XR Games, the indie VR studio behind Zombieland: Headshot Fever (2021), announced it’s secured $7 million (£5.9m), something the studio says will used to grow both its team and intellectual property as it continues to develop new XR games.
Meta is kicking off a summer-long series of VR concerts and community activities called Horizon Block Party next week. Headlining the event is nine-time Grammy-nominated artist Post Malone, who is holding a prerecorded virtual concert on July 15th.
RUINSMAGUS is a Japanese role-playing game with a heavy focus on dungeon crawling and magic-based combat. The game’s anime-adjacent visuals and storytelling style are welcome and familiar pieces, and end up delivering the sort of action you’d expect to find in VR game built around a much larger, more established universe. Combat is mostly efficacious, and it stretches you to implement everything they have at your disposal, although it’s ultimately held back by a lackluster inventory system and repetitive dungeons. This, alongside a number of flatscreen holdovers, make this first-person magic brawler feel like it adheres a little too rigidly to conventions to truly be innovative.
Walkabout Mini Golf developer Mighty Coconut is soon to release its fifth and largest new DLC course to date—a strategy that seems to be working well considering what the studio claim’s is a level of player engagement that’s 10 times the average.
Resolution Games, the VR developers and publisher behind Demeo, Blaston and the upcoming sports game Ultimechs, today revealed that 2021 has been a record-breaking year for the company in both revenue and game downloads. The studio also announced the acquisition of Stockholm-based indie Zenz VR, which is known for VR zombie shooter HordeZ.
Display manufacturer Kopin recently demonstrated its latest VR display and pancake optic which promises higher resolution and more affordability for future VR headsets.
Epic Games, the company that makes Unreal Engine, recently released a substantial update to its MetaHuman character creation tool which for the first time allows developers to import scans of real people for use in real-time applications. The improvements glimpse a future where anyone can easily bring a realistic digital version of themselves into VR and the metaverse at large.
Walkabout Mini Golf, one of Quest’s top multiplayer games will get its next update come July 28th, a release date which was revealed alongside a new trailer for the next DLC course.
Having not had a chance to see Mojo Vision’s latest smart contact lens for myself until recently, I’ll admit that I expected the company was still years away from having a working contact lens with more than just a simple notification light or a handful of static pixels. Upon looking through the company’s latest prototype I was impressed to see a much more capable prototype than I had expected.
There are currently two cloud streaming services that work with VR and are available to consumers: Shadow and PlutoSphere. These services allow Quest users to play PC VR games without needing a gaming PC, which is a big investment if you’re only looking to play a few SteamVR titles like Half-Life: Alyx.
Beat Games, the Czechia-based studio known for VR’s most popular game Beat Saber (2018), revealed it’s managed to generate nearly $100 million in revenue over the course of last year thanks to the block-slashing rhythm game.
Tobii, a global leader in eye-tracking, announced earlier this year that it was in talks with Sony to include its tech in the upcoming PlayStation VR2. Now the company has confirmed its eye-tracking is integrated in PSVR 2.
VR indie studio Bit Planet Games tweeted out a photo yesterday of what appears to be the first spotting of PlayStation VR 2 in the wild. The tweet has since been deleted by the studio, which claims it was faked.
A smaller number of people willing to buy an expensive product can really add up, as Valve has found with its high-end Index headset. At the third anniversary of the headset’s release—despite its age and never-discounted $1,000 price tag—the headset has continued to rank among the 10 highest grossing products on Steam.
Valve has been pretty quiet about VR in the last year, but its first and only VR headset, Valve Index, has shown impressive longevity. The now three year old headset continues to been seen with regularity among the 10 highest grossing products on Steam, with only a slow decline in the long run.
That’s despite the $1,000 price for the Index ‘full kit’, and significantly cheaper options like HP’s Reverb G2 and Quest 2 which have immerged after Index was released.
Even with the incredible pace at which Quest 2 has ascended to become the most used headset on Steam, Index has has been incredibly resistant, managing to maintain a share of around 16% of all headsets used on Steam—hanging onto its place as the second most used headset on the platform.
Other headset makers haven’t been as resilient to the onset of Quest 2. HTC, for instance, has seen its share of headsets drop from around 28% to just 11% over the last two years.
Back in January Valve head Gabe Newell said that the company was “very much manufacturing constrained,” regarding its ability to meet the demand for the Valve Index headset. Even so the headset has managed to earn enough revenue to place it among the 10 highest grossing products on Steam for 50 weeks running, nearly an entire year.
That tracks with the headset’s clear success versus other headsets on Steam. Despite an exceptionally steep $1,000 price that has remained static since launch—and newer and more affordable alternatives—it has grown to become the third most used headset on Steam; second only to the much less expensive Oculus Rift S and Quest 2.
The original article, which discusses the caveats and takeaways of Index ranking among the best selling products on Steam, continues below.
Original Article (January 26, 2021): From a unit standpoint, it’s unlikely that the $1,000 Valve Index is selling all that many headsets compared to cheaper headsets like Oculus Quest. But from a revenue standpoint, the headset seems to be treating Valve very well.
Although Valve doesn’t share how much revenue individual products make on its platform, Steam does rank the top selling products, by revenue, each week. SteamDB maintains an archive of the weekly top 10.
With Valve Index supply ramping back up after supply disruptions, we can see that the $1,000 headset has been among the top five best selling products for 13 weeks running.
It’s worth remembering that the ranking is by revenue; to put things into perspective, each Index kit sold costs the same as about 17 games at $60 each. Still, it seems quite impressive that the headset’s revenue is ranking alongside some of the world’s best selling games. On certain weeks over its 13 week streak, Index has surpassed the weekly revenue of major games like Cyberpunk 2077, Red Dead Redemption 2, and others.
Looking at the historical data, we can see how often the headset has permeated the top 10 best selling Steam products of each week, including eight separate weeks where it’s topped the charts at #1.
Given how infrequently Valve’s own Half-Life: Alyx has appeared in the top 10, we’d wager that the headset has earned the company far more revenue. Granted, profit is a different story; Valve isn’t believed to be making much profit from each Index sold, but still, a large revenue stream generated by the headset is overall a good thing for the company, as long as it’s breaking even or better.
While the headset’s placement among the top 10 best selling Steam products is certainly affected by the seasonal nature of major game releases, the long term look at the ranking likely also signals how the headset’s availability has fluctuated since release. We can see large gaps in the headset’s top 10 appearance for 6 weeks right after its release in mid-2019, as well as a 12 week gap at the start of 2020, and a 4 week gap in mid-2020.
In a recent interview with New Zealand’s 1 News, Valve head Gabe Newell explained how the Coronavirus pandemic hampered the company’s ability to meet the demand for the headset.
“We actually have components that are manufactured in Wuhan [where the outbreak began] and when you’re setting up your manufacturing lines it doesn’t occur to you that you’re suddenly going to be dependent on this peculiar transistor that’s sitting on one board that you can’t get,” Newell said.
“[Everyone who builds electronics] ended up running into the same problem simultaneously—you go from, ‘Oh, we’re in great shape,’ to, ‘What do you mean Apple or Microsoft just bought the next two years’ supply of this just so they could make sure they aren’t going to run out?'”
“You went from a situation where everything was getting done just in time to people buying up all the available supplies.