
A destruction and mayhem sandbox playground. Become immersed in the deep story that unfolds before you, with plenty of lore and secrets to uncover along the way. Play around with ragdoll enemies (including unique bosses) and cause chaos wherever you go.
Modeled estimate, not a reported figure. How we estimate →
Media

About
You can use any object as a weapon with our advanced destruction physics for realistic mayhem. Frenzy VR includes a story mode with deep narrative secrets, levels, and objectives. Take the chaos into your own hands with free play modes allowing unlimited creativity across various maps like offices, apartments, prison, and more.

All maps feature fully destructible items, objects, & enemies
NPCs use realistic physics ragdolls for ultimate chaos and mayhem
Complete the full story with multiple missions and take down the Reborn Company
Go ballistic in fully interactable worlds built specifically for you to destroy
Realistic gun and melee weapon physics that feel just like real life
Show no mercy as you fight back against the corrupt NPCs
You'll never run out of things to do with our our infinitely replayable game modes & Mod Support!
Genres
Stats
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 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Frenzy VR, developed by Innoverse Ltd and published by Clique Games, is a virtual reality–exclusive action sandbox that prioritizes physical interaction, environmental destruction, and player-driven chaos over tightly scripted structure. Rather than positioning itself as a traditional VR shooter or story-heavy adventure, the game presents a collection of highly interactive spaces where nearly everything can be picked up, thrown, smashed, or weaponized. Its identity is rooted in experimentation and improvisation, inviting players to treat the world less like a level to be cleared and more like a playground built to test the limits of VR physics. The defining feature of Frenzy VR is its emphasis on full physical interactivity. Objects throughout the environment respond to realistic physics, allowing players to grab everyday items—chairs, bottles, tools, electronics—and use them creatively in combat or simply to cause destruction. This hands-on approach gives the experience a visceral quality that plays to VR’s strengths, making even simple actions feel engaging. Smashing through rooms, tossing enemies across spaces, or knocking objects into one another often results in unpredictable outcomes, which is a major part of the game’s appeal. The lack of rigid rules encourages curiosity and playful experimentation rather than efficiency or mastery. Combat reflects this sandbox philosophy. While conventional weapons such as guns and melee tools are available, they are only one option among many. Enemies can be defeated just as effectively by environmental hazards, improvised projectiles, or brute-force physical interaction. Ragdoll physics dominate encounters, creating fights that feel chaotic and sometimes intentionally absurd. This can lead to moments of spontaneous humor, but it also means combat lacks the precision and refinement of more mechanically focused VR shooters. Success often depends less on accuracy or tactics and more on how creatively players exploit their surroundings. The game offers both structured and unstructured ways to play. A story-oriented mode provides objectives, themed locations, and fragments of narrative context, though it remains loosely defined and unfinished due to the game’s Early Access state. These segments guide players through different environments—such as offices, apartments, and institutional spaces—each designed to showcase destructibility and interaction rather than narrative depth. In contrast, free-play modes strip away objectives entirely, allowing players to spawn enemies, weapons, and props simply to experiment or blow off steam. For many, these unstructured modes represent the core of the experience. Visually, Frenzy VR favors functionality over polish. Environments are detailed enough to support interaction but are not visually elaborate by modern VR standards. The art direction leans toward a slightly cartoonish tone, especially in its depiction of violence and gore, which keeps the experience from feeling overly grim despite the constant destruction. Performance can vary depending on hardware, as physics-heavy scenes place significant demand on the system, and occasional jank or visual roughness is part of the package. Audio design supports the action without drawing much attention to