
Into the Darkness VR takes full advantage of VR tech. Your skills will be tested as you uncover the sinister secrets concealed within a secret base, hiding the consequences of the AI experiments of today. Face the many challenges dismembering robots and using realistic physics to your advantage.
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About
Into the Darkness VR takes full advantage of VR technology to not only tell a thrilling story that explores the effects of current technological advancement, but also allow you to fully immerse in an interactive world packed with numerous satisfying mechanics.
What to expect in Into the Darkness VR:
Story Mode: Start an immersive journey spread across six atmospheric levels. As Agent Frank, you’re briefed by CELL Industries to infiltrate a secret base called AARC located in snowy mountains, where you’ll be fighting androids, meeting new fully voiced characters and discovering secrets that lie within – all surrounded by highly interactive environments that can collapse if you take the wrong step. At the end, you might find out that not everything is as it seems at first glance.
Sandbox Mode: Experiment and have fun in a large area filled with many rooms and props, all for your freeform enjoyment. Here, you’re free to do whatever you want, including spawning as many enemies, props and weapons as your heart desires, using the many interactive areas of this level to curate your own explosive experience.
Weapons: Use a variety of guns (pistols, rifles, shotgun), melee weapons (knife, katana, crowbar) and range weapons (bow, shurikens and whatever you find). Want a bigger challenge? Engage in hand-to-hand combat or use dismembered elements of your enemies as a weapon. And if all hope fails, our environment allows you to make improvised weapons.
Enemies: Fight and dismember different classes of androids, all with different attack patterns and skills. While the low level enemies attack you with your fists, higher levels can use melee weapons and even guns, posing a challenge as you venture further into AARC. They are equipped with AI that reacts not only to your actions, but also the layout of their nearest environment.
Economy: Plan your mission and resources carefully. While fighting your enemies, you collect a resource called LUMA, which allows you to craft weapons, ammo and healing injectors called RAMP at the crafting stations spread throughout the levels. Be careful though! These crafting stations are rare and it’s not that hard to run out of ammo.
Advanced physics based combat system: We seamlessly blend IK with enemy animations to make them feel both responsive and realistic during the fights, as they react not just to your actions, but also use the environment to their advantage. More than that, you can also dismember them using hands, melee weapons and guns!
Interactive environment: The world of Into the Darkness VR is not only filled with a wide variety of interactive objects, you can also directly influence and be influenced by your surroundings! Our levels are filled with interactive props you can grab, stack and even break. More than that, there are plenty of landscape elements that can be pushed or destroyed, or might collapse due to your actions. Our mountain levels are also covered with snow with a realistic tessellation and have slippery or windy elements that force you to think outside the box.
Features: As a special agent, you’re equipped with various features and devices to help you on your mission. At the beginning, you receive a special glove that helps you influence your surroundings and enemies, allowing you to warp gravity to push and pull, as well as use slow motion. You’re also equipped with a hacking device used to uncover CELL’s secrets and a special scanning device helpful to find your way around levels or find the weapon you’ve just accidentally dropped in the snow.
Puzzles: Besides your combat abilities, you also need to utilize your skills to solve various environmental puzzles that might block your way throughout the levels. The answers aren’t always so obvious. Whether it’s finding a missing keycard or using your reflexes to open certain doors, as Agent Frank, there’s nothing you can’t do!
Become Agent Frank, a special agent sent on a delicate mission into the heart of a seemingly abandoned base where things aren’t what they seem at first glance. Equipped with state of the art technology, use your surroundings to your advantage, always making sure to check what may be lurking behind the corner.
Face many challenges while slowly learning the gruesome truth of just how far one can go to achieve immortality and gather the profits. Explore a grim view on the near future nested in technological advancement and AI research that have already started today, while fighting through hordes of androids using a variety of tools, weapons, or even just your hands if you feel brave enough to get the limbs flying.
Into the Darkness VR is a game where everyone can find their cup of tea. Whether it’s a fun, contained story, a rich world encompassed in striking graphics or an epic gameplay that allows you to become the biggest badass there is, you’ll definitely find what you’re looking for!
Our game is being developed by a Vietnamese-Polish collaboration between a group of talented people dedicated to bringing you the best experience possible. Into the Darkness VR will be developed in early access to give us the opportunity to implement changes based on your feedback, and will contain a story mode, as well as an arcade mode for those who prefer a freer style of play.
