
VR: Vacate the Room is a short Escape the Room game.It is a VR Experience where you need to find clues to solve puzzles and find your way out.
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About
With it's Early Access on the 30th of June 2016, VR: Vacate the Room was the first VR Escape Room on Steam.
It is a VR Experience where you need to find clues to solve puzzles and find your way out of the Room. There are some items that can be grabbed and carried around. With some items you can interact (such as switches and numpads).
Part two can be found on steam as well.
Important:
It currently only supports the HTC Vive.
Medium room size is recommended, but small size should be alright as well.
Please make sure that you can reach at least a height of 2.10 meters.
Good to know:
There is a second room with an alternative ending
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, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 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
It´s not a bad game to be cheap and ''old''. If you are fast you´ll finish it in like 15 minutes but well, its okay
A little simplistic for an escape game, but very nice for VR.
VR: Vacate the Room, developed and published by hOSHI, is a compact virtual reality puzzle game that adapts the escape room concept into an interactive digital format. It places the player in a confined space with a single goal: find the clues, solve the puzzles, and ultimately escape. Unlike traditional escape room titles on PC that rely on clicking through menus and static screens, this game takes full advantage of VR technology, immersing the player directly into the room and allowing them to manipulate objects with their own hands. The experience is built around atmosphere and tactile interaction, focusing on the sensation of being present in the space rather than overwhelming the player with complexity. The design of the room is modest yet deliberate. Objects are laid out in a way that encourages exploration, and players are invited to interact with everything from furniture to small props in search of hidden codes and tools. The art style is simple but clean, ensuring that items and interactive elements stand out clearly against the background. While the visuals won’t impress with high-end realism, they serve the purpose of keeping the puzzles legible and the space uncluttered. The lighting and sound design also play their part, giving the small environment a sense of tension and curiosity. Even with its stripped-down look, the game succeeds in creating an environment that feels tangible in VR. Gameplay revolves around observation and logical deduction. Players search for clues, discover hidden compartments, and use trial and error to unlock the path forward. A particularly clever mechanic comes from the way objects must be handled physically, forcing the player to bend, reach, and turn items around to uncover secrets. This physicality is what sets the game apart from its non-VR counterparts, as it transforms what would otherwise be simple point-and-click puzzles into more immersive challenges. That said, the puzzle design itself can be uneven. Some tasks feel intuitive and satisfying, while others are less clear, requiring persistence or guesswork. At times, the solutions lean into escape room “moon logic,” which can frustrate players looking for more carefully structured progression. The game is intentionally short, with most players able to complete it in under half an hour depending on how quickly they piece things together. This brevity is both a strength and a weakness. On one hand, it makes VR: Vacate the Room a great introduction for players who are new to VR gaming or to the escape room genre, providing a focused, low-commitment experience. On the other hand, the lack of multiple rooms or extended content means there is little replay value once the puzzles are solved. The inclusion of extras such as achievements and a walkthrough provides some incentive for completionists, but the core content is still a single, concise escape scenario. Technically, the game handles VR mechanics competently. Object interactions are generally smooth and intuitive, although occasional quirks in the physics system can cause items to behave oddly, like clipping through surfaces or bouncing unnaturally. These moments can break immersion, but they are not game-breaking and are expected from a small-scale indie project. The developer clearly aimed for accessibility, and the game runs well on most VR setups without demanding high system specifications. This makes it approachable for a wide audience and an easy recommendation for those who want to experiment with VR puzzle-solving. In the end, VR: Vacate the Room is not about delivering a sprawling adventure but rather offering a short, sharp taste of what escape rooms can feel like in virtual reality. Its strengths lie in its immersive presence, intuitive interactions, and straightforward design that makes it easy for anyone to pick up and play. Its weaknesses, such as limited length, occasional puzzle opacity, and modest production values, are noticeable but forgivable given its scale. For VR owners looking for a quick and engaging experience that captures the essence of an escape room, it is a worthwhile experiment. While it won’t hold attention for long, it succeeds in what it sets out to do—demonstrating how virtual reality can transform even the simplest puzzle into a more vivid and memorable experience. Rating: 8/10
VR 恐怖游戏,还挺有感觉得
love it!
Pretty much just a tech demo. Worth it when it's on sale for a dollar I suppose, but it's probably not worth your time in 2024.
I didn't like at all. It seems a demo of an exercize of style!
veeery short, still an hour of fun for a quid on sale is ok. the hard version after first escape is worth it.
A pretty decent VR escape room game. It's a shame there aren't multiple levels though.
Short but great
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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