
A collection of scenes for demonstrating VR presence to new users. Not a horror game, and has no jump scares.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A Fear of Heights, And Other Things, developed and published by Fulby Technologies, is a compact virtual reality experience designed to provoke physical and emotional reactions through immersion rather than gameplay. It is less a traditional game and more a sensory experiment—a digital playground where players are exposed to environments that challenge their comfort zones. Released during the early rise of VR, it was created as a showcase for the medium’s potential to evoke fear, tension, and exhilaration purely through presence. Its title perfectly describes its purpose: to make players confront not just vertigo, but a range of primal reactions triggered by physical disorientation, confinement, darkness, and danger. The experience is composed of several short, self-contained scenes, each designed to trigger a specific type of fear or sensation. One moment you might find yourself standing on a narrow ledge hundreds of feet above the ground, looking down at the city far below; the next, you’re in a pitch-dark passage with only a flickering lighter, or surrounded by the silent dread of an underwater environment with sharks circling nearby. These vignettes are crafted to take advantage of VR’s ability to trick the brain into believing in spatial reality. The sense of depth, scale, and motion creates a tension that traditional 2D games can’t replicate. There’s no need for scripted jump scares or enemies—the fear comes from the illusion of being there. The simple act of stepping forward on a high platform or watching the walls close in during a claustrophobic sequence can trigger instinctive physical responses like vertigo or panic. Unlike traditional games, A Fear of Heights, And Other Things is not built around objectives, puzzles, or storylines. It functions instead as a curated demonstration of virtual immersion, giving players a range of sensations that highlight what VR can do. This simplicity is intentional. There are no complicated controls, menus, or instructions—players are dropped directly into each environment, free to look around and feel the world respond. For newcomers to virtual reality, it serves as an ideal introduction: intuitive, accessible, and immediately impactful. The lack of a competitive element or challenge makes it suitable even for non-gamers, and its quick, modular format allows people to jump in and out of scenarios without commitment. It’s clear that Fulby Technologies designed the experience not to be played in one sitting, but to be revisited and shared, especially as a demonstration tool for friends or first-time VR users. Visually, the game’s presentation is simple but effective. The environments are built with clear geometry and basic texturing, which allows the frame rate to remain smooth—a crucial factor for comfort in virtual reality. While not pushing graphical fidelity, the focus is on realism of scale and motion rather than visual complexity. Standing atop a skyscraper, for example, doesn’t need ultra-detailed models to feel real; the sensation of height, combined with sound and depth perception, is enough to fool the senses. The sound design amplifies the tension, using ambient environmental cues—wind gusts at high altitude, the hum of machinery in a confined space, or the muffled quiet of underwater scenes—to immerse players even further. These sensory details, though subtle, play a vital role in establishing the illusion of danger and vulnerability that drives the experience. Because A Fear of Heights, And Other Things is designed as a demonstration rather than a game, it comes with inherent limitations. Its length is short, and once a player has tried all the available scenarios, there is little reason to return beyond showing it to others. The replay value is tied entirely to the reactions of new users, which makes it ideal for social settings or introductory VR sessions but less compelling as a personal experience. Some players may also find that not every scene produces the intended level of immersion—issues like lower-resolution graphics or limited environmental interaction can slightly weaken the illusion. Nevertheless, the project succeeds in its modest goals, offering a low-cost, low-commitment VR sampler that illustrates how deeply virtual reality can engage the senses. From a technical and design perspective, the experience demonstrates an understanding of VR’s strengths and weaknesses. It avoids motion-intensive mechanics that could cause discomfort and instead focuses on stationary yet psychologically charged moments. The pacing is calm, the transitions seamless, and the controls minimal, making it one of the more approachable VR introductions for users of all ages. It’s an experience that trades traditional gameplay satisfaction for emotional authenticity, and while that may not appeal to everyone, it fulfills a unique niche in the VR catalog. For some, it might even serve as a therapeutic tool to gradually confront vertigo or anxiety in a controlled digital space. Ultimately, A Fear of Heights, And Other Things stands as a small but meaningful example of what virtual reality can achieve when it prioritizes sensory presence over mechanical complexity. It captures the essence of what makes VR transformative—the ability to make your body react to something your mind knows isn’t real. The experience is brief, modest, and purpose-driven, offering a taste of immersion rather than a full narrative or challenge. Yet within that simplicity lies its greatest strength: it reminds players that virtual reality isn’t just about playing games—it’s about feeling them. For anyone curious about VR’s potential to evoke real emotion through digital illusion, this short collection of scenes remains a memorable and surprisingly powerful demonstration of presence, fear, and human instinct. Rating: 7/10
Download just to play the base jump it'll put you on the floor guaranteed.
paraşütle binadan atlamak çok korkunçtu. diğer senaryolardan etkilenmedim
İyi gibi.
This game is a must own for VR users, rope swinging is amazing
I mean its the cheapest you are gonna find Spiderman simulator, that gotta be worth 1 dollar
naja, viel hatte ich ja nicht erwartet...^^
I was only able to play for 11 minuets before i got so bored I quit. I'm not one to leave reviews, especially to a game that is just a dollar but I honestly don't like it at all. It would be better if you were able to move around or the game had better details. I know the game is just a dollar but honestly it should have just been free.
Great for pushing back against fear
If you have VR and are a fan of spiderman, then get this little gem. Far more fun than the recent Spiderman homecoming demo. It actually lets you swing around a city like you were spiderman. Which is what that spiderman homecoming demo, just ended before letting you do. Oh and there are other little experiences too, but its the swinging one I'll come back to. Plus if you spam the left and right triggers while on the ground, you can zip along at speed like you are The Flash! Well worth the price of entry, even though the graphics are basic! Big grin!
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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