Into The Darkness VR
9 😀     6 😒
55,66%

Rating

$19.99

Into The Darkness VR Steam Charts & Stats

Into The Darkness is a VR action-adventure game built on physics mechanics. Near future. Humanity is trying to achieve immortality by transferring consciousness to machines. Navigate through environments, solve the puzzle, engage enemy... to find out the dark secret behind the experiments.
App ID1529530
App TypeGAME
Developers ,
Publishers Playway, Gameboom VR
Categories Single-player, Tracked Controller Support, VR Only
Genres Indie, Action, Adventure
Release DateTo be announced
Platforms Windows
Supported Languages French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, English, Korean, Polish, Vietnamese

Into The Darkness VR
15 Total Reviews
9 Positive Reviews
6 Negative Reviews
Mixed Score

Into The Darkness VR has garnered a total of 15 reviews, with 9 positive reviews and 6 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Into The Darkness VR over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 62 minutes
terrible, dont ever buy, worst vr game ive played
👍 : 12 | 😃 : 1
Negative
Playtime: 119 minutes
I didn’t expect to get this hooked! Blasting robots in VR is pure gold. The variety of weapons is impressive – from heavy guns to… a katana! And seriously, using the katana in melee combat feels amazing. I felt like a cyber-ninja slicing through waves of robots
👍 : 1 | 😃 : 0
Positive
Playtime: 10 minutes
Really wanted to actually play this game but unfortunately I can't. Spent the last hour trying to launch the game through virtual desktop on my quest 3 just for it to keep giving me critical errors. Unfortunately in its current state I just can't recommend anyone trying to attempt playing it cause it'll just lead to massive headaches. This is getting refunded.
👍 : 4 | 😃 : 1
Negative
Playtime: 33 minutes
I have been following this game for awhile. The devs have a passion for VR and it has the makings of being another great entry into the genre. However, this is very much an early access title. It is going to need a lot more polish in the future. I am happy to support the studio as they have been active in the community and open to feedback, and I look forward to seeing the game continue to develop.
👍 : 1 | 😃 : 0
Positive
Playtime: 42 minutes
The game's physics are not as you might expect. Weapons have no weight and feel janky to use. Ropes don't work and break. The game straight-up soft-locks itself on the first level due to ropes glitching out. In its current state, the game is unplayable. Definitely refunding.
👍 : 6 | 😃 : 1
Negative
Playtime: 23 minutes
It is a neutral-positive review. Needs much work to be comparable to Boneworks. Right now it feels like a sluggish clone of Boneworks with Half Life Alyx game mechanics. Could be a good VR singleplayer alternative to Boneworks. The things that frustrated me were subtitle text boxes, that had a colored background and were covering everything behind them (including hands), and no intuitive way to pause (I did not find the button nor button combination to go to the pause menu, at least to change settings), had to "Exit Game" through Steam VR overlay. It is EA, so there were no big expectation, but the game feels good, just needs to cook more. For now, I decided to refund it.
👍 : 5 | 😃 : 1
Positive
Playtime: 63 minutes
I WANT to give this product a Yes! I promise. Into The Darkness is on the precipice of being something huge. The pros: Every asset is made with love. The game feels spectacular and looks spectacular. The physics engine is sensible. Interacting with weapons and level assets like ropes feels intuitive and fun. There are some great ideas on display, and the equipment the main character possesses is flavorful. The game clearly has a tonne of potential, and the VR marketplace is crying out for something just like this. The game's UI is diagetic, which is awesome. The player character has Half Life: Alyx-inspired pickup and throw mechanics, which are fun to interact with and intuitive. The player character has Metroid Prime's "scan mode" and interacts with it diagetically, which is super cool. Other mechanical ideas are present that feel utterly unique and perfectly suited to VR. However, as it currently stands in Early Access, there are critical issues that need to be fixed before the game is playable. The structure of the tutorial is primarily to blame, as it is seriously underdesigned. Tutorial Issues: Firstly: At the start of the tutorial, the player is told to arrange their Quick Slots - quick-access inventory slots - on their body 'in a comfortable place'. This is a fundamentally important setup moment, and will effect the experience the player has for the rest of the game, as this decision affects the entire experience of interacting with the gameplay. - The instruction box for this moment grays out the screen, which is design language that implies