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 39 reviews with recorded playtime.
Reviews
I can't recommend the game at it's current state. Right at the start of the game (before even reaching any main menu), I had massive problems getting the game to start at all. I'm using a Quest 3 with Meta Link, an RTX4080, Ryzen 7 5700X3D & 32GB of RAM. The game always launched with a "fatal error". Thats the message, nothing else and I had to force close the game through the task manager. I tried different methodes to get the game started. The game will even ask you, If you want to launch SteamVR or Oculus Mode. I tried both of them in different ways.. only Meta Link, Meta Link with Meta as the OpenXR Runtime.. Steam Link through Meta with SteamVR as runtime and at some point it worked with SteamVR launched through Meta Link with SteamVR as open runtime. - I tried setting the options in the main menu, pressed the Apply & Save button and yet I had to change the options again, as soon as I entered the test champer (tutorial). - The game felt kinda choppy, eventho I had constant 90fps. I don't know If It's the performance or the character itself getting stuck at micro edges on the ground? - The game askes you to setup the different slots to your liking, which is good! What isn't well done is the fact that you don't even know what slot is what for? At some point I had to put the knive to the first slot, the pistol to the right shoulder and the rifle to the left shoulder. But my slots were in front of me? So.. do I have 5 slots or what? - They ripped the Half-Life Alyx gloves off - or did Alyx rip them? Whatever.. you can argue about that. What didn't fit is the comment of the NPC scientist saying that he did them all by himself.. some sort of easter egg him saying, that he got the idea out of a video game would be cool I guess? - When I ran around with the head of an android, the game randomly pushed me to the side - no idea why. - The game tells you to grab the hacking cable out of your wrists, left or right.. for some reason only left side worked. Maybe because my dominant hand was set to right hand? - At the end of the tutorial, you'll face multiple android enemies to practice combat.. (same happens right at the first mission) The hand to hand combat is just terrible. I literally smacked them full force and yet they just shrug it off. Tried punching them with the head of another android.. they didn't care. Tried smacking them with the grip of the pistol.. they didn't care. - When I entered the first mission zone, grabbing the very first rope, the physics went crazy and launched me left and right as well. - The first jumping & grabbing parkour felt annoying - to say the least. Had to do it three times, because of physics launching me off. - 5 Minutes into the first mission, you'll hear the famous "wilhelm scream", which is funny to hear it once.. but twice in like 10 seconds? Kinda annoying. Not the game for me. Felt kinda let down. It's 17€ in my country - give it a try and try to have fun.
[EDITED] Do not buy at all costs, devs scammed everyone and haven't ever made even a small fix after the release The game is sooo early access, it's said everywhere that it's PHYSICS-based, but the physics here is very poor, almost no impact from fighting robots (except stuttering every tme you hit a robot, while the rest of the game runs smoothly). Comparing to other games with melee combat, this games is the worst (not just because of robots instead of people) The game feels, for some reason, very similar to STRIDE: Fates, except there's no parkour. Lack of sound effects when you ♥♥♥♥ the gun, hit any surface or do smth else. Icepick system is entertaining, but after falling a couple of times because of poor physics i refunded. This game should not just add something new but improve main mechanics greatly, because fighting is almost not entertaining at all. But there's snow physics, and price is much affordable.
This is early access, and feels rough - much work needs to be done optimizing performance, level design, gameplay and much more. I'll only recommend buying this game to support the devs' ongoing game development. Do not buy the game now if you only wish to play a great game. Tested using Valve Index, RTX 3090, i9 10900K and Win10.
