
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
I GET IT.... THE GAME JUST CAME OUT A FEW DAYS AGO BUT.......As you guys can see.... i bought and put a whopping 8mins into the game. unplayable basically on a quest 3 right now. so much detail the headset just couldnt keep up with the map. everytime i look left or right i see a black void that takes time to load in. As a 3k hour VR player this game made me experience things in VR i hadnt yet up until this point (usually i am totaly fine with VR games) Its hard to describe but viewing this game thru my quest 3 made my head feel like Jello.... severe lens wobbeling and shaking so bad that after about 7mins it made me feel violently ill. Refunded. Will come back to try again once the game is properly optomized.
Come back when its done.
better than tac
Was very exited to play this game after watching videos online but was disappointed after testing it with my Meta Quest 3 using Link Cable through USB 3.0. I've tried everything I could think to fix the problems I was experiencing but nothing. Whenever I start, I usually get "Fatal Error". When the game works, the vision is so shaky that it makes me want to vomit, making the game unplayable. But I was able to test some of the cool features they have in-game which I really do like. Gun customization was really nice as well but gets buggy sometimes when attaching them into the gun. Gun manipulation was really nice as well and something I don't really see quite often on tactical VR titles. The practice area customization and shooting feel was great as well. Most of these feel similar to Tactical Assault VR but better. As much as I want to play this game, I don't really recommend it at the moment as it does have issues with performance and stability. I have refunded the game for now and used that money somewhere else, but once they managed to fix all the problems that I was having, they will have my money again. I'm assuming by that time, there should be more videos regarding this issue, maybe...
A little buggy but still super fun and it has great potential
Not ready for primetime. The Bad: 1. Bad performance, even with a 5090 + 9800 X3D, 64 gb of ram. If your system is less than this, you will need to run on low and still experience bad performance. 2. Level Design needs a lot of work. Buildings are nonsensical and unrealistically cramped; Levels lack detail but perform terribly anyway. Not a lot of tactical depth, which is partially due to the AI. Terrible, terrible lighting that is either well lit or completely dark, nothing really in between. Player characters will also get caught on level geo, even when its not really something that should catch you(railings in the boat map stick out here.) Expand the size of the playable corridors so your characters fit. 3. AI IS not very intelligent or interesting to fight: They do some funny stuff like being prone, under beds, etc but this really falls short because thats all they can do. They barely move, or react, to the players presence; especially inside buildings. This makes for extremely dull gameplay where the enemies feel braindead. This is a double whammy because maps drag on due to enemies not responding even remotely aggressively, resulting in needle in the haystack gameplay. 4. Enemies can shoot through doors, but often the player can't even with high caliber weapons. Penetration in general is basic to non-existent, which feels very jarring for this type of game 5. Enemies are so slow to react that you can just pick them off with a pistol with no challenge at all. 6. Reloading is extremely finicky, especially if you use a stock. Sometimes the mag goes cleanly into the mag well, while other times it truly refuses to do so. If the game was more dynamic/difficult, this would be extremely frustrating, but because it isn't its just annoying. Furthermore, when using a stock inserting mags can be very difficult due to not being able to get a completely straight insertion into the mag well because your stock is in the way. Having the mag well be so picky is not aiding gameplay; its detracting from it. IMO just needs to be tuned to be a bit more lenient. The Good: 1. Good weapon customization/loadout elements. Too bad this is inconsequential and uninteresting because the primary gameplay loop is very underdeveloped. 2. Unrefined, but interesting maps(mix of CQB/long range options that are often missing from these types of titles. Let those snipers shine!) Verdict: Not ready to buy. Feels very pre-alpha. If you believe in games like this, and want to support it more power to you. Just know that this project is not really anywhere close to being in a good state for playing in my opinion. That all said, I appreciate the devs for trying to bring a more in-depth experience to VR. I hope with the additional funding you will receive from release, you consider hiring a level designer to help design levels. In addition to that, consider hiring someone who is well versed in optimizing VR levels, especially if you ever plan to release on Quest/alternative platforms that has a lot more users. Best of luck!
