Here we are, another year deeper into the most immersive medium that refuses to stand still. Far from fading away, over its nearly decade of existence VR has continued to evolve in ways both subtle and seismic, redefining what’s possible in gaming, creativity, and connection.

2024 has been a year of milestones, where the long-promised potential of VR is becoming ever more undeniable. It’s not just about more ‘AAA’ games—although that doesn’t hurt. This year, we’ve seen the release of highly-anticipated titles and ambitious indie projects alike, each proving that VR isn’t a niche within a niche, but something both profitable for developers and gamers alike.

What sets this year apart is the growing focus on refinement. Developers are leveraging lessons learned over the past decade to push VR into a new era of comfort, immersion, and accessibility. Whether it’s groundbreaking mechanics, unforgettable narratives, or immersive visuals that make you feel truly present, 2024 has given us a lot to celebrate—and a lot to look forward to.

And with that, here’s Road to VR’s 2024 Game of the Year Awards:


Game of the Year


Skydance’s Behemoth

Developer: Skydance Games

Available On: Quest, PSVR 2, PC VR

Release Date: December 5th, 2024

PC VR games play a unique role. In comparison to Quest, by far the most populous standalone VR platform out there, and PSVR 2, which exists thanks to clever optimization of PS5, PC VR gives power users the freedom to push their hardware to the max and squeeze out every last pixel.

Immersion is more than just visuals though. It’s about creating a solid world that players intuitively understand, NPCs that feel authentic, soundscapes that envelope, and set pieces that make you say “damn”. There are are a handful in VR’s relatively short history that achieve that heady mix, and even fewer that reach the immersive heights of Skydance’s Behemoth.

It’s really no wonder though how Behemoth nailed so much of the hard-won lessons in VR design though. Skydance Games is the same studio behind The Walking Dead: Saints and Sinners (2020), which not only informed Behemoth’s physics-based meleebut also the depth of immersive worldbuilding we come to expect from anything following Saints & Sinners.

And all of that is apparent even before you get to your first Behemoth battle, which smartly pushes the user to combine every skill they learn along with way, from climbing and swinging with a grappling hook, to nailing far away shots with your trusty bow. In the end, how you dispatch everything else is up to you; use on of the game’s three Legendary weapons, which are all worth upgrading, or have a go at the game’s spry baddies with their own gear, including everything from katanas, throwable daggers, to even an absolutely massive buster sword that has both a real weightiness and real power behind it.

Behemoth contains so much of what makes VR gaming great, which not only rates it our top pick for our PC VR award this year, but also handily puts it on our shortlist of must-play VR games. Find out more in our full (no spoilers) review.


Batman: Arkham Shadow

Developer: Camouflaj

Publisher: Oculus Studios / Meta

Available On: Quest 3/S (exclusive)

Release Date: October 21st, 2024

Batman: Arkham Shadow is a game that probably shouldn’t exist. It was a risky revival of franchise that hadn’t seen a mainline entry for nearly a decade. It wasn’t made by any of the studios that made the beloved originals. And its deeply established gameplay tropes needed to be completely redesigned for VR.

But somehow, against all of those challenges, developers Camouflaj not only made Batman: Arkham Shadow, they made a game good enough to be our 2024 pick for Quest Game of the Year.

The studio clearly understood the assignment. It wasn’t about taking an Arkham game and porting to VR. Instead, Camouflaj undertook the tricky task of sussing out what makes an Arkham game feel like an Arkham game, and then retain those elements while simultaneously throwing out the playbook on the franchise’s existing mechanics.

SEE ALSO
Google Announces Android XR Operating System Alongside Samsung MR Headset

Everything had to be rethought for VR. But perhaps the most daunting one was the signature Arkham beat-em-up combat, wherein Batman deftly maneuvers through throngs of enemies—part boxer, part ninja—dealing with one threat while keeping another at bay, until the whole room has been dispatched.

The studio came up with quite a novel solution that fused instructed motion with locomotion, giving the player the ability to zoom toward enemies with a swing of their fist. This formed the basis of the game’s thrilling combat that—in true Arkham style—steadily grows more complicated as the game goes on. By the end, you feel like you can take on an entire army of baddies.

