
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 311 reviews with recorded playtime.
Reviews
Themes across 311 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
Wish I could give it a "meh." The game was super fun content wise and has a lot of potential, but crashes and freezes often to the point of it being almost unplayable. If the devs are able to fix the performance I would totally play again.
I seriously wish there was a "mixed" recommendation. I had a good amount of fun playing this game, the gun physics, the sounds, the graphics all were pretty good in my opinion. The only problem I had with this game was the lag and the AI being pretty rough around the edges. I'd recommend this game in the future where some of the bugs and lag are polished down.
Everything is peak except putting magazines into the guns It's such a pain, it's easier to do this in h3vr after 10 minutes of fiddling
At first the game was laggy but I lowered the graphics and runs better and still looks good, what I like about this game it’s that it looks so much like operator the gameplay itself it’s really good I had fun doing the missions
After playing 2 hours of this game with a friend I bought the game with I can say that this game has great protentional to be one of the most realistic milsims on vr but the major issue I've encountered is the enemy AI they seem to be able to see you through doors and shoot you through them but you can't seem to be able to shoot them back through them but overall this game is very fun haven't really got involved with the online community since i bought this game with a mate would recommend
As someone who really enjoyed Swat 4 and Zero Hour, somewhat enjoyed Ready-or-not, and played Tactical Assault:VR. Can I recommend Geronimo? Short answer, Sure! Long answer, well..... First off, Yet another tactical shooter that chooses Unreal Engine 5. In my experience Unreal Engine 5 -with the exception of the VR game "Contractors"- Doesn't make for great feeling VR games, as well as adding on the roadblock of needing higher end hardware to run it. Something that Tactical Assault VR has and advantage over. Plus I keep getting these weird stutters every now and again, I'm suspecting it has something to do with Shader Caching. One thing that confuses me is how many people keep saying "This game has the most realistic VR guns!" or "This game is the most realistic VR shooter!", or even going as far as calling it a "Tactical Milsim". I'm sorry but, I just cannot agree. Sure, the guns and gunplay isn't anything to scoff at! But "Realistic" is not a word I would use. First off, I'm a bit of an oddball when it comes to guns. I prefer Ironsights over any red dot or holographic sight, yes even with Sniper rifles, my favorite foregrip is angled. Both options that are not available in most guns. That and also there's no option to change or even adjust the gun stock. The bolt release is a bit of a hassle to manage, sometimes you accidently hit it as you place the magazine in. Sometimes while using the AK, my magazine would just..... disappear? And I'm sorry, any game that claims to be realistic and not have a working forward assist on the AR platforms, is simply not realistic in my eyes. I'm not a fan of the mod system, it's a bit too forgiving. The only limitation being whether you are using a Picatinny or M-LOK rail system. Don't get me wrong, the guns are still impressive and fun to shoot. But I've played with Bonelab gun mods that are more realistic than this game. The enemy AI are..... serviceable, I'd even go as far as say they are "military grade", as in barely good enough. I do like the variety in apparel, and their ragdolls are well managed. But they definitely need to be worked on. First off, every and I mean EVERY single enemy uses the AK. Even the ones on rooftops and outdoors. Second, they all are voiced by the same person and use the same 5 voice lines. I get this is a small team, so I at least let that slide. Hopefully in a future update there will be additional voice lines and weapon variety added. But there is something off by the way the enemies behave. There are very few enemies that move around or patrol, standing still where they spawn barely moving, even as you empty an unsuppressed weapon into their friend in the next room over. The enemies actually do not have the ability to open doors at the moment, or at least I haven't seen one do so. They all also have a very delayed reaction to the player. They usually take a second to register you are standing in front of them, and even then they choose to yell "I'm shooting!" or "There's an enemy in front of me!" before even raising their rifle. This unfortunately makes the game a little too easy, especially compared to other "Tactical" or "Milsim" shooters. I have encountered various strange bugs in the game, hopefully they get patched in a future update so I won't bring them into question