
Lethal VR is an immersive Virtual Reality weapons experience created especially for the HTC Vive by Three Fields Entertainment, creators of Burnout, BLACK and Dangerous Golf. Step into our VR Weapons Range and prepare for your skills to be tested.
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Beware of abandonware Controls really bad on Quest 2 via Air Link and doesn't look like they will be fixed any time soon Last game update was in March 2017
I may have recommended this when it came out as one of the first wave of VR games, but now it's definitely outdated. There's just lots better VR shooters now, and something about the optics kept getting me motion sick, which is a problem I do not have in other games. The throwing weapons are a great way to smack things around the room and your walls, and most of the arcade-style objectives were just not engaging.
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Thank god I got this game for like $3, I genuinely feel bad for anybody who paid more. On top of the very little content, there is a game breaking bug on the house level where a target will not appear and it will automatically fail you, preventing you from progressing to other levels.
its 5 years old and didnt hold up. There are simply way better games avaliable
Man kommt im "killing house" nicht weiter. Scheint wohl ein lange bekannter bug zu sein. Da es dennoch viele geschafft haben, muss es wohl eine Möglichkeit geben, es doch zu bewältigen. Ich habe diese nicht raus finden können. Eine der Figuren bleibt unsichtbar. Und selbst wenn man auf gut Glück in alle möglichen Richtungen schießt, Ergebnis ist dennoch: du wurdest getroffen. Da man das nächste Level nur dann frei schaltet, wenn bestanden, war es das. Also: mach's gut Spiel. Die Wurfmesser haben Spaß gemacht. Aber nur deswegen behalten? Nö.
Lethal VR is a shooting gallery game; Point Blank but takes itself a little too seriously. It's hard - the game play is very arcadey and it lacks the gun customisation compared to say Gun Club VR, but the game modes make this a bit more fun IMHO.
Lethal VR is a compact, arcade-focused virtual reality shooter developed by Three Fields Entertainment and published by Team17 Digital Ltd that strips VR gunplay down to its essentials. Rather than telling an elaborate story or simulating full combat scenarios, the game frames itself as a series of high-intensity training exercises, casting the player as a recruit undergoing weapons certification tests. This approach immediately defines the experience: Lethal VR is less about immersion through narrative and more about immersion through physical interaction, reflexes, and precision. The structure of the game revolves around short, self-contained challenges designed to be replayed and mastered. Across several dozen stages, players are presented with different shooting gallery scenarios that emphasize speed, accuracy, and situational awareness. Targets pop up at varying distances and angles, sometimes requiring split-second reactions, other times demanding careful, controlled aim. Early stages are approachable and serve as a gentle introduction to VR gun handling, but later challenges become far more demanding, pushing players to balance rapid movement with precise shooting. This gradual escalation makes the game accessible to newcomers while still offering a meaningful skill ceiling for more experienced VR users. Weapon handling is where Lethal VR most clearly benefits from the VR medium. Pistols, submachine guns, dual-wielded firearms, and knives all behave differently, forcing players to adapt their posture and movements accordingly. Reloading, aiming, and firing feel physical rather than abstract, and success depends on how naturally you can translate real-world motion into in-game action. Knife-throwing stages, in particular, stand out for how different they feel from traditional shooting, asking players to judge distance, arc, and wrist movement rather than relying solely on aim. These moments highlight both the strengths and limitations of VR tracking, as precise motion control can feel incredibly satisfying when it works and frustrating when it doesn’t. Visually, the game opts for clarity and functionality over realism. Environments resemble sterile training facilities or shooting ranges, intentionally free of visual clutter so that targets are always readable. Weapon models are detailed enough to convey weight and realism, while effects like muzzle flashes and impact sounds provide tactile feedback without overwhelming the senses. This restrained presentation reinforces the arcade nature of the experience, keeping attention focused on performance rather than spectacle. While this design choice limits environmental variety, it also ensures consistent performance and comfort during play sessions. Progression in Lethal VR is tied almost entirely to scoring. Each challenge grades your performance based on speed, accuracy, and bonus objectives, encouraging repeated attempts to shave seconds off completion times or improve precision. Higher scores unlock additional stages and bonus content, giving players an incentive to refine their technique. Local leaderboards add a competitive element, making the game well-suited for short, repeat play sessions or friendly competition among friends. However, the absence of deeper progression systems, customization, or global online leaderboards means long-term engagement depends heavily on a player’s enjoyment of score chasing for its own sake. The pacing of the game reflects its arcade roots. Sessions are typically brief and intense, making Lethal VR ideal for quick bursts rather than extended play. This also makes it a solid showcase title for VR newcomers, as it delivers immediate feedback and excitement without requiring long tutorials or narrative investment. At the same time, this bite-sized structure can make the experience feel limited once all challenges have been completed, especially for players accustomed to more expansive VR shooters with campaigns or sandbox elements. Reception to Lethal VR has often mirrored this focused design philosophy. Players who approach it as a VR shooting gallery tend to appreciate its responsiveness, simplicity, and emphasis on physical skill, while those expecting a more fully featured shooter sometimes come away disappointed by its narrow scope. The game rarely surprises once its core mechanics are understood, but it remains consistent and dependable in what it offers. Overall, Lethal VR is a straightforward and purposeful VR title that excels at delivering quick, tactile shooting challenges without unnecessary complexity. It doesn’t aim to redefine the VR shooter genre, but instead provides a clean, accessible entry point that highlights the immediacy and physical engagement VR can offer. For players looking for a no-nonsense shooting gallery to test reflexes, compete for high scores, or demonstrate VR gunplay to others, Lethal VR delivers a focused experience that understands its strengths—even if its limited ambition keeps it from becoming a long-term centerpiece of a VR library. Rating: 7/10
Varied game modes and with arcade-style game play.
Not what i was expecting
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Momentum
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Audience
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