I could go on about all the design challenges the studio faced (actually I already did…), but when it’s all said and done, Batman: Arkham Shadow is one of Quest’s best games to date.


Metro Awakening

Developer: Vertigo Games

Available On: PSVR 2, Quest, PC VR

Release Date: November 7th, 2024

The Metro series has always been known for its immersive, post-apocalyptic vibes. The kind of game that’s made people say “this would be so good in VR!” for years. And in 2024, those people were proven right.

It might seem odd that with the completely blank canvas of virtual reality, people would choose to be transported to a world as gritty and desperate as Metro Awakening. I mean, we could just be playing ‘Puppy Sim 2079’, right?

But we have Vertigo Game’s extensive VR experience to thank for making this bleak world something that’s somehow actually fun. Similar to Batman: Arkham Shadow, the developer did a fine job of understanding what makes a Metro game feel like a Metro game, and bringing that essence to VR while completely redesigning things to feel native to VR.

In particular, the game brings a brand new set of undeniably cool weapons which feel particularly interactive thanks to VR. The crossbow with its bolt cradle and the shotgun with its exposed drum magazine are some of the most interesting VR weapons we’ve seen in years. It’s not just that they’re creatively designed, but also that their designs feel so true to the cobbled-together, homemade weaponry of the series at large.

And they’re just plain-old satisfying to shoot. That’s thanks to the game’s enemies that feel both threatening to the player but also fragile (like things made of meat and bone usually are, in the face of high speed projectiles). It’s satisfying to drop an enemy from the shadows with a single silent crossbow bolt. And it feels all the more visceral knowing that if you miss, you won’t last long yourself without jumping behind cover.

Satisfying, interactive weapons weren’t the only place where the game excellent in a VR-specific way. Vertigo Games also came up with a clever, diegetic inventory system. Instead of selecting a weapon from some kind of floating menu with a laser pointer, the game gives the player a backpack on each shoulder. One carries the player’s weapons and the other has the remaining key inventory items like grenades and gas mask canisters.

Retrieving the right item from your inventory is as natural as pulling out the backpack and grabbing the item you want. Unlike similar systems in other games, the items in the backpack don’t shrink down or become ‘iconified’; they remain full-sized, adding to the sense of realism and immersion. The game’s ambient noise and atmospheric visuals are another plus for immersion in the game. The lurking sounds create a constant, smoldering sense of dread—like there could be something skulking around any corner.

Metro Awakening is also the receipt of our Excellence in Immersion award. While it’s a fun game overall, our enjoyment was driven by its immersive design. Between the diegetic inventory, uniquely interactive weapons, threatening but fragile enemies, and a consistently creepy atmosphere that keeps you on your toes, Metro Awakening is an experience that sticks with you.


Starship Home

Developer: Creature

Available On: Quest 3/S (exclusive)

Release Date: September 26th, 2024

We’re still far from VR headsets (namely Quest 3) being being able to truly ‘understand’ your physical space, which you might argue is holding mixed reality back from realizing its full potential. While many developers were quick to co-op MR for mini-games or extra modes in their larger, more impressive VR titles, or use it as a background so you can play contained experiences in your living room, there are comparatively few that dove head-first into the medium.

Because of this, we’ve never actually highlighted a mixed reality game in our Game of the Year Awards simply because there were so very few that pushed the room-sensing capabilities of Quest to its very real boundaries. That changes with Creature’s Starship Home, which not only feels like they’ve pushed the envelope on what’s possible in mixed reality right now, but made a game that’s truly worth playing on its own merits.

SEE ALSO
Co-op Shooter 'Starship Troopers: Continuum' is Coming to Quest and PSVR 2 Soon, Trailer Here

In short: Starship Home marks the first important step into making MR indispensable, and not just a fun add-on.

To boot, the game’s fun and quirky mishmash of casual ship management and sci-fi plant gardening puts it on even playing field with generations of VR games, while at the same time making MR uniquely additive to the whole experience.

Starship Home cleverly breaks all of its system controls into modules that you can place around your room, which includes viewing windows to complete the illusion that that your space has really turned into your own escape pod from reality. In fact, its modules work so well in MR, that we’re betting on more games taking this approach in the future. Find out more about why we loved Starship Home in our full review.


