
Survive the holographic barrage of turrets in the Danger Room on the HTC Vive. Slow time, dodge lasers, suck bullets and fire them back at enemies!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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The retro style sci-fi graphics actually reminds me of the old X-Men cartoons that we used to watch when younger, so there is quite a bit of nostalgia when playing this game. I would love it if there is a larger variety of enemies and boss level enemies and different weapons to use. Being able to teleport around the danger room would also be a cool feature to have like in Raw Data. Different game modes like survival (current game), time trial, obstacle courses would make it a really good tribute to the X-Men reference. At the current price, I feel that Danger Room is a short arcade style game that we feel is great for a short 5-10 minute gameplay. You can try to achieve your best score and compete with friends on the local or online leaderboard.
《危险空间》是一款动作射击游戏,玩家在游戏中身处一个三维立体空间内,你需要用手中的枪击落空中的机器人,不让它们攻击到你。 游戏的画面建模十分简单,场景就是一个无数线条构建起来的空间,十分的简单明了。 游戏的玩法也很简单,就是以不断的击落出现的机器人,保证自己不被它们击杀。比较有特色的是游戏给玩家提供的枪是没有子弹的,需要玩家在游戏中吸取敌人射过来的子弹,然后在再对其射击,这种方式增加了游戏的可玩性。 目前《危险空间》在steam上的售价为20元,游戏并不算贵,但是玩法过于单一,游戏内容也十分匮乏,玩家们需要谨慎考虑。 http://www.83830.com/game/201612/171623842.shtml
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Danger Room is a focused virtual-reality action game developed and published by Wong Kang-An that embraces a pure arcade philosophy, stripping the experience down to reflex, spatial awareness, and survival under pressure. Rather than offering an elaborate story or layered progression systems, the game drops players directly into a sterile, high-tech arena designed as a deadly test chamber. From the first moments, it is clear that the objective is simple but demanding: endure increasingly intense waves of automated turrets firing from all directions, using your body movement and a small set of distinctive mechanics to stay alive for as long as possible. The core gameplay revolves around constant motion and quick decision-making. Turrets spawn around the arena and unleash dense patterns of projectiles, forcing players to physically dodge, duck, and reposition in real space. Unlike many VR shooters that emphasize aiming precision or cover-based tactics, Danger Room demands full-body engagement. Standing still is rarely an option, and success depends on maintaining awareness of threats coming from multiple angles at once. This creates a palpable sense of tension, as the player must continuously scan the environment and react instinctively to survive the barrage. What truly distinguishes Danger Room from other VR wave shooters is its pair of central mechanics that redefine offense and defense. Players can absorb incoming enemy fire to charge their weapon, transforming danger into power. This creates a high-risk, high-reward dynamic: allowing projectiles to come close enough to absorb increases offensive potential, but mistiming this action can result in instant failure. Complementing this is a slow-motion ability that briefly reduces the chaos, giving players precious seconds to reposition, line up a charged blast, or escape overwhelming fire. Mastery comes from learning when to embrace risk and when to retreat, weaving these mechanics together fluidly under pressure. The pacing of combat escalates quickly, with enemy density and firing patterns becoming more aggressive as the session progresses. This progression feels organic, as players gradually adapt to faster reactions and tighter margins for error. Each run becomes a personal test of endurance and improvement, and even short sessions can feel intense and physically engaging. Because the game is score-driven and survival-focused, replayability stems largely from self-improvement and leaderboard competition rather than unlocks or narrative milestones. Visually, Danger Room opts for clarity and comfort over spectacle. The arena is clean and minimalistic, with a holographic, almost clinical aesthetic that reinforces the idea of being trapped in a controlled experiment. Enemy turrets and projectiles are clearly distinguishable, which is crucial in VR to prevent disorientation or visual overload. Effects are readable without being overwhelming, helping maintain player comfort even during chaotic moments. This design philosophy prioritizes usability and immersion over decorative detail, aligning well with the game’s arcade roots. Audio design supports the experience with sharp, functional cues that enhance situational awareness. The sounds of incoming fire, absorbed projectiles, and charged blasts provide immediate feedback that helps players react instinctively. Music and ambient effects remain understated, allowing focus to stay on movement and threat assessment rather than emotional storytelling. Together, the audiovisual elements reinforce the game’s identity as a reflex-driven challenge rather than a cinematic experience. In terms of scope, Danger Room is unapologetically concise. There is no campaign, character progression, or variety of environments to explore. This minimalism may limit its appeal for players seeking long-form VR experiences, but it also ensures that every mechanic serves a clear purpose. The game excels as a short, intense workout for both mind and body, making it well-suited for quick VR sessions or competitive score chasing rather than extended play. Overall, Danger Room stands as a strong example of focused VR design, delivering a tense and physically engaging arcade shooter built around a handful of well-integrated mechanics. Its emphasis on movement, risk management, and spatial awareness makes it memorable despite its limited scope. While it may not satisfy players looking for narrative depth or long-term progression, those who enjoy pure, skill-driven VR challenges will find a rewarding experience that tests reflexes, composure, and adaptability under relentless pressure. Rating: 5/10
Over priced. Much better games for the money. Also, major problem: couldn't adjust or reset my center. I about smacked my hand into a wall playing and I realized all I could adjust was height I uninstalled.
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.
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