
Step into the shoes of a policeman in "Amber Alert TOTAL VR," a difficult VR horror game. Responding to a late-night call, you find a sinister cult of women abductors. Your mission: rescue a captive girl. Navigate perilous streets, evade cult members, and survive.
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Disclaimer: This VR game is designed to be hard. You will need to listen carefully to your surroundings, as the killers will attack silently and unexpectedly. You will probably die a lot. If you don't like feeling as though you are in an unknown and unfair environment (don't forget, you are expected by dozens of killers in empty streets and houses at night), this game is not for you. If you think you can handle it, welcome to the mess!

SLASHER HORROR MEETS BODYCAM - NOW IN VR
Step into the shoes of a dedicated policeman in "Amber Alert VR," an intense survival horror, bodycam-themed VR game that will test your wits and nerves. Responding to a late-night call about a missing person, you arrive at the reported location alone, determined to follow up on an anonymous tip. As you venture deeper into a seemingly deserted neighborhood, an unsettling silence envelops you.
The dark streets and eerie silence give way to a terrifying discovery: a sinister cult of women abductors lurks in the shadows, ready to strike whenever you lower your guard. These relentless foes are cunning and will use the darkness to their advantage, making every corner a potential death trap.
Your mission is urgent and dangerous: find and rescue a girl who is still alive, held captive by these malevolent criminals. Navigate through the perilous streets, abandoned houses, and hidden hideouts, all while evading or confronting the cult members who will stop at nothing to protect their secrets.
"Amber Alert VR" is not for the faint-hearted. This game will keep you on edge, demanding quick reflexes, sharp observation, and unwavering courage. Every decision matters, and every second counts. Can you outsmart the cult and save the girl, or will you become their next victim?
Features:
Fully Immersive VR Horror Experience: Step into the game world like never before, with full VR support for maximum tension and realism.
Intense Survival Gameplay: Stay alert and react quickly to threats lurking in the shadows. Use your wits and limited resources to survive in VR.
Engaging Storyline: Unravel the mystery behind the abductions and the sinister cult as you progress through the game.
High Replayability: Multiple paths and randomly placed items, random enemy locations, and quick events ensure that each playthrough offers a new experience.
The game touches on very sensitive themes, but everything is censored, which adds to the bodycam experience. There is a cheat menu, by the way...
Prepare yourself for a relentless, heart-pounding journey in "Amber Alert VR." Will you save the innocent, or will the darkness claim you too?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, French*languages with full audio support
Reviews
[h1]Experienced on the Meta Quest 3[/h1] You can view my gameplay & early impressions here: https://youtu.be/wzxF_U27yMo This isn't really a good game, but it's just alright enough for the price. I wish the VR port was better. It's not the worst game. However, the VR implementation feels very rudimentary. I'm talking bare minimum has been done to make this game playable in VR. It's a cheap horror game with shock value as the shtick. It works if you're into that kind of stuff. This is the gamified version of snuff films with just enough censorship to get past the YT censors. I will give the game credit, there is good atmosphere here. The jump scares / invaders sneak attacking you are mostly well done. However, there's this very ugly game filter which makes the game look not as good as it should in VR. Those filters / shaders need to be disabled for VR. Text is also hard to read in VR, some of them are off your field of view. VR interactions are basic. Gameplay is simple. I got to the part where you need to enter a code on a computer screen and I couldn't get it to work in VR. I don't know if I did it wrong or if it just doesn't work. Game is running on the Unreal Engine 5. On my RTX 3080, I was getting mostly 90 fps, but I did experience some frame rate drops. You do have full locomotion available along with smooth turning (but it was too slow). Your avatar body is not aligned correctly so you have to play standing in order to be able to reach your gun. [b]Rate 5.5/10.[/b] [quote]I bought this game! If you enjoyed my review, please consider joining my Steam Curator group [url=https://steamcommunity.com/groups/Oculus_WMR]Oculus Rift Reviews.[/url][/quote]
this game needs dire fixing, it seems cool but index controllers seem unresponsive hitting the menu
кривая и толком не работает, зависает и вылетает
Genuinely one of, if not, the scariest VR game ive ever played. with a few improvements such as a solidified ending, more enemy sounds and not dropping the gun when picking up a key/ restocking, this could be become a great game.