UNDERDOGS

Developer: One Hamsa

Available On: Quest, PC VR

Release Date: January 25th, 2024

Our award for Excellence in Locomotion and Excellence in Indie Development both go to UNDERDOGS, the latest title from One Hamsa, an independent studio that’s brought two very unique games to VR over the years.

It might seem ironic that our pick for this year’s Excellence in Locomotion award is being given to a studio whose first game had no player locomotion at all. That would be Racket: Nx (2017), the first VR game from One Hamsa.

But if you look a little closer, it’s plain to see that while Racket: Nx has no locomotion, the game is built entirely around this fact. The spherical arena puts gameplay all around the player, and asks them to spin in place as they track the ball and bounce it around to rack up a high score.

In that way, the decision to have no locomotion in Racket: Nx is actually fundamental to the gameplay.

So it should come as no surprise that the choice of locomotion in the studio’s latest game, Underdogs, is just as fundamental. It’s clear the studio figured out first and foremost how players would move in its next game, and then skillfully built gameplay around it.

While there are now many games that use ‘arm-based locomotion’ few contextualize it so expertly. In Underdogs, players control stubby mechs that use their arms to pull themselves along the ground. The way you can use your arms to fling and glide your mech from place to place almost feels like ice skating at times—impressive agility considering you’re piloting a hulking hunk of scrap. But your arms are also your weapons (thanks to attached saw blades), making moving or attacking an interesting choice at any given moment.

Alas, you can also use the game’s locomotion as an attack by flinging yourself into enemies, which feels like a sumo wrestler bouncing an opponent out of the ring. And it’s more than just great fun; making player-to-enemy collision part of the gameplay also drives a sense of embodiment in a way that few VR games do. Play enough and you’ll start to feel like the mech’s body and arms are you own (even though you’re just the pilot).

Delivering innovative movement and innovative combat in a single title is what earned Underdogs both Excellence in Locomotion and Excellence in Indie Development awards.


Blade & Sorcery

Developer: Warpfrog

Available On: PC VR, Quest

Release Date: June 17th, 2024

From the outset, Warpfrog’s sole developer ‘KospY’ could have well left Blade & Sorcery alone, letting it rest on its laurels as a super moddable (and super bloody) physics-based combat sandbox. After all, it went viral upon its Steam Early Access release in 2018 for doing just that, and giving players some of the most visceral melee combat VR had to offer—true then and now.

Throughout the years of continuous updates, the studio grew to nearly 30 people though, who were dedicated to refining the game’s immersive combat, bringing even more adventure-themed maps, weapons, powers, and a load of custom-built assets to replace off-the-shelf stuff—all of it so thoroughly ready for something to tie it all together and give meaning to the carnage.

SEE ALSO
Nintendo Could Be Making a New Labo VR Add-on for Its Next Switch

We all knew Blade & Sorcery needed a common world, an engaging story, upgrade systems—it needed to push out an update an order of magnitude larger than those before it to take it to new heights. Enter Blade & Sorcery’s long-awaited 1.0 update released in June, which capped off the already wildly successful game with its ‘Crystal Hunt’ story-based mode.

Yes, we said “capped off,” as the game is now considered ‘complete’, including not only all of the stuff that made it great in the first place, but an authentic world to put all of those skills to the test. Warpfrog is far from done with physics-based combat though, it seems, as the studio announced it has plans to release its next title, which it says is using all of the experience it’s acquired across the years. Kudos to Warpfrog for making good on its promise, and seizing on its popularity with even grander visions.


Trombone Champ: Unflattened!

Developer: Flat2VR Studios, Holy Wow Studios

Publisher: Flat2VR Studios

Available On: Quest, PC VR, PSVR 2

Release Date: November 26th, 2024

Trombone Champ is silly fun, having taken the rhythm genre by storm with its wonky tromboning action upon its release on Steam in late 2022. Shortly after, it became a viral hit all over social media.

Developer Holy Wow Studios isn’t a VR studio though, which is where Flat2VR comes in. Originally a passion-driven modding group, as the studio’s name suggests Flat2VR makes ‘flat’ games into VR titles, which now includes over 30 games ported to headsets, such as unofficial ports of Half-Life 2 and Doom.

