
An award-winning roguelike VR shooter with realistic gunplay & immersive light magic. Ascend the ranks of The Light Brigade to unlock new weapons, upgrades, classes, and abilities as you fight to restore light to the darkness.
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About
Enlist in the ranks of The Light Brigade, humanity’s last line of defense, and journey through procedurally-generated battlegrounds as many times as it takes to free the souls of the fallen trapped within.


Realistic gunplay inspired by historical World War weaponry creates tense battles against increasingly difficult enemy soldiers, creatures, and bosses. In VR, aiming, shooting, and reloading bolt-action rifles, machine guns and pistols feels highly immersive and tactile.

Powerful light magic pairs beautifully with gunplay. From infusing your rifle's bullets with light magic to raining fireballs on enemy hordes, magic spells complement your rifle by adding more combat tools to your arsenal.


Start your run with a standard-issue rifle and loot for powerful attachments like explosive charms, poison gun barrels, tactical scopes, silencers, and more. If you fall to enemy fire, survive long enough to retrieve your fallen soul or lose your run progress to permadeath.

Cleanse the souls of the fallen to climb the ranks of The Light Brigade and spend rank points to upgrade your weapon, passive abilities, and spells. Unlock new player classes and gain access to new weapons, loadouts and play styles, adding even more variety to your runs.

Loot treasure chests and enemies during your run to collect an array of magical tarot cards, each with unique powers, buff/debuffs and passive abilities. Acquire stronger versions of these cards to create devastating stacking effects.


Infinitely procedurally-generated battlegrounds make each run completely unique, forcing you to traverse carefully through ever-changing hostile environments. Enemy soldiers lurk around every corner, so position and strategy is crucial for survival.

What led to the world's downfall? What do the Obsidian Forces want? Uncover these mysteries and bring the world back from the brink of total darkness before it's too late.

