
The original VR-ONLY ghost-busting, roguelike. Trap ghosts, dodge spells, loot chests, find hidden items, and explore an infinitely shifting haunted tower.
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The original VR-ONLY ghost-busting, roguelike.
Tested on: Vive, Rift, and Quest 2 (Link). Not tested/unsupported on newer headsets.
Something paranormal is sweeping through the town of Weirdwood. Dust off your gear and climb an ever-changing haunted tower. Capture phantoms, search for hidden totems, and discover powerful items.
Designed from the ground up for hand presence, room-scale dodging, and VR comfort.
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
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Problem In A Nut-shell:[/h1] In its current state, Spectro VR is NOT a rogue-like game. Unlike a properly structured rogue-like game… winning here isn’t a function of effective skill and resource management. Instead, it’s an act of pure chance. It’s basically a slot machine with extra steps. Later stages REQUIRE a weapon that can make short, quick work of each ghost… AND handle more than 2 ghosts at a time before needing a refuel. For that, you need at LEAST a weapon with 4's in power, speed, and capacity. After that, you’ll need ‘heart upgrades’ and ‘health potions’ out the wazoo… why? Because Mob Spawns at later stages throw out an impossible barrage of projectiles in close quarters. There is no dodging that mess. You WILL be eating their attacks. You need Hearts and Health to weather the attacks. You NEED a stronger gun, heart upgrades (and potions) for the tougher mobs. If you do NOT get these items early on, you will NOT win later. You are MATHEMATICALLY GUARANTEED to die without them. It’s that simple. You absolutely CANNOT win without these items. [h1]Buying Items:[/h1] Standing between YOU, and getting these items CONSISTENTLY… are ‘Spirit Shard’ Stores. These are secret supply spots. They readily stock all the items you NEED to survive (for a price). Fair enough… …Except the stores do NOT accept gold coins. You know, gold coins? Those things you’ve been vacuuming up ALL NIGHT (apart from ghosts)? Instead, they only accept ‘Spirit Shards’. But the ways to earn any actual shards are SUPER-RARE, with low pay-out. You see the problem yet? Imagine how infuriating it is to see items you NEED… FOR PROGRESSION… hovering directly in front of your face… in a store… with NO WAY to obtain these items, despite a sack full of coins on your person. Why? Because of an ‘arbitrary decision’ to make gold a currency the store can’t honor! There isn’t even a way to convert gold into shards for when you’re in a pinch! They give you an ANNOYING ABUNDANCE of these ‘Spirit Shard’ Stores to find…but without sufficient opportunities to earn currency the store accepts…you are FORCED to abandon items you absolutely NEED. If you can't BUY these things, your only recourse is to ‘HOPE’… Hope that you find PROGRESSION NECESSARY ITEMS in a treasure chest(s) somewhere. Good luck with that! [h1]Finding Items: [/h1] After dozens of playthroughs… I was only ever able to find the items I needed… ‘in-the-wild’… just ONCE! Skill and resource management had NOTHING to do with it. I was just LUCKY. Every chest I found in the first 3 floors gave me an item I needed: • I got 2 heart upgrades IN A ROW, in one level! • I had multiple AWESOME gun spawns. ACTUAL trade-ups (not just ‘comparables’ or ‘downgrades’). And I got them EARLY ON. • That run-through had an UNUSUALLY HIGH number of challenges to earn Spirit Shards from. • I had stores that frequently stocked weapon upgrades and large health potions. • I had LOADS of locked doors on the later floors… allowing me to ‘control’ and ‘pace-out’ the introduction of Mob Spawns. Pure chance handed me EVERYTHING I NEEDED TO WIN on a silver platter. To be clear, this is NOT the norm! Again, this was after DOZENS of playthroughs. Most of the time, you’ll be forced to proceed to the next level… ill-equipped… and promptly die. These conditions almost NEVER happen on their own, let alone ALL AT ONCE! Look, I don't mind a game that deals you a 'tough' hand, but this is different. Most of the time, I can't get stuff I need for the game to function in a balanced, playable manner. Your starting gun is extremely slow and underpowered. Mob spawns soon happen at a rate and number that far out-pace your default weapon's capabilities. So, what happens if: 1. You CANNOT upgrade your weapon/health. 