Now, as a trombona fide studio in its own right, Trombone Champ: Unflattened! marks the first title in a slew of official ports to come from Flat2VR, which includes upcoming ports of WRATH: Aeon of Ruin (2024), Roboquest (2023) and Flatout (2004).

Since Trombone Champ is inherently a 2D experience, porting it to headsets wasn’t as ‘simple’ as injecting VR cameras into the game and building out systems to play nice with 6DOF controls however. Instead, Trombone Champ: Unflattened! rebuilt the original’s gameplay from the ground-up, letting users play the trombone in front of a live audience, meanwhile maintaining all of the charm of the original whilst upping the stakes by making you control the trombone’s trombone’s slide by hand.

Trombone Champ: Unflattened! bodes well for Flat2VR; early this month we noted that it’s done very well, nabbing the game 4.9 out of 5 stars on Quest, a 100% positive rating on Steam, and a 4.9 out of 5 stars on PSVR 2. If any of its other upcoming ports are half as good as Trombone Champ: Unflattened!, we’re expecting even more traditional studios will take note of the studio’s clearly expert porting chops.


Note: Games eligible for Road to VR‘s Game of the Year Award must be available to the public on or before December 20th, 2024. Games must also natively support the target platform as to ensure full operability.

Newsletter graphic

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. More information.

  • Michael Speth

    No suprises here, Garbage Mobile VR games all getting gold. That is the reality of this garbage VR market these days.

    The best VR game of 2024 was undesputed My First Gran Turismo – it is the ONLY AAA game to be released on VR by Sony.

    You can tell these VR reviewers have no clue about what is good VR and just go w/ the main stream garbage.

    • fb

      Shut the fuck up, Michael.

  • Michael Speth

    Imagine the Steam Awards going to only Mobile Ports to PC. That is exactly what has happened here – Mobile Games getting ported to PC/PSVR2 getting awards. VR Reviewers have no clue what a good game is any more.

    • Mike

      And what were they thinking with the character design for "Trombone Hero"? It looks like a Nintendo Mii character, if it had a nose that was sliced off and left a big pink scar.

  • Dragon Marble

    "Here we are, another year deeper into the most immersive medium that refuses to stand still."

    That's well said. Compare that to flat gaming, which is all about burning more electricity to draw more and more polygons year after year. VR may not be mainstream, but it's the outermost frontier of innovations in the entire entertainment industry. Those of us willing to sweat like pig and leave batman mask marks on our faces in order to be part of this deserve a round of applause as well.

    • Michael Speth

      Mobile VR has gone back to the year 2000 in terms of graphics. So you won't be drawing more electricity to render more polygons. This is ultimately a Retardation of the VR industry. Applauding this devolution is crazy to me. And then calling a devolution an "innovation" is also crazy talk.

      • Dragon Marble

        There's nothing innovative about graphics. Like I said, you'll get it if you are willing to carry a generator on your back.

        Everything else about the best flat games can simply be bought with money as well. The story, the art, and the music are all borrowing from other industries. What are the gaming industry's unique contributions? Nothing in traditional gaming, really. The real innovations are all here in VR gaming.

        Ready for something even crazier? The true marvel is how Gorilla Tag was able to achieve this level of popularity with so little effort. That's the opposite of retardation.

        • Michael Speth

          What innovation has VR achieved this year of 2024?

          Mixed reality? Nintendo did that 15+ years ago with the 3ds.

          Metro, Alien, Batman, and Behemoth are all retardations of previous games. No new mechanics, nothing innovative.

          Trombone champ started as a flat game and nothing new in VR. It's a meme game btw.

          All the while sim racing is innovating with new types of wheel drives making more realism. The benefits on flat translate to real VR.

          • Dragon Marble

            3DS is mixed reality? "New types of wheel drives" are innovations? It would've been very funny if you didn't sound so serious.

          • Michael Speth

            You have confirmed my statements by not providing any innovations you claim are happening in VR.

            The Nintendo 3DS indeed was mixed reality. There were games like shooting creating that popped out of your walls. The very same games you are now seeing on the Garbage Quest 3.

            Nintendo even had cards that you use to interact with 3d objects.

