
Immerse yourself in the most beautiful and spine chilling VR experience to date. Experience a series of catastrophic events in the cold void of deep space as you crash rapidly towards earth. When disaster strikes, your one mission is to make it out alive as fast as you can. Dead or alive, you are Homebound.
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Languages: English**languages with full audio support
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Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First of all: This is not a game. It is an "experience". Secondly: This is *nothing* for VR newbies. Even an experienced VR user will feel motion sickness when playing this game. Thirdly: This experience is *very* short. However: It is totally worth it. The graphics, the immersion... the details. It is a must have for VR enthusiasts.
THe only game to make me motion sick since I used a DK1. Your hands are not 1:1. They oddly rotate around your real hands. The graphics are stunning, but the gui cluttered and difficult. The camera is shaken a lot during a disaster...prepare your stomach for a nauseating trip.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There is so much potential here - the visuals and design of the space are phenomenal but the control scheme completely misses the point of being in a space station. Ambulating on solid ground is difficult to imitate without having infinite space to walk around in (an average room-size VR environment), but in zero-g your hands are what move you around the environment naturally. The game "Climbey" is a solid example of what I'm talking about. Having a game set in a space station with motion controllers could have completely opened up the immersiveness of room-scale VR with motion controllers, but instead they force you to sit down and use a movement system that is as unintuitive as it is illogical - in zero gravity, how am I just moving forward without pressing against anything, and why do I have a strong amount of inertia for no reason? If they could even add an option to play with natural movement in standing position, I would completely flip my review to a positive one. It's especially frustrating because I program in Unity and have already created basic movement systems like this with very simple add-ons, and it wouldn't take much to program - just make all border objects "grabbable" & "climbable" and eliminate all inertia slowdown effects when you aren't actually holding on to anything. That's the whole fun of floating. Once again, though, it is visually stunning - just wish the control scheme was more intuitive.
THIS IS NOT A GAME! ( #refund ) There are hardly any opportunities for interaction and the controls are so awful that you experience motion sickness right from the beginning. And I can say that I endure a lot before I feel nauseous. But this piece of software is just not enjoyable! Although I got this game on sale for less than 3.- Bucks, I'm refunding it because I still feel tricked into buying a game that isn't even worth to be called a demo. Besides the fact that this "game" has a runtime of less than 15 Minutes, implied the controls would not be broken and you don't experience glitches or get stuck in the walls, the sound is a mess as well. It is just loud and not mixed properly. And let's be honest here: pretty graphics do not deceive over missing content and lack of quality! Do not even bother thinking about buying this...
I managed to stick around for 11 minutes before I started to feel really nauseous. Dev, please do fix this. This is unplayable especially when I kept glitching out while trying to move the camera. The graphics are nice, the concept is neat but the motion was awful. Until this is fixed, I will have to say no, I don't recommend this at all.
Controls are so badly designed, that I actually gave up after 10 minutes trying to do something.
Good designing with Quixel SUITE 2
Controls are awful and invert randomly. Also no way to move left or right or up or down, just forward, backward and rotate to get were you want, very frustrating and hard to do, creator needs to play adrift and simulate the way that controls, would be a far better game and feel a lot more realisitic and also reduce mothion sickness, got no sickness with that. .left stick should be forward and back, straffe left and rigt. Right stick should be turn/rotate. With no ability to move left and right this is a nightmare to play and contributes to sickness also and removes emersions also as you do not feel like it is zero gravity like this. Adrift had it down to a fine science and you instantly felt like you were floating in tha lie this just stops when you stop turning, does not keep floating in any direction etc.. Right trigger should be up, left for down. PLease play adrift and do it how they did it or at the very least add option to go up and down, left and right, this is zero gravity after all...and add controlller options so user can change what does what, i'm using xbox controller, i want to move with the left stick game tells me left stick is move also, but nothing happens ....left stick does nothing... I can't play in this state unfortunatley. Also no way of getting to the menu once started, have to restart every single time to change menu options. Graphics are good, want to play it but can't due to controls, forward back and rotate only is a very bad idea...fix controls and will be so much better but can't recommend until then.
Hands are at wrong place (at IRL wrist) on oculus making it very awkward to play. I could move only by thumbstick on controller instead of propelling myself using handles or pushing off walls. This makes if quite uncomfortable to play. Audio balance is bit off too, I could hardly hear "the computer" over alarm. Otherwise it is quite nice looking game with interesting sounding idea, but I could not get far before I started to get uncomfortable.
Nice graphics and setting and so much potential - but the controls are horrible at the moment. Homebound is making the same mistakes as ADR1FT before, by making the control patterns too difficult to master: You would have to learn to control your astronaut for at least one hour, but I got sick and quit after 10 minutes. Take a look at Astronaut VR for Cardboard for a much easier movement pattern by using the head rotation and gaze for movement. I could be so easy and enjoyable.
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.