2. Swarms spawn in levels with almost ZERO candles? You're screwed, that's what! There you are… still armed with your base weapon at Floor 5… fighting 4-5 ghosts at a time… …Your base weapon handles only 1-2 ghosts at a time before crapping out. You WILL run out of juice. You WILL need a candle. You’ll trap 2 ghosts, then run around the level, desperately searching for a candle… ANY candle… (activating more mobs along the way). You’ll find ZERO candles. Finally, you’ll get swamped and die in a dead end by a firing squad of ghosts trailing behind you. Die. Rinse. Lather. Repeat. • Every playthrough gave me an abundance of Shard Stores and no way to earn Spirit Shards. • Every playthrough gave me weapons comparable to my base weapon, or lower. • Every playthrough spawned ZERO heart upgrades. • Every playthrough had me dying the SAME way. Most of my playthroughs had me reaching Stages 5 without finding a single usable upgrade... And then dying when they introduce you to Mob Spawns… with almost ZERO candles. [h1]Back To That GD Lobby: [/h1] You’re going to die… A LOT. You’re going to go back to that lobby… A LOT. You’re going to spin 180 just to start your game… A LOT. You’re going to walk the SAME paths (within that room) to access individual UI functions… A LOT. Whether it’s starting a game… Buying a start-up mod from the computer… Or offloading your ghostly haul for the day… All of these are separated by walking and spinning the SAME WAYS. Every. Single. Damn. Time. See how that *might* get old? As much as I like the ‘environmental theme’ of the lobby… I’m a MUCH bigger fan of lobby/menu structures that let me QUICKLY set-up the parameters of the game I’m about to play… Ideally, you want to eliminate as much repetition as possible after dozens of playthroughs: Just click… click… START! [h1]How Can You Fix This Game? [/h1] [b]The chest pay-outs need to be tweaked[/b] - Health potions of varying sizes should just ‘spawn naturally’ in the game world… NOT in chests. This will increase my chances of finding items in chests I actually NEED to progress (hearts/guns/upgrades). [b]There are NOT enough ways to earn Spirit Shards[/b] - I like a ‘challenge’… but once in a while throw me a fricking bone, eh? The ‘obvious fix’? Give me more Statue Challenges. They’re far too rare, and payouts are too small. The second ‘obvious fix’ is to just let me retain Shards for other playthroughs (at a strict cap). The less obvious fixes for Spirit Shards? Try these on for size: • A Ghost Type that drops a Spirit Shard or two on occasion. • Make chests/suitcases have a small chance of giving you a ‘varying pile’ of Spirit Shards. • Allow me to convert coins to Spirit Shards in a pinch, at a ‘per-playthrough’ conversion cap. • Raise the coin cap… make the raises a permanent upgrade, based on ‘highest floor reached’. [b]You could keep the current lobby[/b] - But move my Player Spawn Point… so all the available lobby UI functions are in FULL VIEW to me. Then increase my effective cursor distance to make these reachable from across the room. Or… [b]Change the lobby environment[/b] - So all functions are right there, DIRECTLY IN FRONT OF ME. Maybe I spawn at a desk facing the door, within ‘arms-reach’ to the wall panel? [b]If you keep the Lobby Computer Store items ‘single use’[/b] - increase/remove the gold cap. Don’t make further coin collecting (past 999) a pointless activity. Reward it! [b]If you make Lobby Computer Store items a ‘permanent upgrade’[/b] - add an option toggle that lets us play the game at ‘default settings’. [h1]Game-Breaking Bugs/Glitches: [/h1] [b]***WARNING: The Save State System Is EXTREMELY Broken***[/b] [b]Exiting to Main Menu (NOT to Desktop) saves your game consistently [/b] – But there’s a caveat… you have to do it IMMEDIATELY after reaching the next floor. You can’t do ANYTHING to the level… don’t even open a door. [b]Doing so WILL corrupt your save upon exit[/b] – The next time you load up… doors are 100% unresponsive… ghosts half in floor. Stairs, or exiting to Main Menu (or Desktop) break the game entirely. [b]Exiting to Desktop from the pause menu WILL break your save [/b]
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There's a lot of things I like about this game but there's also a lot that I don't like about it so I would recommend you buy it on sale if you want to try it. Visually I absolutely love it but what looks like a game that is made for little kids and would be easy is actually very hard and it gets real frustrating real quick. Supposedly you can get some kind of upgrades or a better gun or something but I just cannot see how it's an easy thing to do. Really I just want to have fun going around getting ghosts but it's actually quite difficult. Not even an hour into the game I have a headache and I'm annoyed. You're probably wondering why I even bother to give it a thumb up but it's because I really do love the graphics and I like the game I just think they made it too hard. Hopefully they will add an easy setting.