            I shouldn't blame you for your ignorance but perhaps if you really don't know something, ask the question with scenarity instead of arrogance.

          • Dragon Marble

            That's called AR. There can be no MR without VR. Hey, if you don't know something…

            Speaking of innovations in VR games, have you even read the article? The fusion of "instructed motion with locomotion" in Batman is just one of many examples — in this one article!

            OK, you probably don't know what that means either. Ben's talent in articulating what makes these games special would totally get wasted if all readers were this ignorant and arrogant.

          • FRISH

            I mean you're entitled to your opinion but it does seem weird to speak on a vr website about being anti vr. Are the graphics top tier? No. But it's a fresh gaming experience and with flat vr becoming so "modern audience" focused, it's been good to have something that feels new.

        • Christian Schildwaechter

          The real innovations are all here in VR gaming.

          That's a really arrogant assumption. And I'd argue that the game design innovations that came from Panic's intentionally restricted Playdate put VR devs largely repeating or varying established VR gaming tropes from rhythm games to first person shooters to shame. VR was way more innovative during the DK1/DK2 days.

          • Dragon Marble

            Wow, the fact that you had to find an oddity like Playdate to counter my points actually strengthens them. Is it unique? Sure. But does it hold the potential to change the future? Most likely not.

            Listen, XR today cannot give everyone what they want. Some crave for better graphics. Some don't even care about gaming. This probably explains much of the gloom and doom from within the community nowadays. But in order to be faire, you can't have this "if I don't like it it doesn't' count" attitude.

            You don't sound like someone who would have played any of these games. You can't make any assumptions about VR games before you play — even if you've read about them. If care to dip your toes, you may find a few "Playdates" there.

            In the hardware space, each new generation of Quest introduces completely new ways to play, and almost makes the old games obsolete. And the new generation of PSVR did render the entire old library unplayable. Comparing that to the marginal improvements from PS4 to PS5, you can't sincerely say the level of innovations is the same in both flat and VR gaming.

          • Christian Schildwaechter

            I picked Playdate because it underlines your "There's nothing innovative about graphics", and for its community of devs and players in love with idea driven games instead of fancy tech, money or market share. Who would never claim that "the real innovations are all here in [Playdate] gaming." I could instead have picked Android, where indies trying to stick out of the 99% ads pushed F2P crap by experimenting with more radical game designs, amplified by market size, create tons of interesting stuff.

            Innovation happens everywhere if you bother to look. In VR too, but its main "improvement" is high immersion. Probably 70% of that comes from head tracking alone, allowing great experiences even in vorpX with pseudo-3D. Stereoscopy adds maybe 5%, but clumsy controllers and glitchy hand tracking limit play inside the close range where it really matters. Another 15% might be physical interaction with 6DoF controllers.

            With everything possible in VR, cracks appear when tons of games use controllers only as guns, basically copying mouse aim to shoot distant objects. The next popular metaphors are "hit thing with stick/sword/fist" and "move body with rhythm". Without these the Quest library might shrink by 80%. There are many unique VR games, but most stick to convention. Not surprising with millions playing only CS, Dota or FIFA, neither seeking, honoring nor paying for innovation.

          • Dragon Marble

            We are picking each other's words apart, but I think we are actually on the same page. My criticism of today's gaming industry is mainly about the trend of ever-growing budget and wattage. Those are not real innovations because they'll hit a hard wall at some point.

            There are plenty of copycats and shovelware in VR as well, of course. However, if we compare the award-winning titles from flat and VR, there's no doubt that the VR games are punching way above their weights.

  • Aw, Subside didn't make it, so sad, my VR GOTY, but then I haven't even played Behemoth so that is obviously highly subjective. Subside was honestly a big highlight for me this year of VR, best swimming implementation I've experienced in VR so far, if anyone knows any better variation of it, please do tell!

    • kakek

      Subside, while very well done, is just to short, with not enough content to be a real candidate.

      • patfish

        But it looks and feels better than every other VR game with 1000x more budget out there. it's important to give such VR game (highlights!) a stage !!!

  • You should try Arcane Horizon

  • Hone McBone

    I'd give the PCVR award to MSFS2024 in spite of the disastrous launch & continued bugs. The ability to fly anywhere & then land & explore, the career mode (when it works), the improvements over the previous title, & the knowledge that it's going to become my most played VR game at some point.