I WANT to give this product a Yes! I promise. Into The Darkness is on the precipice of being something huge. The pros: Every asset is made with love. The game feels spectacular and looks spectacular. The physics engine is sensible. Interacting with weapons and level assets like ropes feels intuitive and fun. There are some great ideas on display, and the equipment the main character possesses is flavorful. The game clearly has a tonne of potential, and the VR marketplace is crying out for something just like this. The game's UI is diagetic, which is awesome. The player character has Half Life: Alyx-inspired pickup and throw mechanics, which are fun to interact with and intuitive. The player character has Metroid Prime's "scan mode" and interacts with it diagetically, which is super cool. Other mechanical ideas are present that feel utterly unique and perfectly suited to VR. However, as it currently stands in Early Access, there are critical issues that need to be fixed before the game is playable. The structure of the tutorial is primarily to blame, as it is seriously underdesigned. Tutorial Issues: Firstly: At the start of the tutorial, the player is told to arrange their Quick Slots - quick-access inventory slots - on their body 'in a comfortable place'. This is a fundamentally important setup moment, and will effect the experience the player has for the rest of the game, as this decision affects the entire experience of interacting with the gameplay. - The instruction box for this moment grays out the screen, which is design language that implies the player must proceed from the instruction box before adjusting the Quick Slots. However, clicking Confirm on this instruction box actually immediately proceeds, leaving the Quick Slots unadjusted. This caused me to need to reset the whole game. - The player's avatar is not visible during this configuration step, meaning the boxes can be placed inside their own avatar. This caused me to need to reset the whole game again. - Once the player proceeds, the Quick Slots cannot be adjusted. No testing step is provided. - The Quick Slots care about hand orientation and other factors, so may be positioned in unusable places with no feedback provided. This caused me to need to reset the whole game a third time. Related: - No method to pause the game or return to the Main Menu is communicated to the player. Secondly: - During the tutorial, the player is invited to look at gear and weapons before proceeding. The option to proceed without acquiring any weapons is available, and the player is not recommended or reminded to choose weapons beyond a short verbal cue in the previous room. This impacts the next step of the tutorial. Thirdly: - The tutorial includes participating in combat. The player is not given any way to test their weapons or learn combat in a safe environment prior to this. It would be extremely sensible to include a 'firing range', and introduce the player to dismemberment mechanics by ripping something harmless apart, prior to testing these skills. - During this combat, audio cues indicate the player is in a risk environment, and little information about enemies is provided. The experience is simply overwhelming, rather than instructional or tense. It is an extreme introduction to combat, landing far too early in the experience. - This isn't a "get gud" thing. Dropping the player into an extreme experience as one of their first moments with the game cheapens the well-designed escalation of risk that occurs in the first mission and left my expectations ricocheting. Fourthly: - The tutorial does not introduce the player to moving and manipulating the character. It would be sensible to introduce the player to crouching, crawling, jumping, and climbing in safe environments prior to testing these skills in the first mission. --- Once the player exits the tutorial, the game begins. The opening sequence of the game provides vital context to the game's world, and introduces the character to useful and cool mechanics. Putting your gloves on is really cool, and the mechanics afforded by the gloves are huge useful. It would be sensible to have the player experience this prior to engaging in the tutorial, but the events occur in the opposite order. -- The player begins their first mission with a powerful weapon, then engages with a few enemies in live combat at a good pace in a well-designed environment. Unfortunately, while the enemies are an opportunity for the player to experiment with combat mechanics, the availability of a firearm at this point cheapens the opportunity to interact with dismemberment. Exploration is encouraged in the mission, as secret goodies are hidden in certain places. This is great, but the goodies are ammo, encouraging the player to ignore dismemberment and continue using their weapon. -- During the first mission, the player is encouraged firstly to "step carefully" and then to "Run!" past an obstacle. No method to run is communicated to the player, and the need to 'step carefully' prior to "Running!" implies the player should be slow and careful. These mixed messages caused me to fail the challenge and die -- which sent me back to a checkpoint that was several minutes old. -- I spent the whole experience frustrated with interacting with my Quick Slots, which rotate around the player in world-space according to the orientation of the player character's shoulders. Reaching for the Quick Slots, however, drags on the character's shoulders. This meant that the act of reaching for the Quick Slots caused them to rotate around the player. This is one of a few highly-apparent frustrations with the player character's rig, which constantly feels dragged off-orientation compared to the player. I stopped playing at that point and I'm considering refunding until the game is further baked. There are some excellent ideas and a lot of love here, but I fear the game designer may be blinded to the need of new players to be introduced to the game's opening moments in a way that opens them up to the experience with confidence.
terrible, dont ever buy, worst vr game ive played
The game's physics are not as you might expect. Weapons have no weight and feel janky to use. Ropes don't work and break. The game straight-up soft-locks itself on the first level due to ropes glitching out. In its current state, the game is unplayable. Definitely refunding.
