
ProtonVR is a VR Roguelite Retro Shooter dream-inspired by classic 90s shooters and movies. Customize your weapons arsenal, buy attachments, upgrades and choose your playstyle. Fight commandos, cyborgs, robots, zombies and much more!
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About

An indie solo-developer dream game: Inspired by the 90s vision of futuristic battles, robots, lasers, and space, ProtonVR will throw you into no-nonsense action-movie hero mode.
Face off against ruthless Cyborgs and hyper-corporation Automatons as you navigate through randomly generated levels.
Own your arsenal of over 30 customizable and upgradeable weapons and gadgets to ensure victory over the many threats that await you.
Retro VR Combat Shooter
An Arsenal of over 30 Guns
Awesome Skills and Gadgets
Weapon Attachments and Upgrades
Player Upgrades
Multiple Modes
Procedurally Generated Levels (Rogue Game-Mode) and static hand-crafted Levels
Challenges and in-game Rewards
You are an Auditor for Titan Corporation an intergalactic security , consumer and aerospace company that is greedy to the core.
Your job is to manage threats to Titan Corporation with the employment of company-policy hostile takeovers, projectile incentivization and ballistic downsizing.
Prepare yourself for a challenging and retro pixel-art VR experience.

Commando - Unleash chaos, blasting everything in your path with unrestrained firepower.
Stealthy - Silently taking out enemies before they even know what hit them.
Tactical - Approach every corner with caution, using precision, threat-analysis and quick reactions to eliminate foes with professional efficiency.
Your game, your choice. The game will offer you a chance to test your abilities with the playstyles and builds you come up with.

Unlocked weapons spawn mid-game or you can purchase them. There are over 30 weapons to choose from and customize to your liking. Tools of destruction to bring constructive justice to the grim world of ProtonVR.
Scopes , Holographics, Ironsights, S.M.A.R.T. Targeting Systems...
Grips, Foregrips, Stocks, Shoulder Pads...
Underbarrel Shotguns, Grenade Launchers, Railguns...
Supressors, Muzzle Brakes, Focusing Crystals, Splitter Prisms...
Kinetic Accelerators, Cooling Cowls, Energy Cranks...
External Batteries, Electrical Dynamos...
( ... and more made-up stuff that exists only in ProtonVR! )
Go nuts!
Upgrades can completely change a way a weapon behaves and fires, buy these from Vendor Arcades during your run.
Some weapons allow to have multiple types of ammunition that fire unique rounds, some examples include:
Shotguns can fire Flechette, Dragons Breath, Mini-Missiles, Bouncing Betty, Explosives
Machineguns can fire Armor Piercing, Teflon Rounds, Ricochet or Splitters
Railguns can fire Regular, Rebound or Kinetic Hyper-Penetrators
Blasters and Plasma guns can fire EMP Orbs, High-Density Plasma, Gamma rounds
Ray guns can fire Welding Arcs, Phase Cutters and Disintegrator Beams

The arenas within the game will be open and dynamic with some areas being more vertical, other areas can force the player into close-up action, high places to allow for sniping, open spaces for enemies to attack in all directions and some zones with traps.
Some locations will have unique objectives to blow up, whilst others have zones to defend or capture.
Capture and Defend
Seek an Destroy
Survival (Waves)
Elimination
Incursion
Extraction
In the player's office-space-station, there is an Armory for players to upgrade, customize and test their weapons or throw a bunch of grenades onto far away trash cans.