the player must proceed from the instruction box before adjusting the Quick Slots. However, clicking Confirm on this instruction box actually immediately proceeds, leaving the Quick Slots unadjusted. This caused me to need to reset the whole game. - The player's avatar is not visible during this configuration step, meaning the boxes can be placed inside their own avatar. This caused me to need to reset the whole game again. - Once the player proceeds, the Quick Slots cannot be adjusted. No testing step is provided. - The Quick Slots care about hand orientation and other factors, so may be positioned in unusable places with no feedback provided. This caused me to need to reset the whole game a third time. Related: - No method to pause the game or return to the Main Menu is communicated to the player. Secondly: - During the tutorial, the player is invited to look at gear and weapons before proceeding. The option to proceed without acquiring any weapons is available, and the player is not recommended or reminded to choose weapons beyond a short verbal cue in the previous room. This impacts the next step of the tutorial. Thirdly: - The tutorial includes participating in combat. The player is not given any way to test their weapons or learn combat in a safe environment prior to this. It would be extremely sensible to include a 'firing range', and introduce the player to dismemberment mechanics by ripping something harmless apart, prior to testing these skills. - During this combat, audio cues indicate the player is in a risk environment, and little information about enemies is provided. The experience is simply overwhelming, rather than instructional or tense. It is an extreme introduction to combat, landing far too early in the experience. - This isn't a "get gud" thing. Dropping the player into an extreme experience as one of their first moments with the game cheapens the well-designed escalation of risk that occurs in the first mission and left my expectations ricocheting. Fourthly: - The tutorial does not introduce the player to moving and manipulating the character. It would be sensible to introduce the player to crouching, crawling, jumping, and climbing in safe environments prior to testing these skills in the first mission. --- Once the player exits the tutorial, the game begins. The opening sequence of the game provides vital context to the game's world, and introduces the character to useful and cool mechanics. Putting your gloves on is really cool, and the mechanics afforded by the gloves are huge useful. It would be sensible to have the player experience this prior to engaging in the tutorial, but the events occur in the opposite order. -- The player begins their first mission with a powerful weapon, then engages with a few enemies in live combat at a good pace in a well-designed environment. Unfortunately, while the enemies are an opportunity for the player to experiment with combat mechanics, the availability of a firearm at this point cheapens the opportunity to interact with dismemberment. Exploration is encouraged in the mission, as secret goodies are hidden in certain places. This is great, but the goodies are ammo, encouraging the player to ignore dismemberment and continue using their weapon. -- During the first mission, the player is encouraged firstly to "step carefully" and then to "Run!" past an obstacle. No method to run is communicated to the player, and the need to 'step carefully' prior to "Running!" implies the player should be slow and careful. These mixed messages caused me to fail the challenge and die -- which sent me back to a checkpoint that was several minutes old. -- I spent the whole experience frustrated with interacting with my Quick Slots, which rotate around the player in world-space according to the orientation of the player character's shoulders. Reaching for the Quick Slots, however, drags on the character's shoulders. This meant that the act of reaching for the Quick Slots caused them to rotate around the player. This is one of a few highly-apparent frustrations with the player character's rig, which constantly feels dragged off-orientation compared to the player. I stopped playing at that point and I'm considering refunding until the game is further baked. There are some excellent ideas and a lot of love here, but I fear the game designer may be blinded to the need of new players to be introduced to the game's opening moments in a way that opens them up to the experience with confidence.
👍 : 9 | 😃 : 0
Negative
Playtime: 50 minutes
This is early access, and feels rough - much work needs to be done optimizing performance, level design, gameplay and much more. I'll only recommend buying this game to support the devs' ongoing game development. Do not buy the game now if you only wish to play a great game. Tested using Valve Index, RTX 3090, i9 10900K and Win10.
👍 : 18 | 😃 : 3
Positive
