EVE: Valkyrie, the online, multiplayer space dogfighter coming to Oculus Rift at launch, will be entering into alpha phase starting this month. CCP Games is currently taking signups from DK2 owners.

If you’ve pre-ordered an Oculus Rift, you’ll be getting the highly polished EVE: Valkyrie in your bundle for free—but don’t think for a second that on launch day on March 28th that the game will be solely populated with first-timers like yourself. If you have a DK2, we strongly suggest you sign up (and quick) because the first wave of alpha testers is set for January 18th.

See Also: Preview – EVE: Valkyrie is the First ‘Must Have’ VR Game

CCP is only accepting Oculus Rift DK2 owners, so you’ll need to fill out a quick sign-up form with your email address and DK2 device ID (located near the HDMI and miniUSB port). New players will be admitted in waves starting just before the first test.

We’ve gone hands-on with previous builds of EVE: Valkyrie, and while gameplay is tight, it’s decidedly much more of an arcade experience than a true space flight sim. This however makes it a perfect match with the Rift’s supplied Xbox One controller.

Sign Up for ‘EVE: Valkyrie’ Alpha

Road to VR’s Paul James called the game’s environments “striking and even beautiful in places, with vast space installations, mother-ships and titanic planets populating the horizon.”

Paul continues:

Long time gamers will know the feeling. When they encounter a game of real quality. Everything seems to fit just right, with actions and reactions within the gameworld playing out in ways that bring a smile to your face. That’s the feeling I got when stepping into my fighter in this latest pre-alpha. The levels of love, care and attention lavished on every facet of the world is immediately evident. From the scratches on the inside of the cockpit glass to the functional ‘AR’ display surrounding your controls to the brilliantly subtle 3D spatial audio mix, it’s clear CCP haven’t wasted their head start in VR development.

We’ll be tracking EVE: Valkyrie‘s development through the alpha and going in for an extensive hands-on, so check back for more details later this month.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 3,500 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • user

    it looks nice. but im absolutely not interested in games with only 1 or 2 mechanics. i hope we will see some more complex games in the next years. maybe hassabis can supervise a studio if human input is important to test some things for their research :)