
Vanishing Realms is an immersive RPG designed exclusively for Virtual Reality. Grab your sword and fight life-sized monsters in epic face-to-face melee combat. Explore mystic domains, outwit magical wards, seek lost artifacts, wield sorcery and steel to take on denizens of the Undead Realm.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*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
The base game is a basic dungeon crawl, but with some nice mechanics. Melee combat allows blocking/parrying, you can climb ropes or chains, and there are traps and puzzles as well as monsters. But it is in the DLC (The Sundered Rift) that the game really finds its stride, with a wider variety of monster types, more mechanics and more story. The graphics are a bit cartoony, but that is ok. The only flaws are sometimes it is impossible to drop items (especially planks for crossing pits and chasms). I once found myself in a battle holding two feathers that I could not drop or put in my inventory). Suffice to say, that did not end well, as the developer had not implemented the "tickle your opponent to death" attack. Highly recommended.
This feels like a proper zelda game in vr. Pros: - The puzzle gameplay and storytelling is very immersive and vr forward. Cons: - As an older VR title, the controls feel a bit dated at this point. Smooth locomotion is available but the teleportation implementation feels like the Note: I think most of my play time was done on another account so my reported playtime is lower than it actually is.
Vanishing Realms, developed and published by Indimo Labs LLC, is a virtual reality action RPG that prioritizes immersion above all else, crafting an experience that feels grounded in physical presence rather than traditional game abstraction. Instead of relying on complex menus or layered systems, it places players directly inside a fantasy world and asks them to interact with it in a tangible, almost instinctive way. The result is a game that may appear modest in scope, but consistently delivers moments that feel personal and immediate in a way few non-VR titles can replicate. The game unfolds across a series of interconnected environments—ruined castles, shadowy dungeons, and forested paths—presented as a loosely structured journey rather than a heavily narrative-driven adventure. Story elements exist, but they are intentionally minimal, conveyed through environmental details and brief encounters rather than extensive dialogue or cutscenes. This understated approach works in the game’s favor, allowing exploration to take center stage. Each area feels deliberately designed to reward curiosity, with hidden items, branching paths, and subtle worldbuilding that encourages players to move forward not because they are told to, but because they want to see what lies ahead. Combat is the defining feature of Vanishing Realms, and it is here that the game fully embraces the strengths of virtual reality. Weapons are not activated through button presses but through physical motion—swords must be swung, shields raised, and attacks carefully timed. This one-to-one interaction creates a sense of immediacy that transforms even simple encounters into engaging, sometimes tense exchanges. Enemies occupy real space, forcing players to think about positioning and movement in a way that feels intuitive rather than system-driven. Success depends on awareness and control rather than statistics, giving combat a tactile quality that makes each victory feel earned. Exploration and interaction are similarly grounded in physicality. Inventory management is handled through a spatial system where items are stored and retrieved manually, reinforcing the illusion of inhabiting the world. Movement is primarily achieved through teleportation to maintain comfort, but the option to physically move within a play area adds another layer of immersion. These design choices work together to create a cohesive experience where actions feel natural, even when they are mechanically simple. The game’s interface rarely intrudes, allowing players to remain focused on their surroundings rather than navigating menus. Despite its strengths, Vanishing Realms is not without limitations. Its overall length is relatively short, and while each area is carefully crafted, the amount of content may feel limited compared to larger RPGs. Progression systems are also fairly light, with fewer opportunities for deep customization or character development. Additionally, some interactions can feel slightly unrefined, particularly when dealing with inventory or certain enemy behaviors, which occasionally breaks the otherwise strong sense of immersion. Visually, the game adopts a clean and functional style that emphasizes clarity over detail. While it may not push the boundaries of graphical fidelity, it succeeds in creating a believable sense of space and scale, which is far more important in a VR context. The environments are distinct enough to remain memorable, and the overall presentation supports the game’s focus on immersion rather than spectacle. In the end, Vanishing Realms stands out as a focused and effective demonstration of what VR can offer when it leans into physical interaction and presence. It may not deliver the breadth or complexity of traditional RPGs, but it compensates with an experience that feels immediate and tangible. For players seeking a deeply immersive adventure that emphasizes exploration and hands-on combat, it offers something genuinely compelling, even if its scope remains modest. Rating: 8/10
I only tried it for a few minutes but I couldn't get into it. E.g. the belt shows health and stuff but it's so far down that I can hardly see it without doing a cartwheel and it doesn't matter whether I'm sitting or standing. The controls just feel off and I've got a thousand hours or two in VR so I know a trick or two. Refunded.
For an older title with some dated looking graphics it still holds up thanks to the art style. I had a lot of fun with it after about 3 hours and there is still a chapter to go. The only thing missing is smooth turning. I didn't mind the snap turning after a few minutes playing. If you are looking at this and thinking it's too old, just give it a shot. I'm definitely going to finish this one.
might ve been good back in the early early days of VR. but today it is not very good or interesting.
As far as I was aware, this had taken the title of being the king of VR games for years. It's a little disappointing but entirely understandable (considering when it was out) how much more there was to be desired from the game. I think it really proved a strong point for VR potential, but even myself could not figure out how you could get movement to work in a VR environment that was not controller based. There's a lot to be said, but I think it's an excellent experience.
A good RPG using various weapons.
I've had this game for some time now, and love it. So much so, that I bought it as gift for my sister in the US (I'm in Canada). I've since discovered that you apparently can't do this, it's not allowed. Then I went looking for a way to give feedback to Steam, and wasn't too awfully surprised that there's no way to contact them at all. So, while it's a great game, one I highly recommend, in the future I will no longer be buying games, gift cards, or anything else from Steam, for family in the USA. Steam should have found a workaround of some sort for this, but instead, all they've done is make part of there customer base angry.
fair
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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