
A terrifying, brutal horror VR shooter adventure with quests, zombies, mutants, and guns! At the onset of the apocalypse, you find yourself inside an old bunker. You must fight your way with full force through the ranks of the undead army of the Dark Invasion to find a way out of that forsaken place
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 25 reviews with recorded playtime.
Reviews
Мне понравилось, залипательная не мог оторваться, правда графа достаточно требовательная
First of all: I really had fun playing the first episode (that is currently available during early access) of "Dark Invasion VR: Doomsday"! The setting is good, the weapons work well und there is enough variety to keep the motivation and continue playing. It is obviously not a AAA game but it has its charme and the devs put a lot of love into the game. Currently there are some quirks or issues but the devs are busy fixing it and I look forward to playing the next episodes! If you like this type of game I suggest buying it now to support the development and start playing after the next update, when the voice acting and some other things are updated. [played with: Valve Index, AMD Ryzen 5800X/8GB, Nvidia RTX 3070 Ti/8GB, Windows 10]
Pros Doom 3 darkness and corridors vibe (could use more of it being dark as hell with only the headlamp to see) with the occasional F.E.A.R jump scare (could use more of it too.). Also needs more storytelling through corpses, blood trails and stuff laying around the bodies. Like the one zombie pierced to a wall with a samurai sword (they are way out of place in the setting, I'd replace them with a machete). The darkness and environmental story telling would cut back on people complaining areas looking too similar. Cons No pause menu I could find to quit the game or play with settings. I pressed every button unless its some weird combo of button presses or a hold button thing, its probably a Quest issue where what I consider the start/select buttons are already used by Steam and the other by the Quest itself. Maybe add a button diagram for the controls in the options menu if its not already there. No height setting for seated gameplay. Also the belt inventory sucks for seated gameplay, its very immersive if standing but a pain to use when seated, you will punch yourself in the nards trying to grab stuff quickly or break your sternum with your chin trying to look at the belt and whatever the little box is I never figured out what it was for (please don't tell me I could've stored grenades or more stuff this entire time). In which case I'd add an option to put the ammo and weapon slots on the edge of the vision [left side ammo, right side weapons], can have it fade out to a degree and then become fully visible if a hand goes over it. Just an idea. Also it would prevent accidentally grabbing stored ammo when trying to pick up an item on the ground quickly. I managed to drop all my pistol ammo going for an axe mid fight... Also make the weapon circle glow to show if you release your grab on an item it will be stored. The amount of time I spent dropping weapons to the floor and awkwardly picking them up... For whatever reason I cannot reload a shotgun while moving. I have always run on, but it always just drops the shotgun shell on the floor for me. Also pumping a shotgun seems to just eat the ammo as if it was shot and not drop it as a pick up, it made me sad. Its never explicitly mentioned but when climbing, when you grab it releases the other hands grab. Led to some goofy but irritating shenanigans of falling repeatedly for about 4 minutes until I figured it out. Nothing to fix, just make it known. Maybe 3D audio on the hands? Have a slight audible noise for grabbing and one for letting go? There is an ammo counter on firearms. Could put a hit counter on melee weapons of how many hits are left until it breaks and make it blink red when on the last bullet or hit. An option to tone down the low health noise/blinking. Or replace it with a film grain effect/black and white filter. Maybe replace the entire screen going red for damage and green for health to just a see through red/green circle around the edges of vision. I don't know if this can be fixed as it seems the Unreal and Unity game engine for vr eat the right sticks up and down input for teleport functionality by default, so you would have to go in and edit their ♥♥♥♥♥♥ starter input/controls code. But it is annoying when you press left or right but because its a little too high up it counts it as up or down and won't let you turn. I feel like I've picked the game apart too much. But I had fun and look forward to updates.
Dark Invasion VR Doomsday delivers an immersive experience with impressive splatter effects that truly immerse you in the action. The depiction of violence adds a gripping and intense atmosphere to the game. I love that the shotgun reloading issue has been patched. I particularly love the functionality of other weapons, notably the powerful AK47. This game evokes a certain immersive vibe akin to Resident Evil, creating a captivating experience, especially for fans of intense splatter effects. It would be great to have a sprint feature instead of always having to swing my arms. I see a lot of potential in the game, and as evidenced by the shotgun patch, continuous improvements are being made. 5/5
A very atmospheric horror game. I like the graphics and the gun handling, inventory bullets for shotgun could be a bit better but works. I love the riffles in the game they are a blast to kill zombies.
Very Good Game
Игра понравилась. Но быстро может наскучить тем что просто идти вперед убивать зомби а их всё больше и больше. А так если нравится просто идти и убивать зомби игра понравится, графика не плохая
doesnt work with Virtual Desktop right hand is on left controller and only shows the right hand =x
good game ,i like it
I think i have gradually transformed myself into arnold schwarzenegger while playing this game.
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Trends
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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