Indie VR gem Racket: NX (2018) launches today on Oculus Quest with cross-platform multiplayer with the Rift version of the game. Playing out as a techno-future infused mashup between Breakout and racquetball, Racket: Nx feels right at home on Quest thanks to its 360 degree tracking and lack of tether.

Lesser known but well received, Racket: Nx is a polished and high energy game which feels like a far flung imagining of racquetball fused with elements of Breakout. Players stand at the center of a 360 degree arena with neon targets that pulsate to the game’s excellent soundtrack. With a racket in hand, players smack the glowing orb to destroy some targets while avoiding others.

Having launched in Early Access back in 2017, Racket: Nx has been honed over the years, eventually hitting its full release for PC VR headsets in 2018 [our review]. Today Racket: Nx launches on Oculus Quest, and developer One Hamsa claims the game “is now tighter than ever, runs perfectly on the Quest, and without any significant compromises in visual fidelity or feel.”

On Quest, the game benefits from the headset’s 360 degree tracking and lack of tether. Priced at $20 (same as the PC version), the game also offers up cross-platform multiplayer between Quest and Rift. At the moment it’s unclear if the Quest version supports cross-buy with the Rift version, or if it can join multiplayer games with players using the Steam version of the game. We’ve reached out to the developers for confirmation. Update: Developer One Hamsa tells us that Racket: Nx supports cross-buy between Quest and Rift, and the game even syncs stats and progress between the headsets. Cross-play multiplayer works between Quest, Rift, and the SteamVR version of the game. Racket: Nx also supports custom soundtracks, including on the Quest version (by copying music onto a folder on the headset). Further, a recently added feature allows users to play single player while searching for multiplayer matches.

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • Alan Dail

    This game is so much better with a wireless headset. I played before on Vive and there is the constant worry of tangling the cords because it’s a full 360 game where there is no front or back. On Quest, this issue of worrying about the cords is gone. I also played multiplayer for the first time yesterday and it was a lot of fun!

  • Justos

    After not buying this for what feels like years on PC, im glad i finally took the plunge on quest. This game was built for wireless 6dof. Cross buy, and cross play is an extremely nice bonus, thanks devs!