It is a neutral-positive review. Needs much work to be comparable to Boneworks. Right now it feels like a sluggish clone of Boneworks with Half Life Alyx game mechanics. Could be a good VR singleplayer alternative to Boneworks. The things that frustrated me were subtitle text boxes, that had a colored background and were covering everything behind them (including hands), and no intuitive way to pause (I did not find the button nor button combination to go to the pause menu, at least to change settings), had to "Exit Game" through Steam VR overlay. It is EA, so there were no big expectation, but the game feels good, just needs to cook more. For now, I decided to refund it.
Review zu "Into The Darkness VR" – Ein Lichtblick mit Schattenseiten Zunächst einmal ein großes Dankeschön an den Entwickler für den Key – es ist immer etwas Besonderes, ein Spiel direkt vom Team selbst zu bekommen, vor allem, wenn man es schon seit Jahren verfolgt. Grafik & Atmosphäre: Die Grafik ist wirklich beeindruckend! "Into The Darkness VR" schafft es, eine dichte, atmosphärische Welt zu erschaffen, die visuell absolut überzeugt. Die Umgebungen sind stimmungsvoll, das Lichtspiel ist klasse, und man merkt, dass hier viel Liebe zum Detail eingeflossen ist. Steuerung & Bugs: Leider hat das Spiel derzeit noch mit einigen technischen Problemen zu kämpfen. Besonders frustrierend war für mich, dass ich das Hacking-Kabel an meinem linken Arm nicht herausziehen konnte – dadurch musste ich über 40 Minuten neu aufnehmen, weil es schlichtweg nicht weiterging. Auch das Verschwinden der Waffe im Schnee, ohne Möglichkeit, sie wiederzufinden, hat mich einiges an Geduld gekostet. Die Steuerung fühlt sich teilweise unausgereift an, was den Spielfluss stark beeinträchtigen kann. Entwicklung & Potenzial: Ich erinnere mich noch gut an die erste Demo vor etwa vier Jahren – die war schon damals vielversprechend. Seitdem ist viel Zeit vergangen, und das Spiel befindet sich weiterhin in Entwicklung. Der Entwickler meinte, dass es noch etwa ein Jahr dauern wird, bis das Spiel final ist. Das erklärt auch viele der aktuellen Probleme. Sprachausgabe & Zugänglichkeit: Leider gibt es bislang keine deutschen Untertitel, was für viele Spieler ein Hindernis darstellen könnte. Hier hoffe ich sehr, dass im Laufe der Entwicklung noch nachgebessert wird. Fazit: Trotz aller Bugs hatte ich Spaß mit "Into The Darkness VR". Das Spiel hat großes Potenzial und bietet eine faszinierende Welt, die Lust auf mehr macht. Der Preis ist in Anbetracht der langen Entwicklung und des Umfangs noch in Ordnung. Wer Geduld mitbringt und bereit ist, über technische Macken hinwegzusehen, sollte dem Titel definitiv eine Chance geben. Ich bin gespannt, wie es in einem Jahr aussieht – das Fundament ist da, jetzt braucht es nur noch den letzten Feinschliff. Wertung: 6.5/10 (mit Potenzial für deutlich mehr nach dem Feinschliff) Danke Lg HundelungeVR https://www.youtube.com/watch?v=XwjFe8E8HSM&t
Really wanted to actually play this game but unfortunately I can't. Spent the last hour trying to launch the game through virtual desktop on my quest 3 just for it to keep giving me critical errors. Unfortunately in its current state I just can't recommend anyone trying to attempt playing it cause it'll just lead to massive headaches. This is getting refunded.