for my final verdict, I will however mention them. The first time I played, the game crashed on one of those weird stutter moments, hasn't happened since but it does make me nervous every time the game stutters. Doors are outright buggy at times. For some odd reason the player model has no collisions with doors, meaning you have to use your rifle or sidearm to interact with doors. Even then doors have a tendency to glitch out, either ignoring player input briefly or even popping out of the hinges of a brief moment. Also strangely bullet damage is heavily reduced when shooting through a door at times. I have had multiple moments where I empty a magazine at an enemy, even seeing blood decals and the enemy has no reaction. Non combative NPC's such as hostages and POI work for the most part. I have only encountered two glitches with them. The first time I tried a extraction mission, the POI was on a bed in the enemy prone position for some reason. Even after putting his hands behind him he remained in that position, when I held his shoulders to move him around he just remained on the floor. I felt like I was walking a dog. On the embassy mission, whenever I was escorting a hostage outside. For some reason they won't use the stairs, hovering over them at the same height as the top of the stairs until I let go. The FBIK is actually decently made, especially compared to games like Into the Radius 2, but it does go a little ♥♥♥♥♥♥♥♥ when it comes to going prone and looking directly up while clearing stairwells. Also moving up and down certain stairs is a nightmare, for some reason your playermodel will only go up and down them diagonally, and when you brush against the siderail of said stairs you slow down a lot. In conclusion, do I recommend this game over games like Tactical Assault VR. It's too early to tell, depending on how often the game receives bug fix and content updates. I'd hate to see this game end up in early VR development hell like Bloodtrail or even dare I say Bonelab. They do have a roadmap, but it's a lot of "What" instead of "When". I get it's a small dev team, so I will be a bit patient. Is it the most realistic tactical milsim CQB VR game? ♥♥♥♥ no! Is it fun, sure! Especially with friends. As of right now I do NOT see this as the most "Realistic VR gun game". But I do see the potential, It's especially impressive how it has working multiplayer out the gate. As of right now, It's just Tactical Assault VR in unreal engine. But I REALLY hope they update the game to surpass previously mentioned. And I would be more than happy to be proven wrong in the future and actually agree to it being the most realistic VR gun game. So sure, I guess do pick up this game if you want to see what these devs can do. I just have one thing that urks me so much about this game atm. Why the ♥♥♥♥ does the MP7 not have working flip up sights and does NOT have an EXTENDED MAGAZINE!!! Other than that, I would rate this game in it's current state a 3.8 out of 5. I just hope to be able to visit it later down the line and see how much better the game has improved.
Clearly early access but this is Rainbow Six meets Onward in VR!
peak smoke, flash, blow up, and shoot sim but in all seriousness the game is very realistic making very fun but very punishing
La verdad es que Geronimo VR me ha sorprendido bastante. El manejo de armas es simplemente espectacular, de lo mejor que he probado en VR: se siente realista, fluido y muy bien logrado. Es el punto más fuerte del juego sin duda. El gran problema está en la IA enemiga. A veces parece que te detectan a través de todo el mapa sin ninguna lógica, y otras veces ni se enteran de que estás ahí aunque les pases por delante. Además, prácticamente no se mueven, lo que hace que los combates se sientan poco dinámicos y repetitivos. Esto le quita bastante emoción y realismo a las partidas. En cuanto a los mapas, unos están mejor optimizados que otros, pero en general el desempeño es bajo incluso si juegas con una tarjeta gráfica de gama alta. Eso hace que la experiencia sea inconsistente y que el juego no aproveche bien el hardware disponible. Probé el multiplayer una sola vez y el juego se crasheó, así que no he vuelto a intentarlo. Ojalá lo mejoren porque sería un gran plus. En general, el juego tiene una base muy buena gracias al gunplay, pero todavía le falta bastante trabajo en optimización, IA y estabilidad online. Se entiende porque está en early access, pero aún se siente en construcción.
Apesar de ser um acesso antecipado, com seus bugs e com planos de levar até 4 anos para a versão final, o que significa que ainda tem muito por fazer, gostei da proposta do jogo, e foi muito divertido para mim a experiência e o nível de imersão. Vale a pena apoiar os desenvolvedores, caso tu gostes do estilo.
Related
Related
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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