Spooky cute Vr, part hide and seek, part hidden object game. HO in VR is quite a fun idea actually. We all know that Busting Ghosts makes you feel good. Procedural level generation for replayability https://youtu.be/hpo1_6nmUvw
Okay so I've played this game a lot almost 3 hours at the time of this review. Now I love the art style and the music and It's very luigi mansion vibes. I keep coming back to it but it has one thing that drives me up the wall. That is the lack of savable progress. I don't mind starting over at floor 1 in arcade games. Sometimes that is exciting and leads to much more satisfying moments when you get further and further what bothers me is the loss of progress. Any thing other than coins is lost. which means any gear, upgrades or any better gear is lost and you're back to square one. That is the most frustrating thing to me. I want to be able to build and be better but it feels like I am always starting from scratch and making no real progress. To get better guns you have to complete challenges but you don't keep the tokens from the challenges if you die which means saving for a better gun which only lasts until you die in the house is impossible. Even buying a better gun in the shop disappears which makes saving for that big purchase worthless. That kind of lack of progress drives me up the wall and I don't think it's discussed enough. If repitition without progress is your thing then fine.
I love so much that this isn't scary at all, because I love spoopy genre stuff but hate jumpscares and frightening lighting etc. So much fun.
We need a great Luigi's Mansion-like rogue-like game. Unfortunately this is not it. - Index controller implementation is very underwhelming - The music score is terrible, has no charm, is repetitive and you'll want to turn it off permanently after the first few minutes - There's no sense of immersion: there's no walking into the mansion, you just start inside. - When going to upper floors, you don't get to walk up the stairs, you just move into a wall image, and then the game places you upstairs. Why? - On the ground floor, look outside the window and you get a very boring blob image showing you're already floating high up in the sky someplace. There's no spooky ground, trees, night sky to look at it. Nothing. - Each time you go upstairs, the game slides your body inside the room to start the next level. VR games should NEVER slide the players body like this. - Every room is extremely tiny - i.e. claustrophobic. I wish the dev goodluck on his next endeavor. I know making these games is not easy.
[h1]Played Using Oculus Rift S + Touch Controllers[/h1] (Check out my first look at the bottom of this mini-review) I received this game for free, but my opinions are my own. This was not a paid endorsement) Within the first few seconds of gameplay for Spectro, my very words were" This is like Luigi's Mansion in VR." I feel like that is a great summary for Spectro. From attacking ghosts with your Ghostbusters-Esque beam, and sucking them up with the same tool using the grip button. It is what you'd expect from a game that focuses on ghostbusting. It doesn't end there. You are being challenged to make it to the top floor of the mansion to retrieve the Mask of Okeem in this roguelike game with added replayability due to this mechanic. not only that but you are also able to find coins scattered in each level which allows you to purchase upgrades each time you return to your home base. To top it all off there are challenges on each floor that gives special emblems which allows you to buy upgrades while inside the mansion itself! Let's not forget the ghosts themselves! Fighting ghosts is really fun and can be really intense. Duck, bob and weave out of the way of their blasts as they try to defend themselves from the threat that has entered the mansion. (You!) There are also a couple of modes of movement for all types of players, from teleporting to free movement. there should be something to suit everyone that plays VR. It's not all sunshine and rainbows, however. I personally had an issue playing this game, when I played Spectro through Steam VR with my Rift S headset. I couldn't access my menu (default B) after completing the tutorial. This soft locked me until I restarted the game through the Oculus app itself. So this is something to keep in mind if you are a Rift/Rift s owner. Overall I would highly suggest this game as it has a lot of good points with no real downsides gameplay-wise. I would highly recommend this game to anyone that wants something new for VR that has a lot of replay value. Check out my first impressions here: https://youtu.be/a92-y5R5EMQ