We've been hard at work on future updates and are currently in production on a wide variety of post-launch content. Given the modular design of our roguelike system, it is fun & seamless to continuously add more to the game. So expect new content in the form of new biomes/worlds, enemies, guns/weapons, unlockable player classes, attachments, online features, items, as well as general improvements to the user experience.
If you'd like to stay updated on our development, you can follow along by joining our Discord.
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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, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese
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
Maybe I'm just not the target audience for this kind of title, but by the time I'd finished my second run I was paying more attention to the flaws than anything else. The way that the active enemies always know exactly where you are, that the excessive use of fog doesn't cover up the inconsistent draw distance while making aiming tedious, that the scenery doesn't visually match its collisions for either shots or knocking your "hands" around, that your inventory keeps shifting slightly as you turn, and that there's surprisingly little meaningful variety in weapons, stages, power-ups, or enemies. It almost started to feel like I was trying to be disappointed, but the game unfortunately kept providing. Having now played each class to a minimum of level five, mostly figured out the mechanics (though there are still unexplained elements which are possibly faulty), and cleared 100% of the achievements, it's difficult for me to articulate just where the game went wrong for me - only that I don't like it, and am particularly glad I got it for cheap as part of a bundle. Which is a shame, really. I'd heard good things going in and had high expectations. I just cannot in good faith recommend it based on my experience, especially for the asking price.
This is awful. I don't understand the review positivity. Incredibly sluggish, a strong emphasis on teleportation rather than smooth loco that leaves smooth loco as a huge disadvantage - including it but not balancing the game for it feels like no ♥♥♥♥♥ were given. Combat is extremely slow and clunky, with enemy AI non-existent. They just endlessly fire into walls they know you're on the other side of. Shooting enemies gives no meaningful feedback except colourful numbers popping out of their head until they suddenly drop like their strings were cut. Bosses are trial-and-error, with instant kill attacks that pass through walls without intelligible telegraphing- and as you are encouraged by game design and tutorial to constantly use cover, and as despite its ARPG skin it *is* a first person VR game so when in cover you can't bloody see what limited visual telegraphing the boss is providing for what absurd AOE/wall-penetrating magic ability they'll use next. Environments are extremely small and visually lofi, but not clean - there are a lot of assets that draw your attention like loot (and oh gods there is far too much low-value loot lying around, it's a chore to pick it up), but that are not in any way interactive or meaningful. Worse, most environmental assets do not match their bounding boxes for projectile hits and AI visibility with their visual model at all, so you constantly waste time, ammo and health firing at invisible walls surrounding trees, pillars, walls and so on. However the limited visual feedback means you can't tell this is happening unless you're very close to the point of impact and see the floating decal. It's 2016-grade indie VR with an interesting religious-fantasy premise and far too many bugs and seemingly untested, anti-fun design choices. I'll request a refund, I recommend you try something else. UNDERDOGS is a great alternative from a small indie team if you're not craving a shooter in specific.
There is a phrase that one bad apple can ruin the bunch. The teleporting mechanic in this game is that bad apple. The game has some really cool and well thought out mechanics, but none of them matter if when I need to be in cover, the game's teleport controls make me teleport out of cover right in front of enemies. The second boss makes this issue actually rage inducing. There are a lot of people in the discussions asking for better teleport controls for YEARS and no solution was made by the devs. Because of such a game ruining mechanic being completely ignored, I would stay away from this game and these devs unless this issue is TRULY addressed. Why would you put in so much work just to fail at this small aspect of making the game?
Severely undercooked. Definetely worth checking out at a discount. It's stable and playable, and there's even some progression, but it really just feels unfinished.
Overall, the game is pretty enjoyable, it does have a lot of weirdly and badly design things which I'll get into in a bit, I got this game on sale after eyeing it out for a while, and I thought it was going to be a lot different than it is, it's a stage based game, the maps are really small, you can walk from edge to edge in like 10-15 seconds, and the enemies notice you and attack you the instant you enter their line of sight, which wouldn't be much of an issue if you could move, but this game does something I haven't seen any other VR shooter do, and it's hinder your movement speed based on how you hold your weapon. MOVEMENT: If you aren't holding any weapons, you move at a medium to fast walking pace, if you grab a weapon in your hand, your movement speed slows down, if you grab a weapon with both hands, it decreases even more, and if you get close to what you would consider aiming down sights, you're pretty much walking at crawling speed, which means you cannot dodge, move to cover or peek through corners because you're going so