
GERONIMO is an immersive, tactical CQB shooter built for Virtual Reality that depicts a modern-day world in which Tier 1 operators are called to implement unconventional operations as members of elite teams. Breaching, in-depth character and weapon customization and more! "Who Dares, Wins"
Modeled estimate, not a reported figure. How we estimate →
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About
Inspired by games such as: Ready or Not, Ground Branch, CoD: Modern Warfare and Insurgency: Sandstorm. GERONIMO is a highly realistic, tactical and immersive CQB shooter that has been built from the ground up for Virtual Reality. Play Solo, or with your friends and carry out your operations through our missions, some even inspired by real world raids.
Whether deploying solo or with a full 6-player squad, Geronimo brings unforgiving tactical shooter gameplay into VR, where careful movement, clear communication, and calculated teamwork are essential. Train with your team in dedicated practice environments, including shooting ranges with dynamic targets and customizable killhouses built for refining your tactics before the real mission begins.
In GERONIMO, your equipment is built around how you want to operate. Shape your operator’s look, choose your clothing and armor, then fine-tune your weapons and rig with a high level of control. Position pouches where they make sense, configure your vest for the role you’re playing, and set up each weapon platform with the attachments and layout that fit your style.
Every choice has a practical impact once you’re in VR. A heavier setup can slow you down and make long engagements more demanding. Poor optic placement can make target acquisition harder. A full-length rifle may give you reach in open spaces, but become awkward when clearing tight rooms. Your loadout is not just cosmetic — it defines how you move, fight, and survive.
Every weapon is built with a focus on physical interaction, mechanical detail, and believable handling in VR. Firearms are not treated as simple props — they are systems you manipulate by hand, with actions such as manual bolt locking, magazine changes, charging, and slide operation designed to feel deliberate and responsive.
A high level of animation and interaction work supports each weapon platform, from carefully authored hand poses to moving parts that behave as expected during operation. Slides cycle with accurate barrel movement, controls are placed and handled with intention, and small details are modeled so that using a weapon feels tactile rather than abstract. The result is a gunplay system where precision, familiarity, and muscle memory matter.
Sharpen your skills outside of live missions with dedicated IPSC-style courses and a range of killhouse options built for practice, speed, and friendly competition. Run timed shooting challenges to test accuracy under pressure, compare routes with teammates, and refine the fundamentals that matter most in VR: target acquisition, weapon handling, movement, and control.
Killhouses offer a more tactical way to train, with layouts suited for room clearing, angles, communication, and close-quarters decision-making. Whether you are warming up before an operation, drilling with your squad, or competing for the fastest clean run, Geronimo gives players flexible training spaces where improvement is measurable and rivalry stays friendly.
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 290 reviews with recorded playtime.
Reviews
Themes across 290 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
先说缺点: 游戏优化是没有的, 其他选项设置E, 阴影L 和 M 能相差50帧。。。 基本没办法打开阴影。 各种小Bug很多,部分影响游戏体验。 配件操作有点儿让人不习惯。和移动有冲突。多机位演绎中, 所有bodycom效果都很差。 非常黄。录制出来无法使用。 优点: -武器: 互动细节拉满,没想到居然还有主动空挂功能。 -手感/反馈: 射击手感相当不错, 命中反馈明显且舒适 看出来下功夫了。 -敌人: AI有点儿奇怪, 但是布娃娃动画与音效相当棒。 总结: 瑕不掩瑜。 稍稍打磨就是难得佳作。
I like this game and like the specific feature of holding two mags to tactical swap a non-empty mag. that's cool This is for the devs: I am thumbs downing this game because when going into the field maps, the game has traversal stutter every few feet. This leads to my death in combat. Home base has no stuttering. I know my rig can handle VR games and on other demanding games on high settings, so I don't believe it's on my end. If the stutter can be fixed, I am happy to change my rating.
♥♥♥♥♥ peak
My friend shot me, 10/10
I think this is a great game. Especially since it just came out. Yes there are a lot of bugs, but overall I love it. I think this will be the best tactical shooter with time. I'm looking forward to what this game will be once everything is fixed and more content added.
优化好将是当前最强VR下场模拟器
I have been folllowing this game for a long time now. About 2 years ago the devs went dark saying that they just wanted to lock-in and focus on the game so they don't release something half baked. They delivered on their promise, but it is still EA. Its about 80% of the way there. The good: - The gun handling feels nice (not perfect though) - Gun, rig & charater modding is great, love that. Solid feature just needs more guns and bits. - Maps are fun, though some are way better than others. - The AI is passable - Stock rotation and position adjustment is a well welcome edition - Mulitplayer seems to work really well and is full featured - You can steal your friends stuff (very fun) - Your gun collides with stuff and this is really well implemented - Night vision is sick works amazing - Shadows are actually great, dark areas are proper dark - The gun models are highly detailed, look awesome The "bad": - Map scaling is a bit all over the place, items are bigger or smaller than they should be, a lot of rooms are empty. The bones are there though! - AI needs work, its okay but it could be a lot better esp for VR. The bones are there though. - Players spawn ontop of each other in multiplayer What could be improved: - A little bit more support for lefties (mainly just pistol holster position, otherwise happy) - Gun handling needs a little bit more work. A bit more grace on mag angle and also a bigger radius for being able to grab one of your own guns/mag in midair would go a long way for gun feel. - You currently cant push a door with your hands, only the handle and the gun. - Player walk run and movement doesnt feel quite right yet but is passable. - The player torch is a bit bright, doesnt feel like a torch as much as it does a really bright white light - Optomisation, more graphic options maybe. Unreal can be a bit of a nightmare to get to work nicely with VR though so I get it. - Difficulty modes would be nice in the future Nitpicky stuff: - More hand collision would be nice (walls, doors, NOT GUNS) - Seperate head collision and body, that way I can look "over" things that my body will collide with (I know this is a nightmare to get to work in unreal though) - More interacterables would be nice, but we will get there. - Multiplayer ragdolls dont sync (honestly not the end of the world) - Some collision with other players might be good, might also be a bad suggestion - A bit of a sound/partical effects pass so you have a better idea of where you are being shot from Conclusion, buy now but expect early access and put it in the oven. It helps fund more development which I think would go a long way. I expect this to become a solid game over the near year or so. Very impressed.
Задумка игры хорошая механики класные. Но фризы настолько ебнутые что превращают игру в неиграбельную хуйнюю В это не возможно играть
Incredible game so far. The gun play, character animations and tactics are unmatched for VR. Being early access there is some expected jank but it runs surprisingly well and has overwhelming potential. Keep up the phenomenal work devs and please dont sell out high end pcvr builds for that dirty standalone paper.
Very good
Related
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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