I wanna start this review by saying that this is my favorite VR rougelite to date. I've played a lot of great rougelites in my day and this is the only one for VR That really sells it for me. The fact that this game isn't fully done yet is almost totally unnoticeable if I didn't read the patch notes. On top of already being a pretty solid game, the cute-but-scary and Luigi's Mansion-esk vibe that I get here is just immaculate and very charming. Environments feel like they have a "spooky" aesthetic without being a rougelite horror game and I wouldn't have it any other way. The menu's are relatively intuitive and snappy, all the SFX feel appropriate and great, the gameplay is addictive while still feeling relatively new with each playthrough. Also, for those of you more inclined to play seated, the game will automatically adjust the level to your height when you pass through any loading screen :) so you can play in your epic gamer chair B). If you have the money, SPEND IT ON THIS GAME and support the awesome work of the developers! I'm excited to see more from this studio in the future! ------------------------ Now, if I may, i'd like to offer some suggestions and constructive criticism for the developers (assuming that they see this). You can stop reading now if you're uninterested in. This game, as lovely and fun as it is, is an INSANELY steep hill to climb. Upon starting a new run, items in the pre-game computer shop cost SO much in my opinion and really only lend themselves to be used on maybe 1 or 2 items at a time in a single non-coin-grinding playthrough. And believe me, you NEED that boost. This also leads into my next issue is that the RNG can be brutal. I've died many many times simply because I was never given any totem trials on earlier levels in order to get the shards needed for any sort of weapon upgrade later on and wound up on floor 7 or 8 with an un-upgraded starter blaster. I think a way of fixing this at least somewhat may be to remove potions from the chests "loot pool" of items along with also lowering the average shard cost of items in hidden bookcase rooms. Another thing is BOMB GHOSTS. They are chaotic beings of utter destruction. Most of my runs only induce panic or stress because of these nightmarish creatures. The bombs' splash hit radius is pretty hard to see at a glance and also does a wildly inconsistent amount of damage while also hitting through walls and doors most of the time. They wouldn't be as much of an issue if it weren't for the SWARMS of them at later levels. I've been been stuck in one room continually closing the door and cowering just because doors would keep opening on their own on the level making huge clumps of 5 or 6 in one room (not to mention other ghosts). The solution would be to dispatch of them earlier on before it gets hectic but that leads back into my other point about how brutal the RNG can be not getting any items that make you stronger in order to clear rooms swiftly. Also, I haven't seen matches in order to light candles at all until I saw them in the shop. If they're only shop exclusive I'd be very sad because it can be quite rough exploring 3+ rooms and still only having one candle for the floor. Enough balance issues, now I'll just describe stuff that I think would be great to see in the final release. First off, MORE USES FOR THE FLASHLIGHT! It feels like just an aesthetic thing to have rather than a tool that services gameplay because it has no real function other than to illuminate scenes. The issue is that all the interactable items in the room are visible without it being turned on at all. If there was a use such as objects that only appear when you have your light on them (secret items or doors) which would make exploration more rewarding. Or possibly way to stun ghosts or increase crit chance with it pointed toward them would be awesome and make combat more diverse. Also, If development hasn't already begun on this aspect, maybe more distinct noises for different types of vaccuums? I think it could add a bit more personality and life to the game feel and sort of give a sense of progression (like hearing the power in a later game vaccuums' sound as opposed to the starter one.). If you, Dearest developer or curious patron have read this far, I hope you'll consider and value my critiques of the game thus far. I'd love to see it grow and develop in future updates. I very much enjoy this game and I look forward to the many more hours I'll spend attempting to save Weirdwood!
Really great little hidden VR gem! I'm honestly surprise I don't see this game talked about more often. It's not the prettiest game, but the art direction is consistent and is easy on the eyes. Not to mention it runs smooth and that's what really counts. If you're a rouge-like veteran, it may not blow you away. The progression is definitely there but modifiers and items are somewhat lacking compared to something like Binding of Issac. That being said, this game continues to receive updates and I wouldn't be surprised to see more complexity in the future. It's also possible I just haven't progressed far enough to see the gameplay evolve further. At the very least, you'll be getting a fun, casual rouge-like with a neat thematic twist and that fits perfectly with VR.
Very enjoyable game! Reminds me a lot of Luigi's Mansion with the art style and I can definitely see myself coming back to it day after day! I do wish if possible they would make some things where you can interact with them with your hands. Pressing a button kind of gets repetitive, it kind of stood out to me after 30 minutes of playing. It's a VR game players are going to want to be able to interact with some things without having to press A. Being able to knock things off of shelves and things like that would also be nice! I hope a few mini-bosses get added and some more types of ghosts, but currently I believe it's worth the price!
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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