Space Junkies (2019), Ubisoft Montpellier’s VR arena shooter, seems to be hunting for a larger playerbase as the studio today launched an open beta for non-VR PC users.

The open beta is available from July 25th – August 7th via Uplay (PC only) and includes cross-play with the platform’s standard mix of VR users.

To access the non-VR open beta, visit the official webpage to add it to your Ubisoft account, which will let you install the open beta via the ‘Free Game’ section in Uplay.

The open beta supports mouse & keyboard, and gamepad. Unlike the VR version, which suggests users have at least a Core i5-4590 or Ryzen5 1500X CPU, and a GTX 970 (4 GB) or RX 480X (8GB) GPU, the version for traditional monitors is predictably much more modest in the specs department.

At minimum, the PC-only version game (for 60FPS on low settings) requires a Core i5 2500k or AMD FX 6350, and Nvidia GTX660 or AMD Radeon R9 270X. Recommended specs for 82 FPS on ultra graphics settings are a Core i5 4590 with Nvidia GTX780.

It’s unsure what advantages/disadvantages PC players will have over their headset-wearing counterparts, although the beta will likely reveal just how balanced Ubisoft Montpellier has been able to make it.

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The studio has been quick to issue post-launch updates however, and has improved a few of the things we mentioned in our full review; we gave it a solid [7.7/10], so whatever the open beta reveals, it would be uncharacteristic of the studio to simply throw a massive advantage to PC users. It’s also unsure how the addition of traditional monitor support will affect its position as a budding VR eSport, as it would be the only game in ESL’s VR League that includes a player population using non-VR devices.

Space Junkies supports a wide swath of VR devices (with cross-play) including HTC Vive, Oculus Rift, Valve Index, Windows VR headsets, and PSVR. The game typically retails for $20; at the time of this writing the game is available through Humble Bundle for just $7.

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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.
  • Raphael

    It’s good that they finally adjusted the retail price but nevertheless it would have impacted sales and the steam feedback reflects this.

    Nevertheless… at least they didn’t keep the insane pricing for a few years like CCP did with Valkyrie.

    It’s not too late to turn things around. I picked the game up today and a friend of mine also.

    I think it needs bigger and better promotion though.

  • namekuseijin

    I’m done with VR multiplayer-only empty arena games, sorry. Specially now that mouse rats will be able to headshoot me with a flick of the wrist in less time than I’ll be able to drag my whole arm at their heads…

    • sfmike

      So agree. Non-VR users will have an unfair advantage. This is how you kill VR usage.

    • Jarilo

      The balancing if it’s cross-play does sound like a nightmare.

    • aasd

      lol on one hand you want more players in the other you bitch about them bringing in more players….. at this point like you said, just dont play them cause theyre not for you.

  • kool

    Co op is the way to go if your doing online vr until it goes mainstream I hope more devs realize this…

    • I agree but maybe that cause I don’t play pvp and there is barely any co-op. All vr games should have non-vr mode and all non-vr games should have a vr mode

  • Les Vega

    This is a great game but the name is a terrible turnoff, it doesnt evoke the idea of high action zero g combat, it evokes images of a Portland tent colony under a bridge where the only excitement to be found is in hoping you dont step on a hidden needle.

    • sdfsdfg

      100% i think of astronauts shootin up

  • I wonder how they will handle the competitive advantage of non-VR users…