Playtime: 38 minutes
The game is sooo early access, it's said everywhere that it's PHYSICS-based, but the physics here is very poor, almost no impact from fighting robots (except stuttering every tme you hit a robot, while the rest of the game runs smoothly). Comparing to other games with melee combat, this games is the worst (not just because of robots instead of people) The game feels, for some reason, very similar to STRIDE: Fates, except there's no parkour. Lack of sound effects when you cock the gun, hit any surface or do smth else. Icepick system is entertaining, but after falling a couple of times because of poor physics i refunded. This game should not just add something new but improve main mechanics greatly, because fighting is almost not entertaining at all. But there's snow physics, and price is much affordable.
👍 : 18 | 😃 : 1
Negative
Playtime: 39 minutes
I can't recommend the game at it's current state. Right at the start of the game (before even reaching any main menu), I had massive problems getting the game to start at all. I'm using a Quest 3 with Meta Link, an RTX4080, Ryzen 7 5700X3D & 32GB of RAM. The game always launched with a "fatal error". Thats the message, nothing else and I had to force close the game through the task manager. I tried different methodes to get the game started. The game will even ask you, If you want to launch SteamVR or Oculus Mode. I tried both of them in different ways.. only Meta Link, Meta Link with Meta as the OpenXR Runtime.. Steam Link through Meta with SteamVR as runtime and at some point it worked with SteamVR launched through Meta Link with SteamVR as open runtime. - I tried setting the options in the main menu, pressed the Apply & Save button and yet I had to change the options again, as soon as I entered the test champer (tutorial). - The game felt kinda choppy, eventho I had constant 90fps. I don't know If It's the performance or the character itself getting stuck at micro edges on the ground? - The game askes you to setup the different slots to your liking, which is good! What isn't well done is the fact that you don't even know what slot is what for? At some point I had to put the knive to the first slot, the pistol to the right shoulder and the rifle to the left shoulder. But my slots were in front of me? So.. do I have 5 slots or what? - They ripped the Half-Life Alyx gloves off - or did Alyx rip them? Whatever.. you can argue about that. What didn't fit is the comment of the NPC scientist saying that he did them all by himself.. some sort of easter egg him saying, that he got the idea out of a video game would be cool I guess? - When I ran around with the head of an android, the game randomly pushed me to the side - no idea why. - The game tells you to grab the hacking cable out of your wrists, left or right.. for some reason only left side worked. Maybe because my dominant hand was set to right hand? - At the end of the tutorial, you'll face multiple android enemies to practice combat.. (same happens right at the first mission) The hand to hand combat is just terrible. I literally smacked them full force and yet they just shrug it off. Tried punching them with the head of another android.. they didn't care. Tried smacking them with the grip of the pistol.. they didn't care. - When I entered the first mission zone, grabbing the very first rope, the physics went crazy and launched me left and right as well. - The first jumping & grabbing parkour felt annoying - to say the least. Had to do it three times, because of physics launching me off. - 5 Minutes into the first mission, you'll hear the famous "wilhelm scream", which is funny to hear it once.. but twice in like 10 seconds? Kinda annoying. Not the game for me. Felt kinda let down. It's 17€ in my country - give it a try and try to have fun.
👍 : 24 | 😃 : 1
Negative

Into The Darkness VR Screenshots

View the gallery of screenshots from Into The Darkness VR. These images showcase key moments and graphics of the game.


Into The Darkness VR Minimum PC System Requirements

Minimum:
  • OS *: 32/64-bit Windows 7 / 8.1 / 10
  • Processor: Intel Core i5-7600 / AMD equivalent or greater
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 970 / AMD equivalent or greater
  • DirectX: Version 11
  • Storage: 15 GB available space
  • VR Support: SteamVR or Oculus PC. Standing or Room Scale
  • Additional Notes: VR headset is required

Into The Darkness VR Recommended PC System Requirements

Recommended:
  • OS *: 32/64-bit Windows 7 / 8.1 / 10
  • Processor: Intel Core i7-9600 / AMD equivalent or greater
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1080 / AMD equivalent or greater
  • DirectX: Version 11
  • Storage: 15 GB available space
  • Additional Notes: VR headset is required

Into The Darkness VR has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.

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