in a room-scale space, but I find 360-capability to be far more versatile overall.

          • Please as a Dev include free locomotion along with comfort locomotion. As someone who does not get VR sick I HATE being only being able to use the comfort option. Users should be able to choose.

          • My development is actually focused on free locomotion. If I can figure out some way of adding comfort features that don’t compromise gameplay, I’d be happy to implement them, but my priority is freedom of movement over maximum comfort. In particular, I don’t think teleportation would really work with the sort of gameplay I’m going for.

        • I play almost all my Rift games standing up. I only have 2 sensors but I can turn all the way around. Sometimes the sensors lose my hands while facing backwards. But in games I do not find it at all immersion breaking to use one of the analog sticks to turn my view. As long as there is free locomotion it works fine. Rift now has room setup as well with the 360 by adding a 3rd sensor.

    • I agree, but Wilsons Heart and Chronos are really great games. I highly recommend them for people that don’t always want to run around in their VR. Avoid Edge of Nowhere because it runs like shit on Vive. Artifacts everywhere.

    • I would argue it sends a stronger message of the type of content gamers want. I don’t particularly like Steam, and the marketplace is filled with trash – so if Oculus has the games people want then so be it.
      As for the hardware becoming paper weights – the reality is the next wave of hardware is already going to pretty much make the current stuff paperweights anyway – so I wouldn’t worry too much about that.

  2. I had a Rift (kickstarter backer) and played a lot of these seated style games. As a Vive owner now, they just don’t hold my interest. I was going to install Revive this weekend, and just couldn’t find a compelling reason. Played Raw Data and Sariento instead.

  3. to each his own, but i would never give money to a business that doesn’t support its product for my hardware. It shows such antagonism towards the freedom of choice for the consumer, and a disruption of the contract between the creator and the consumer, to such an extent that I won’t be able to sleep at night.

    if you dont mind, have at it. but you create the world that you promote, and i dont want to promote this.

      • This comment was actually for facebook spaces:)
        Wonder if gear vr and rift users can use facebook spaces together and then vive users can use revive to also be on facebook spaces:)
        Want to create a room in facebook spaces on vive using revive so my brother can join in on gear vr.. anyone know if that is possible?