The gameplay itself is interesting (I bought the desktop version upon release, and even thought it lacked VR), but the VR version is implemented incredibly poorly technically. In a game designed for constant 360 (and even tiered) danger and looking around (especially in extremely challenging CQB environment), the joysticks should work perfectly, but unfortunately, not as they are implemented in the game. In this case, one gets the distinct impression that the VR version was created for the purpose of making money by people with very little understanding of VR gaming and who haven't even tried competing games. Just look at how other fast-paced VR FPS make convenient controls (I'll give you a hint: Forefront, for example, which is currently breaking popularity records among VR gamers). What about you? The smooth joystick turning speed (I don't even consider dummie angular turns for VR noobs) is extremely slow (in a game designed for... see above) (plus, you have to find the proper angle on joystick's rhumb to slightly increase the speed, as well as use other tricks for the same purpose). Come on, almost all VR games have a turning speed setting, but where is yours? You use the grip button to press buttons in the (extremely sparse) game menu, and use the trigger to pick up ammo from a patrol car in-game - where is the generally accepted binding logic in VR? You have to constantly hold the grip button down for the holding the gun - to induce cramps in players or force them to holster the gun? Where's the setting for pressing the grip button, rather than holding it down (as, again, is implemented in other VR games)? Is this a directorial attempt to create an additional irritant for the player in gaming? Anyone who needs this will configure this feature themselves (if the setting exists): stop considering that developers know better than c̶h̶i̶l̶d̶r̶e̶n̶ gamers who need to be limited in their choices (this is the way of r̶e̶p̶t̶i̶l̶i̶a̶n̶s̶ soulless corporators, not indie creators) - this only creates a negative reaction from the gaming community towards the projects and the developers. (We start the game as an officer with a pistol missing a magazine, which missing a logic (other than creating yet another suspense irritant for g̶a̶m̶e̶r̶s̶ children who didn't think to check their weapon), but this is a minor detail compared to all the other nuances). The "How to play" instructions in the game menu are impossible to read to the end – neither scrolling with the joystick nor attempting to reach the narrow, distant scrolling bar with the joystick beam were successful. Where is the game's brightness setting? On desktop, the game is properly dark, which adds to the adrenaline rush, but in VR, it's as bright as dawn, turning the entire suspense atmosphere into a poor parody. And the exaggerated retro film grain effect, which might look tolerable on desktop (though I'm generally opposed to any silly attempt to use modern, powerful resources to replicate the pixelated video images of imperfect technology at the dawn of its development), looks simply eye-bleeding in VR. Developers who respect players (and who play games themselves) provide the option to disable various video filters in the settings (especially in a highly image-sensitive environment like VR). Where's the button to skip cutscenes after they've started? (Looking at a practically static image for a long time while lying next to a litter can is a dubious pleasure.) It's clear that the game was designed to resemble a 1990s action movie, but film production (and watching it) and game development (and gaming) are two very different things (despite their apparent superficial similarities). Doors have no inertia, freezing in the position the player's hand moves them to (again, look at how this is implemented in good VR shooters, f.e. Tactical Assault). Opening them at a smaller angle (like 60) rather than 90 degrees prevents the player's excessively large hitbox from passing through the doorway (in a game designed for... blah blah blah), nor does it allow the player to push the door with his b̶o̶d̶y̶ hitbox. This review is for Quest, and on WMR it was completely unplayable: the player's head (the camera's "eye view") time-to-time glitching upward (in a game designed for... well, you already know) – after all, we're not playing as a giraffe, are we? But in the Quest gaming, the text of the notes was mirror flipped (and the notes had to be picked up not with the grip or even the trigger, but with a combination of both – the game has a series of "realise how to play" minigames). At first, it was funny, but let's face it, we're not playing a comedy, are we? All in all, the game has room for improvement, and I'll have to revise my rating and review afterward. But given that the shortcomings I've described are exactly the same as those described by players half year ago at the game's release, it's obvious that this VR port has never interested the developer, and still doesn't, so the prognosis for fixing the game is unfavorable. For now, I can't recommend to the community this game at this stage of its development for any price other than zero.