Join the Community Discord and give your feedback to help make this game and make it your own! (Click on the links on the right)
ProtonVR is inspired by classics like COMPOUND, Doom, and System Shock, with a retrofuturistic cyberpunk atmosphere influenced by Blade Runner.
Legal Disclaimer: This game is a work of fiction. All names, characters, corporations, and incidents are fictitious. Any resemblance to real entities, living or dead, is purely coincidental.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
It's alright, reminiscent of COMPOUND it has the groundwork for something really good but needs ALOT more time in the oven.
I think the gunplay is very nice feeling but has a few issues right now, mostly the bolt action rifle I had a few problems with. Other than that the 2 modes are pretty fun and the game runs very well of course thanks to its simplistic but visually pleasing artstyle. I have high hopes for the future of this game :)
Very rough around the edges as it is now. The game doesn't have a lot of content right now - 2 levels with different objectives and a few enemy types. The guns feel very good, didn't get the occasion to try all of them but the ones I took for a spin felt responsive and fun to shoot. The overall gripping weapons, holstering, clicking buttons, pulling levers, grabbing reload ammo seem to work very wonky at times and feels like the grab hitboxes should be heavily adjusted Buy if you feel like supporting the dev, I will wait for more updates in the future and hopefully the game goes in a good direction
COMPOUND is one of my favorite VR games of all time. And while I know it's cliché at this point to compare this game to it, I feel like it's an unavoidable comparison, especially given the fact that the resemblance is more than intentional. That being said, playing this game really made me feel like I was playing the prototype for a COMPOUND 2. It's everything I like about that game except with MORE STUFF. There are only 2 levels right now, but the guns are there, the enemy variety is there, the dungeon crawling is there. That alone would make this a solid early access title, but then there's the incredibly deep weapon customization / progression system, and the fact that the levels are more than run and gun "kill everything" fests (not that there's anything wrong with those), that adds an extra level of gameplay that I never even knew I needed. Additionally, the game ran without any issues on my Bazzite desktop under Proton (appropriately enough). However, being an early access game, some rougher edges are still unpolished: - Reloading some weapons feels a bit clunky (although I know this is being worked on because the basic pistol has a "hologram" that teaches you how to reload it) - Enemies in-fight way too often, especially the basic "foot soldier" enemy, since they tend to spawn in clusters and turn on each other the instant they take a single hit of friendly fire. I have had entire spawn waves get invalidated because of this. - As mentioned by another reviewer, sometimes it's a bit awkward to interact with the various levers in the game. Additionally, I had some trouble picking up the power cells, as well as loading them in the various receptacles, because they tended to teleport away if I dropped them. - The bolt action rifle feels strangely inaccurate, but that could be a skill issue. The bolt itself is also a bit stubborn - If you reload a weapon with your right hand, the ammo counter is mirrored. - I also had a bit of trouble cross-holstering weapons. I'm right handed so I tend to want to use that hand to fire, but when I reach into my left holster to put away my weapon, it drops on the floor a lot. - There are a lot of screen flashes, and it's not that they cause me discomfort or anything, but they do make it hard to tell when I took damage. I really thought I was gonna die many times over only to look at my health and see it was full. - One time I spawned in the atomics level without a power cell dispenser. I had to restart the game. - Speaking of the atomics level, the rooms are wide open but feel very barren. They need some more decorations. - I don't think I want "kill everything" levels to go away entirely. Every now and then they could serve to turn the brain off and take a breather from the objective-based levels. I don't like putting other people's work down in the process of praising someone else's, but when these issues are addressed, some more content is added, and some polish is done, I have no doubt that version 1.0 of this game has the potential to make COMPOUND borderline obsolete. That's how good this game is starting out. Play it.
This game is just as advertised, a vr boomer shooter that feels pretty nice. Due to this game being in early access, there's just going to be bugs, but the good thing is the bugs that I've encountered aren't awful to deal with.
It's been a long time since I was not enjoying a game in VR like this. 20/20
for 18 bucks i wouldnt recomend it, the game is cool but the gun feeling kinda ruin it, use a weapon in two hand is not really good, same for reload. i know its an early acces but except if its on promotion honestly keep you money and wait for the next update