itself. Sound effects provide essential feedback for impacts, destruction, and combat, reinforcing the physicality of interactions. Music and ambient sound are present but understated, serving more as background atmosphere than as a driving force. There is no significant voice acting or cinematic sound design, keeping the focus firmly on moment-to-moment physical engagement. One of the more divisive aspects of Frenzy VR is its level of polish and long-term direction. As an Early Access title, it shows signs of ambition that have not yet been fully realized. Technical quirks, inconsistent performance, and a lack of depth in progression systems can limit long-term engagement for players seeking structure or narrative payoff. Development progress has been slower than some players expected, contributing to mixed community reception. However, others view the game more as a toy box than a traditional product, judging it by the freedom and fun it offers in short bursts rather than by completeness. Replay value largely depends on the player’s mindset. Those who enjoy experimenting with VR physics, staging their own chaotic scenarios, or simply interacting with destructible environments will likely find recurring enjoyment. Players looking for a refined combat loop, deep story, or clearly defined progression may feel that the experience runs out of steam relatively quickly. Overall, Frenzy VR succeeds as a physics-driven sandbox that showcases the playful, experimental side of virtual reality. It is not a polished, narrative-focused VR title, nor does it aim to be. Instead, it offers a space where players can freely interact, destroy, and improvise, embracing the unpredictability that VR physics can provide. For players who value freedom, experimentation, and chaotic fun over structure and refinement, Frenzy VR delivers a raw but memorable sandbox experience. Rating: 6/10
7/10 good but noting to do after story
гавно вкуснее
bad
норм
amzing
good game
y t6rm dr6757 r uritlkjfv lg l;fmfiuobm kjfkifdkg0rurohoxjldkmlmdkm oizhbvgiurtnh idboifrjlm vkfnkldn kmv kf kf kf j j dkjv mk vlknldhjgfmm fl fkvmlfs; p;feyyy ivfj lkvkxk dskk kmdglignbkf kf knblkfgnfsd;lkrppgpppfknjkdlknkjdkjb kjfdnkjnvkjfj kn vkjdnlknd mfdjfnk k fk kn nbnbnb nb n nb nb nb n bn nb nbn n nihgfklfn mngfoprhnvlnlkdv mn ufnbif bk f kjvnfdkdheiht74yter re98tgyt9jrimdjk lkdrnrunaslkdjwepljlkfdj b,sdvqwe r t y u i p p =] ; mls 4o9 o3p [wp0t oi tuo4h ioe4tvdb t 8e7 8r hg
Abandoned to work on a spinnoff/sequel (that also isn't good and possibly abandoned) instead of making this one playable. The controls are really bad, despite the entire premise revolving around melee combat Melee doesn't feel good to use, it's really floaty, and 2 handed weapons are near impossible to use because of the weird weight it gives them so it doesn't register it as swinging half the time and also never goes where you swing it. The climbing just DOESNT work, it has a tutorial of how to do it but it just doesn't work, tho I could be stupid. The crouch mechanic has you using the joystick up and down to raise and lower yourself is absolutely awful and also throws off the Height calibration so you constantly have to press the recalibrate button, this combination makes me incredibly ill and I do not get motion sick, I've played much more movement heavy games for hours but 20 minutes of this games crouch system makes me violently ill. I'm so glad I got this in a Bundle of 8 other games for less then the cost of this game normally. Dont buy. Get Hard Bullet instead. I've not played that one yet but it seems to be exactly what this game is trying to be but is actually good
Hallo, das Gameplay ist ja Geschmackssache und kann sicherlich Spaß machen. Es ist ja kein AAA-Spiel und kostet fast nichts. Aber in jedem Fall sollte das Spiel richtig funktionieren. Als ich das Spiel nur testen wollte, ob es vernünftig startet und so, waren meine Waffen um 45° zum Controller verdreht. Das Spiel sieht allerdings keinerlei Einstellungen vor, um diese Neigungswinkel (XYZ-Achsen) auszugleichen. Aus diesem Grund habe ich es sofort zurückgegeben. Ich habe das Spiel auf Quest 3 mit Virtual Desktop getestet.
Related
Related
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.
Related
| DSS 2: War Industry | $113.8K | 177 | 86% | $17.99 |
| Time Wasters | $113.7K | 2.6K | 88% | $2.49 |
| BodyRecords | $113.7K | 643 | 66% | $6.99 |
| Seven Days | $113.8K | 196 | 98% | $39.99 |
| Zup! 5 | $113.7K | 3K | 94% | $1.99 |
| Werewolf: The Apocalypse — The Book of Hungry Names | $113.8K | 229 | 92% | $19.99 |