extremely slow, the enemies can't miss you. If you want to peek a corner you have to lower your weapon, or even release one hand from it, peek, and then aim and shoot, because if you're aiming while you peek, you're going so slow, the enemies instantly see you and can shoot and hit you before your eyes leave the cover. INVENTORY: Another thing I really dislike is the inventory, it's a belt that's attached to your waist that overall functions alright, you have an ammo pouch where you store the magazines for the weapons you carry, and depending on your class you get different inventory slots to carry grenades, keys, tools, or whatever other equipment you can find, you also get an enchantment clip, where you can carry the "Enchantments" that's basically a weird futuristic looking gun model that does magic stuff, the problem with this pouch, is that when you move it lags behind you, and I don't mean a little, it flies around you while you move so much that it literally makes it impossible to grab anything from it while you move, so you can forget about reloading while you're moving because it's jerking around so much it's impossible, furthermore the actual interactibility of the belt doesn't match up with it's movement, so even if you manage to grab something from a pouch mid-movement, you're just gonna grab something from a different one than the one your hand is on. And on top of jerking around, it doesn't follow you when you turn as you would expect it to do, when you turn, either using your body or the snap/smooth turning control in game, the pouch stays where it is and doesn't turn with you until you reach a certain threshold and it suddenly jumps around you to a new position, once again making it incredibly awkward to grab stuff from in hasty situations. WEAPON HANDLING: The weapons in this game have the usual artificial VR weight added to them, so if you move your weapon around it will lag behind your hand and then oscilate back and forth until it stops where your hand actually is, this changes depending on the weapon you use (longer ones weigh more) and can be reduced if you grab the weapon with both hands, comming from H3VR, the weapons here feel a bit clunky, they're far too "heavy" in many cases, and if you add the movement debuff you get while holding a weapon with both hands, it ends up feeling a bit awkward to walk around with a weapon on just one hand, and then seeing an enemy and having to wait for the weapon to get to the place your hand is so you can grab it with the other properly, overall making it feel overly clunky for no real reason. The gunplay itself is fine, the recoil can be absolutely uncontrollable in the automatic weapons, so you really have to limit yourself to semi or burst firing, because the weapon will just fly out of your hand, and because it still lags behind it takes like 2 or 3 seconds to be able to actually fire precisely again if you do a longer burst, but in general the weapon feel and handling is pretty alright, reloading, grabbing and racking the weapons feels very nice, and because they have weight you can throw them around and grab them with your other hand pretty easily, your second hand will actually slide on the gun depending on how you're grabbing it, so it feels awesome to handle a weapon with both hands. Note: I did run into a problem with the "sniper" bolt action rifle and the first one, and it's if you're using a headset that uses controller tracking from the headset itself (Quest 2, 3, etc) because of how you grab a rifle like those, your hand ends up directly in front of the headset while aiming down sights, and it can and will make the tracking of your second hand very hard, which will result on your rifle not moving at all when you move your arm, making some of these more precise weapons borderline unusable, but you can bypass this issue by going into settings and changing the verticall offset of the guns (you can also change the angles and offsets for each specific gun type, which is a really cool feature) and just making the rifles sit a few centimetres on top of your actual hand, will help with this issue a lot if you're experiencing it At first the weapons seem a little bit underpowered, but you can upgrade them with points you earn by leveling up your class, or with attachments or cards you get, my first experience with the sniper class was a bit dull, since at first the sniper doesn't even oneshot the first enemies with a body hit, which I kinda expected given how quickly their life scales overtime, and before reaching the first boss, with upgrades it couldn't even oneshot with a headshot, so in a game where enemies can see you and shoot you instantly, and will in many cases just rush you if you're behind cover, having to fight multiple enemies at close range with a bolt action rifle that kills in 2 shots, and that inly has 5 bullets can be a bit frustrating at times, and given the inmensely dense fog that every map has, you can't see anything past a few dozen metres, plus the falloff damage of the weapons also applying to the "sniper" will make the class not really be played as a sniper, but more like just a rifleman soldier with a bolt action, rather than an actual sniper. Overall the rest of the guns (and the bow) feel pretty alright, if you're unlucky with upgrades you might feel very weak as you progress through the stages, but in many cases you'll always get stuff, or you'll be able to upgrade your weapon permanently once you level up a bit and you'll in most cases be able to put up a fight regardless of how much luck you had with weapon trinkets or upgrades in the actual run. ROGUE LIKE ASPECT: I was a bit dissapointed at the card system for the upgrades, given I expected the cards to change up the actual gameplay a bit more, like give you powers or changes to your weapons or how they play (stuff like for example making your weapon