amazing game that scratches my compound itch almost perfectly. so excited to see where it goes. needs more guns.
[EDITED REVIEW] alright, so, updating my review after some more time of gameplay and some patches. firstly:id like to apologize to the dev of this game for mistaking them for someone else, i should give proper credit where credit is due, this is all coming from the mind of one person and that makes it all the more impressive. i will format this in the form of a compliment sandwich. i will come out and say:even at this rather early phase i think im going to like this game more than compound, art direction is more to my taste, gun feel is better, feels more like stylized guns rather than outright toy pea shooters. i ADORE the more objective based atomics system, actually having things to do, moving around with an objective in mind gives the game a more directed feel, i do enjoy the "clear the room and move on" style of robotics as well, but i appreciate the presence of something that gives you something to accomplish under the pressure of constantly respawning enemies. i also hope that all those empty gun cubbies i see on the upper floors of the armory are an indication of how many guns the dev is hoping to add by the end...because that would be...a tantalizing amount of weapons... now, for the critiques and suggestions for improvement. starting with something small thats really more just personal taste not the biggest fan of the laser gun and the stick of batteries style typewriter ammo, its a bit ridiculously long and makes the ammo counter upgrade moot since you can just eyeball the ammo. and while i LOVE the cyborg and larger robot enemies... theirs a bit of a stylization clash between them the rest of the slightly more serious art style and the smaller, toy-like R.O.B robots, the ones with the singular eyes and the ones with the glass domes they are like wind up toys and more childish than what feels appropriate for the game like the cyborgs look almost like Quake Trogs, augmented to the point of looking more like corpses walking with metal the bipedal robots feel appropriately styled, like corporate tin soldiers. the drones are also fine its the smaller robots that...firstly, are most numerous, which i dont really like and feel too childish for their compatriots, i would much prefer a more serious look for some of the enemies to fit in with the aesthetic of the other enemy types which feel more suited for the cartoony, but still slightly more serious look of the rest of the game. other than that i have no idea what the health syringe storage upgrade does may be something that comes in a later update. this next bit i think is planned to be handled, since its still early, i think a big expansion on different kinds of cells for the rogue like maps would also be great, because as it is right now, its allot of very similar rooms, but im writing this off as VERY early access syndrome, so im not keeping this seriously. my most annoying negative is probably the twisty handle switches/levers, they are...JANKY because the hand constantly reads as switching positions, so i need to wiggle it, its a shame because its satisfying when its a nice, smooth, twist and click. and i simply have no idea what the energy battery things do, havent found a way to use em or what energy does. and lastly my final negative:insane mode...isnt actually that hard in fact the game isnt THAT challenging, which isnt...SUPER bad, i also hope its handled in ways other than "enemies do more damage and you do less." but the enemies are usually rather slow, thinly spread, they dont fire all that much to make it threatening, most of the damage i took was from getting a pod of enemies DROPPED on my head after a completed objective (should probably change the spawning logic a bit for that) so i think more enemies that fire more frequently would probably do wonders at higher difficulties for making it hard to survive, i do want insane difficulty to feel like a struggle for survival. and now back to the positives, the weapon feel? delightfully crunchy, every weapon feels like it has an appropriate PUNCH for its size. i love the upgrade system the obstacle course under the armory indicates that perhaps more mobility will be added looking forward to that. i mentioned it earlier, but i LOVE the more serious looking enemies, the cyborgs, the robots, the drones. perfectly cyberpunk, still got that stylized flare Lacks compound's cartoonish neon pinks and blues and keeps it to colors you could feesibly see on a uniform which i find to be a massive positive because i never really liked compound's weapons and enemy uniforms being neon pink, or generally looking like everyone is wielding toy nerf guns. with this, a double barrel shotgun LOOKS like a double barrel shotgun, an assault rifle, looks like an assault rifle, a bit bulky, maybe, but its recognizable as a gun i do hope they add mutators or some equivalent though i look forward to future updates, whether it be a trickle of features or a massive update, i want to see what this game looks like when fleshed out.
Rough, but very fun, plus it's like 200 megabytes so you can just have this downloaded without much problems, a nice evening. Can't wait until newer versions and more weapons
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