
An abandoned amusement park, a tangled memory, a family shattered by the Great War… Discover an intense story in this redirected-walking VR adventure in which every step counts.
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About

The Amusement is a narrative VR adventure game in which you play as Samantha Burkhart. Sent by her mother to check her late-father’s abandoned amusement park, she is quickly facing complex childhood memories, as she uncovers and solves mysteries hidden in the park. Your exploration of the park uses redirected-walking techniques translating every real-life step into the game, creating an intense and fully immersive adventure.

Following her mother’s wishes, Samantha visits the old amusement park left behind by her father for one final inspection: a magnificent maze, the ruins of Atlantis… and of course, a Roller Coaster! Each attraction becomes an opportunity for Samantha to recall fragments of her childhood, marked by the turbulent relationship between her parents, Bridget and Hans. The latter died in the Great War, but still haunts Samantha’s thoughts. The park is heavily inspired by Luna Parks from a 1920s post-war period, providing both the setting and aesthetic of a game in which sorrow and nostalgia are tightly intertwined.

The Amusement is a VR adventure in which you fully embody Samantha, exploring the park as if you were truly there. Interact with the environment and dive into Samantha’s memories to uncover her story. The game uses redirected-walking techniques, translating every real-life step into in-game movement, adding an immersive and intense dimension to the experience.
In addition to walking, The Amusement also offers a variety of locomotion techniques including climbing, swinging, or riding carts. You can climb to dizzying heights or lose yourself in a twisting labyrinth, turning a routine inspection into a multisensory adventure.
A standard 2x2 meter playspace is all you need to walk around freely and explore the game's environments without controller-based movements. Players with smaller playspaces also have the option to explore the park with teleportation or smooth locomotion.

To explore the park and Samantha’s memories, you’ll have to solve various puzzles scattered throughout the attractions. You can pick up and manipulate many objects to search for clues and trigger intricate mechanisms to unlock new paths through the park.
Exciting puzzles, mysteries, and tasks are waiting to be solved — all by elevating the most engaging and fun interactions that VR has to offer.
A vast amusement park filled with richly varied environments
Redirected-walking techniques for an immersive multisensory exploration
A deep and complex story about family relationships
Vintage settings, drawing from 1920s Luna Parks
Interactive puzzles based on holistic thinking and engaging object manipulation

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
I really wanted to like this game, but in its current state I can’t recommend it. The biggest issue is that it *screams* “Quest port.” Low-quality cardboard textures and simplified environments constantly break immersion. Visually and artistically, it just doesn’t have the charm or atmosphere that most VR games of this type usually deliver. The audio-visual presentation feels very flat overall. Mechanically, the gameplay also gets repetitive fast. You find a yo-yo early on and then spend a huge portion of the game throwing it at things to unlock progression. That’s basically the core interaction for hours. It gets old pretty quickly and feels underdeveloped. There are also bugs here and there, but the one that finally killed my motivation happened in Chapter V. Whenever I stop using the grappling hook, it no longer returns automatically to my inventory like it did in previous chapters. Instead, it just hangs in the air and slowly falls downward, making it impossible to continue because the hook is required to progress. At that point I simply gave up. That said, I *do* want to give credit where it’s due: the room-scale implementation is genuinely impressive. The game lets you physically walk around your real play space, and the environments are cleverly designed to create the illusion of a much larger area through maze-like layouts and smart transitions. That part honestly works really well and deserves praise. Unfortunately, the weak presentation, repetitive mechanics, and technical issues outweigh the good ideas for me.
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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