have more firerate, shoot more bullets per shot, make the ammo behave differently, like explosive ammo or something like that) but they're seem to just be like... damage buffs, or giving you a chance of stuff happening, like, "+2 damage per shot" or "10% chance of stunning an enemy" or "if an enemy is below 5% health he insta dies" so it doesn't really feel worth it or exciting to get upgrades, and in many cases you'll just end up picking the same ones you did before because they're just better than the rest, the only interesting one I've been able to find is one that makes the weapon reload a mag on it's own once it's empty, you sill have to rack the weapon so you can't even have an endless magazine like I expected you would. It can get repetitive really quickly, but even with it's many issues, it's a fun game to catch if on Sale, you have multiple classes you can unlock (only changes the weapon they use and some stats) but you can have fun trying out the different playstyles each weapon offers.
I primarily played this game on the quest but recently picked it up on steam, hence the short play time, but I have a lot of thoughts about this game, I think the word which sums it up best is "potential", the fundamentals are all fantastic, great gunplay, awesome art style, fun classes, interesting world building (though it could use with a bit more exposition in regards to the story which I still barely understand), but with all that being said, the game lacks in "content" (I hate that word lol) for lack of a better term, which is what makes or breaks a roguelite. More enemy types, more bosses (there are only 3 bosses in total throughout the entire game), more weapon attachments & abilities, more cards (and fun synergies which stem from different combinations) and more levels would go a long way to realising the game's potential. Oh and more things to do within the levels, as it stands levels feel like interesting places that are filled with the same things, you go through the level, find the chest, open all the crates, kill the enemies and move on, I think giving the player a reason to explore the nooks and crannies (such as the addition of secrets, minibosses, quests etc) would really help to add a bit of variety to them I say all of this from a place of love, the game currently feels like it's in a permanent state of early access despite being a full release, but my mind races imagining all of the possibilities, I think the game is already something very special, it just needs a bit more, and in my opinion what the game needs right now isn't more classes (that's one area the game is pretty fleshed out already) but more of what makes a great roguelite fun to come back to time and time again, I'm usually someone who strongly disagrees with the mantra that more = better in a video game, but due to the procedurally generated nature of roguelites/roguelikes having a larger pool of things for the game to draw from goes a long way to giving the game more variety and replay value I would highly recommend this game to anyone looking for a fun VR action roguelite, but as of the time of writing this review I would say to temper your expectations regarding the amount of "content" in the game, I really hope that this changes in the future though
Стрелять неприятно, играть неприятно. По факту это тир, но тебя специально калечат чтобы была сложность. В игре несколько классов. Первый класс который тебе доступен это снайпер с винтовкой. Вот только из-за постоянного тумана ты не видишь ничего дальше 5 метров от себя. Из винтовки невозможно стрелять, если не держать ее двумя руками. Но если ты ее держишь двумя руками ты передвигаешься буквально со скоростью черепахи. Это значит что ты не можешь быстро выйти и выстрелить, или выстрелить и спрятаться в укрытие. Ты либо сидишь за камнем и ждешь пока враги на тебя выйдут, либо выходишь сам и молишься, что по тебе не попадут, потому что увернуться невозможно не отпустив винтовку. Другие классы используют оружие которые по факту пистолеты или пистолеты-пулеметы, но каждый выстрел наносит урон как брошенный камень. В игре есть прокачка и апгрейды, но большинство неинтересные по типу "добавь 2 урона" или "5% шанса что враг замрет на секунду". Плюс они страдают от тех же проблем что и снайпер. Враги тупые до невозможности. Они всегда знают где ты находишься и просто тупо стоят на месте и без перерыва стреляют по тебе. Если тебе повезло и все враги стреляют одновременно то ты можешь выйти между выстрелами, но если враги стали стрелять невпопад то выйти не получив урона ты не можешь. Иногда враги просто толпой бегут к тебе и забегают к тебе вплотную - пережить такое можно только если у тебя хватило патронов убить их всех до того как они начнут стрелять. В игре есть магия, которая с твоей стороны опять же в основном бесполезная и конечная. У врагов магия бесконечная и это всегда "самонаводящиеся снаряды". Иногда "взрывающиеся самонаводящиеся снаряды". Пережить это можно только обнимая камень потому что с твоей скоростью передвижения даже увернуться сложно, а уж тем более выбежать из радиуса взрыва. Кстати альтернативой передвижения в игре есть телепортация - перемещает тебя мгновенно на небольшие расстояния, что могло бы помочь в теории. Но это превращает тебя в живой танк - повернись в сторону, куда хочешь телепортироваться, переместись, повернись на врага, выстрели, повернись обратно, телепортируйся за камень. Что делает неприятный, неуклюжий геймплей еще более неприятным и неуклюжим. Брал на скидке 60% - думал, хорошая сделка. По факту даже такая цена оказалась завышенной
Управление отвратное, я блеванул с него.
🙏 СПАСИБО ГОСПОДЬ, ЧТО Я ТАКОЙ OhUENII 🙏
需要没有vr设备可游玩。if me havnt vr set, let me still play with Keyb and mouse. 202512,steam,steam掉卡掉物抵扣,它处自定义包入的本体约9元。爱人如己,目前就这,看以后追评。
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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