This is a great game on paper, however very buggy in its current state. Not game breaking at all, just immersion breaking. From strange/abrupt spawns to enemies getting stuck on doors, navigating collision items blocks you very easily in some places while other places you SHOULDN'T be able to go... you can? Enemies are more predictable in VR (I have both versions) and much easier to hear and obvious to spot. The VR version lot less scary imo, but for those of you with a higher sensitivity to horror games, this should hit a decent sweet spot for you. The game is horribly ported and optimized, but perhaps with reason. The screen door effect is brutal with this game, but almost replicates the film grain feeling. The hope for that being the reason quickly diminishes when you can see the chunked-together square pixels that make up plant life. I will say that, because of this, despite the desktop version being one of the most resource intensive games I've played, the VR version is one of the least. Zero performance issues. In fact, with less than 30% avg usage on my GPU and CPU, this game has lots of headroom for polishing. Anyway, the premise is fantastic, and I thoroughly enjoyed playing this in VR! More so than on desktop, where mouse sensitivity keeps defaulting to ridiculously high levels despite adjusting repeatedly only to have it change mid-gameplay, which breaks the game for me. I'm doing 1080 spins to try to turn and shoot somebody in my peripheral vision! Much more control in VR. DEVELOPERS: Please continue working on this game! You could do multiple different neighborhoods (map selection), or even a random neighborhood (not just houses) with each playthrough. I would play this repeatedly with that kind of replay value, and spend more money on it.
dont buy
誘拐された少女を探すため、犯罪者とドンパチするゲーム。 敵はナイフしか使わないが近づかれると即死。また、進行に必要なアイテムや敵の配置はランダム。極めつけにこのゲームはセーブがないため死んだら最初から。…と、一見すると難易度は高め。 しかし、アイテムや敵の配置パターンはそこまで多くなく、死なずに進めれば30分もあればクリアできる。個人的には丁度よい難易度のホラー体験だった。銃で犯罪者を倒すのは爽快感もあってグッド。変わり果てた姿の犠牲者がそこら中に転がってるので雰囲気もバッチリ。 しかし、VR体験としては問題点も多い。箇条書きすると… ・メニュー画面の視認性が悪い。(意図的に解像度を落としてるうえに灰色背景にピンク文字とかどんな判断だ) ・字幕が右にズレており一部が見切れて読めない。 ・グリップボタンで決定、ドアノブなどオブジェクトへのインタラクトはトリガー…というあまりメジャーではない操作性。 ・死んだら最初からなのにところどころ初見殺しがある。 ・スムーズターン設定時、右スティックの角度でターンスピードが変わるため操作しにくい。 ・翻訳がかなりガバガバ。なんとなく言いたいことは分かるので進行に問題はない。 しかし、雰囲気はとてもよく価格も安いためオススメできる。ホラーに自信のある方はぜひ。
As a lifelong horror fan who’s grown numb to most scary movies, Amber Alert hits like a jolt to the spine. Horror films just don’t do it for me the way they used to—but VR? That’s a whole different beast. And this game nails it. It’s the closest thing I’ve felt to stepping inside a true horror movie since I started dabbling with VR. The tension is real. The unease is relentless. Just standing there, trying to peek out the window or glance over your shoulder to see if something is creeping up on you—it’s legit terrifying in the best way. It’s not about cheap jumpscares. It’s that creeping, “someone’s watching me” dread. That lingering fear. The game feels like you're walking through the aftermath of The Strangers—pure chaos, cold silence, and a sense that whatever did this… is still nearby. The opening scene alone—with the phone ringing and a knock at the door—was worth the price of admission. I've only played 18 minutes so far, but I’m completely sold. This is probably the second-best VR horror experience I’ve had—and to be fair, the #1 was a GTA mod, so it’s not even a fair comparison. If you’re into horror and you actually want to be scared again—not just watch it happen to someone else on a screen—play this. Simple as that. This game brings horror back to life.
trash ass game' its too buggy
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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.
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