    Batman Arkham Shadow is the obvious Quest VR winner. I bought a Quest 3 & have purchased just one game for it, everything else is through Steam.

    Trombone Champ Unflattened is great as well, especially with the support from launch for modded songs.

  • xyzs

    I still vote for Half-life:Alyx

  • NicoleJsd

    Alyx still remains top experience after years of VR. It’s sad

  • Clone Drone in the Hyperdome probably released too late to be considered this year, but omg is that game fun.
    Probably the best time I've had with a melee combat game since Until You Fall.

  • XRC

    Received "Behemoth" as a Christmas gift from a friend, thoroughly looking forward to playing it next week.

    For now? I'm playing

    "Clone Drone in the Hyperdome" which is just awesome fun, reminiscent of Compound.

    old classic "Synthriders"

    and my favourite game of 2024; Early access title "Into the Radius 2" which just had a big update and continues to provide an unrivalled VR experience

    • Dragon Marble

      I'm loving Behemoth. Everybody is talking about the boss fights. But the regular combat in this game is something that might turn you off at the beginning but convert you into a devoted fan the more you play. My advice is to shed any presumptions you learned from other games about how sword fighting is "supposed to feel" and play the game the developers intended.

      These VR developers never stop innovating. They refuse to just take a winning formula from the past or simply copy game mechanics from proven successes. Like most new inventions in VR, however, it takes practice and patience to fully appreciate.

      • patfish

        Behemoth could have been a master pice – until they had to bring it also on the Quest. I stopped playing it after 5 hours. Exactly like Batman. For a PCVR Game all this Games feels (technical Limited Level-Design) and look like Games we all played 2002 (extremely outdated!)

        • Dragon Marble

          It's easier to make it look good underwater where there's a natural limit on draw distance — same with the corridor experience of Alyx.

          I played Behemoth on a 4090 PC with everything maxed out and it looked stunning. This "Quest holding PCVR back" narrative is a myth. Without Quest, most likely you won't even have a game.

          There could've been a Quest version of HL Alyx too and it wouldn't have taken anything away from the PC version.

          • patfish

            1. No! Underwater environments need proper water simulation, water FX, swimming simulation (hand movement), caustics, distortions, very high detail, and texture resolution (player is very close at the objects) to look realistic. Simply reducing the draw distance only helps the graphics card but doesn’t actually make the visuals better! :D

            2. By the way, Behemoth, Batman, and Metro are all extremely narrow tunnel games! The problem is that all "okay-looking" VR games of the future will have to use this tunnel-like design because it’s the only way the mobile Quest can render acceptable images. :-(
            We faced the same issue on PCs until around 2002. After that, games like Far Cry opened up with larger, more expansive levels. It's sad that, due to the Quest's technical limitations, we're stuck in what feels like 2002 in terms of level design.

            3. In theory, and with a lot of time, money, and effort, you could scale down any corridor game from high-end systems to the Quest. But in practice, it makes no sense due to the huge differences in visual requirements. The next level of absurdity would be scaling Half-Life: Alyx down to the Game Boy! :D :D :D

            4. Behemoth is clearly built around mobile graphics—on every platform. The detail, texture resolution, closed levels, shaders, geometry resolution, and lighting all scream mobile optimization.

          • Dragon Marble

            I choose to listen those who actually developed the games. They said no. Quest hardware is not the limiting factor.

  • Nevets

    This is just a note to everybody to suggest that you don't feed our new resident troll, Michael Speth. Remember, your reaction is the prize.

  • patfish

    Subside VR should have got some VR Award as well!

  • Dragon Marble

    All right. Let's see what you can do!

  • simon cox

    Finally got around to trying Behemoth based on all the hype….what a let down!

    After spending about 15 minutes loading shaders, I was welcomed into a graphically lacklustre, non-interactive, corridor of a game that was just horrible to control.

    The graphics aren't a deal breaker to be honest but when combined with such a heavy and awfully clunky control scheme, that was when I found it unplayable.
    Control schemes in VR should (IMO) feel minimal and natural.

    It's a shame this is the very best that Quest has to offer this year, allegedly.