3.5/5 for now easily will be a 5/5 in a year! So I impulse bought this game for the silky smooth gun handling and to pull up on osamas hideout. And so far it's been a blast perfect? Absolutely not. My only complaints and yes I know it's in early access. -Doors are glitchy, sledge hammer sometimes clips through the door or the shotgun doesnt break the door and the battering ram at least for me doesn't work whatsoever. The AI also can shoot yout through a door and you cant whatsoever shoot through anything. -baslistics and objects. As I said above the doors can't be shot through but so can't wooden fences or sometimes cars even if the windows gone can be very immersion breaking. -Lasers, for some reaon for me they only are white and make a big blob so they're kind of op since its stupid easy to point and click with one. Aside from those issues I love the game, I'm in no way upset with my purchase and I'm excited to see the future of this game. I really hope we can see randomization be implemented to the ops. I wish the devs a good launch and appreciate their hard work!
This game will be the game to take the place of any other tactical shooter, but not yet. There are some problems that honestly make it very annoying to play, since this is in early access, ill come back to this review if they change. There is no Y-axis setting in this game, so if you hold out your pistol for example and you feel like it is aiming way too high, you can not change that without contorting your wrist forward, simple fix i highly anticipate, i would love to train for drill and courses in vr. The weapon and rig customization places both on a table, on which you have to attach mag pouches/attachments to them. this is quite annoying as you cannot move the vest, or lean over the table for a better view or access to the thing you are modding. The AI is kinda lobotomized, not a big deal for me, this is mostly a ispc/uspsa type sim for me, but it is worth noting if you want to play tactically against enemies. Another thing about the ai, every single one will try to wallbang you, and succeed to a scary degree, although this does encourage a good awareness of doors, it is insurmountable sometimes, and quite annoying. All of this being said, Geronimo has some strong bones, it just needs some polish, and I hope to see it improve as we near the official launch.
Garbage, won't even lunch without crashing, and if it didn't , it would start as a flat screen, instead of VR! i have tried all the runtimes available: vdxr, SteamVR, OpenXR. I mean, bro, I got a water cooled pc that cost me 10,000$ + it is overclocked to the max , can't even launch the game. Do you expect me to reprogram the whole game :? mr.dev ? absolutely don't buy it ,,,
Given it was in development for 6 years, the number of bugs, missing content, and lack of non-asset flips for maps/props were really disappointing. The enemy's are copy-pasted, the maps are very boring for the most part and some of the bugs are game breaking. I really feel this game should have been in a much better state given how long it took to release, and it makes me wonder whether the lack of updates and silence was due to the game not matching the trailers and previous updates. There are various aspects of the game that should be standard throughout VR gaming that this game lacks. This game also runs AWFULLY even on high-end systems; I do not see how this game will run on Quest anytime soon. With all that said, these might be some of the best guns and customization in any VR game out right now. It really is groundbreaking in VR for customization. You can make hundreds of different builds for your gun and vest; the only limit is your imagination. The guns feel heavy, but not in a bad way; even without the "virtual stock" enabled, they still handle amazingly. I also feel that the different actions depend on whether you use the trigger or the side button (for grabbing mags, flashbangs, grenades, etc.). Is done better than most other VR shooter games. The community is where it gets pretty iffy again. The launch of the game showed the amount of racist losers that were in the Discord, and for being a PCVR game, it's shocking how many little kids there are. That's not the devs' fault that parents don't want to raise their kids, but it can definitely get annoying at times. I have had moments when the group I join is super cool and friendly, but that's rarer. On the opposite end, you have people who are taking it WAY too seriously for how buggy it is. They will kick you out the moment you don't follow CAG protocol, don't have a build they approve of, or throw a frag without screaming "frag out" Overall, this game is a buggy mess, with game-breaking bugs and a large "squeaker" presence (sadly like TAVR), its missing very standard features of a VR game and is overall disappointing for how much time this game was in development, but it's a game I keep coming back to. The guns are some of the greatest in VR right now, and the customization is just like Ground Branch but in VR. The price of $17.99 also isn't unreasonable either for what you get. It's clear they cared about gun quality and customization; I just feel some major components were neglected because of that choice. I'm excited to see what this game turns into and I hope it has a better future than TAVR or
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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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