
Omega Pilot is an exciting first-person VR racing game with realistic physics and control mechanics. Compete for in-ring races with other pilots in asynchronous multiplayer and enjoy the view from the cockpit at high speed!
Modeled estimate, not a reported figure. How we estimate →
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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 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
Since May 2022 devs did not deliver support for VIVE headsets, even they promised to add it soon.... almost a year does not sound like soon to me.... Going for refund now. Pitty, this was very promising game, but not now, not for me...
This game has a lot of potential but it was never - and will never be - fully realised. As far as I can tell support for this game has been non-existent for years, which would be fine if it still didn't feel like an early access game nearly 2 years later. As far as I can tell, since this game's release the devs have made a whole other VR title and have two more on the way. And this game clearly paid a price to make this happen. Honestly, it feels like an overpriced mobile game (and extremely unfinished), which super duper sucks because I genuinely like the bones of it. This game feels great to play, its easy to learn yet hard to master, it has crossplay with Quest, Trackmania style multiplayer (and leaderboard) AND realtime mp races WITH VC! Honestly really impressive for what (I assume) is a small VR studio. BUT, once you start getting into it you begin to notice all the corners that have been cut to make this happen. Map design and variety: There are just not that many maps in this game. Half of them are just the first maps played in reverse. Additionally, while they are all visually great, they do not all feel good to play. Most of them are extremely claustrophobic and precise. They don't give you a lot of room to move or to try different racing lines. For a game about going as fast as possible, you sure spend a lot of time slamming into walls. I know this is a skill issue (and you do get much better at it), but it would have been nice to have more space to make mistakes - not every map has to punish you so hard for going too fast. Many have invisible / janky hitboxes, glitches that allow you get a head start (although some maps appear to have been patched, but not all for some reason?), walls that are basically invisible, and visibility issues to boot. And the actual level design elements themselves need work. The maps that aren't visually just a tunnel (mostly later maps) do a really poor job at indicating the correct path. These just are not fun to play. Multiplayer: Extremely fun when it works. occasionally you will just be unable to finish the race in a live lobby and will be forced to Alt+F4 because you **cant leave or restart a lobby or the game from inside a multiplayer lobby**! Very annoying. When actually racing in realtime multiplayer, something about the netcode or timing system just seems broken. Players will appear behind me but still come first and vice versa. Your times aren't even saved in realtime multiplayer, so they won't go on the leaderboard if you beat your PB. This is maybe because they just don't seem to be accurate at all, so better leave them off just in case. Asynchronous multiplayer has issues too. WHY. CAN'T. I. TURN. OFF. THE GHOSTS? They are sooo annoying, and on such tight maps (looking at you, Olympus) you are just screwed because you can't see the f**king track. Controls: The controls are fine, and the tutorial does a decent job at teaching them. Nice! However, it would have been nice to offer more options when it comes to calibrating sensitivity. Personally, I would love to be able to adjust the different axes. Additionally, the option for a virtual joystick (ie Vtol VR) of some kind would have been nice, and would have gone a long way to making this game feel more immersive and - frankly - like some effort went into it. Ultimately, I have had a lot of fun with this game. There aren't a lot of games like it - somehow. But actually trying to get better feels more frustrating than fun at this point, and I'm left wishing for a game that is basically this but actually finished. To the devs - if you actually read this - please don't give up on this game. I actually think you've struck gold here, but as it stands the opportunity feels squandered. I feel like with some work this could actually be the "Trackmania of VR," but right now it really isn't worth the money or time investment.
[strike]Great game. At least for the first two tracks. After finishing the second track the game fades to black and i have to quit. Playing on Index. [/strike] After my initial problems i refunded the game. But when i saw that a developer actually cared i bought it again hoping the problem would be fixed :) And after the newest update the aforementioned problem is gone. There's still jank but the game is a lot of fun so thumbs up!
This game is horrible the controls are unusable and the price is a scam this game isnt worth more than 5 dollars
No HOTAS or gamepad support at release. I purchased with the hope it'd be soon, but the game is still unplayable without tracked controllers.
Purchased the game but cannot play it. I'm using Rift S on Steam VR. The game loads on PC but doesn't initiate in VR. It just loads forever
It took me a little more than an hour of playing to get used to the controls, but after learning them, I get to actually enjoy speeding down straights. If you're new to vr, don't. You'll probably get sick XD. Would really love more skybox levels, I wanna cloudsurf!
Does not allow recentering. Horrible oversight. Can't even play the game.
I really tried, but this doesn't work for me. One hand to do all rotational controls is way to complicated. The piloting test with just going straight took me half my playtime. The very first track makes me really sick, I think because it's to fast paced for me. Also, after playing the virtual hands lose all tracking and tumble weirdly around.
an sich eine tolle idee, spiele wie "wipe out" oder "f-zero" auf vr zu bringen, aber die umsetzung ist eine frechheit. die steuerung funktioniert kaum, bzw stellt sich die frage wie man auf die idee kommt die motion control nafür zu verwenden.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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