Hey Leute, heute habe ich Into The Darkness VR gespielt – ein PCVR-Spiel. Ich habe das Spiel getestet, inklusive Tutorial, Seilrutschen vom Heli, Robotergekloppe und einem Crash zurück zum Desktop – und spoilerfrei: Das Ding ist... sagen wir... eine wilde Mischung aus Physikspielplatz, Kopie und Chaos. Der erste Eindruck: Physik, Baby! Los geht's direkt mit einem ziemlich coolen Einstieg (nach dem Tutorial, in welchem man sehr gut die Grundlagen der Steuerung lernt). Man hängt sich mit echten Greifbewegungen an ein Seil vom Heli runter, klettert an Kanten entlang, zieht sich an Vorsprüngen hoch – und merkt: Die Entwickler haben hier wirklich viel Liebe in das Physik-System gesteckt. Das Greifen, Klettern, Schwingen, selbst das Werfen von Gegenständen fühlt sich super organisch an. Wenn euch sowas gefällt – wie bei Boneworks – seid ihr hier auf den ersten Blick gut aufgehoben. Und ja, Gegner lassen sich teilweise auf wirklich kreative Weise zerlegen. Fuß abschießen? Kein Problem. Arm abhacken? Auch drin. So weit, so spaßig. Steuerung, UI & Technik: Licht und Schatten Was das Menü angeht: Sprache, dominante Hand, Lautstärke – alles da. Leider hat das mit dem Speichern meiner Einstellungen erst beim zweiten Mal geklappt. Und das ist leider nicht der einzige Bug. Denn: Das Spiel ist abgestürzt. Mitten in der Mission. Und als ich wieder eingestiegen bin, durfte ich feststellen – Autosave ist hier eher selten gesetzt. Zurück zum Anfang des Abschnitts. Nervig. Da merkt man, dass die ganze Sache noch nicht ganz rund läuft. Gegner-Design: Von gestern Ein echter Wermutstropfen ist die Gegner-KI. Roboter tauchen oft einfach random aus dem Boden auf, verhalten sich vorhersehbar dumm, werfen permanent Steine (selbst wenn du 200 Meter entfernt bist – und sie treffen!), und laufen meist einfach nur stumpf auf dich zu. Das fühlt sich leider mehr nach 2005 an als nach moderner VR-Experience. Hinzu kommt: Die Roboter sehen sich alle zum Verwechseln ähnlich. Viel Abwechslung? Fehlanzeige. Das hätte echt mehr sein dürfen. Eine echte Gegner-Variation, unterschiedliche Verhaltensmuster – sowas fehlt hier komplett. Level-Design: Linear, gescriptet, uninspiriert Wenn man "linear" und "gescriptet" googelt, müsste eigentlich ein Screenshot von Into The Darkness erscheinen. Du läufst einen Weg entlang, triggerst einen Spawn, ballerst, sammelst Munition, gehst weiter und wieder von vorne. Das wäre ja okay, wenn das Leveldesign spannend wäre. Aber auch das wirkt eher lieblos zusammengeworfen. Keine cleveren Rätsel, kaum Abzweigungen, null Exploration. Ich hab oft das Gefühl gehabt, einfach nur durch eine Tech-Demo zu laufen, statt durch ein vollwertiges Spiel. Inspiration oder Kopie? Und das bringt uns zum Elefanten im Raum: Das Spiel kopiert an vielen Stellen sehr auffällig. Die Spritzen-Heilung? 1:1 aus Half-Life: Alyx. Der Gravity-Glove? Ebenfalls. Roboter auseinanderreißen wie bei Robo Recall? Check. Boneworks-Physik-Feeling? Auch das haben sie versucht. Klar, gute Ideen darf man sich gerne "inspirieren" lassen – aber hier fühlt sich das Ganze eher wie ein Baukasten aus verschiedenen Kopien an, ohne dass ein stimmiges Ganzes draus wird. Fazit: Viel Potenzial, leider verschenkt "Into The Darkness VR" will viel – schafft aber wenig davon wirklich gut. Die Physik macht Spaß, keine Frage. Wer Bock auf ein paar Spielereien mit Roboterkörpern und Schwerelosigkeit hat, kann mal reinschauen. Aber wer ein durchdachtes VR-Game mit Story, Abwechslung und Politur sucht, wird hier enttäuscht. Die Gegner sind dumm, das Leveldesign uninspiriert, und insgesamt fühlt sich das Spiel oft mehr nach Proof of Concept an als nach fertigem Produkt. Wenn ihr Lust auf ein ausgereifteres Erlebnis habt: Boneworks, Half-Life: Alyx oder zur Not sogar das gute alte Robo Recall machen’s besser. Into The Darkness VR bleibt – trotz guter Ansätze – eher im Schatten. Hier könnt ihr mein Video dazu schauen: https://youtu.be/0PWlEM7hUH4 Gruß Thomas
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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