SculptrVR Reviews
SculptrVR's 10,000x zoom enables massive creations with tiny details. SculptrVR makes it easy to create, explore, and share incredible sculptures with friends. With SculptrVR’s intuitive tools, but powerful tools, you can make anything!
App ID | 418520 |
App Type | GAME |
Developers | Nathan Rowe |
Publishers | SculptrVR |
Categories | Single-player, Multi-player, PvP, Online PvP, Co-op, Online Co-op, Cross-Platform Multiplayer, Tracked Controller Support, Includes level editor, VR Only, VR Support |
Genres | Indie |
Release Date | 4 Apr, 2016 |
Platforms | Windows |
Supported Languages | English |

107 Total Reviews
95 Positive Reviews
12 Negative Reviews
Score
SculptrVR has garnered a total of 107 reviews, with 95 positive reviews and 12 negative reviews, resulting in a ‘’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for SculptrVR 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:
1619 minutes
Totally fantastic experience. Amazing feeling to change scale from minimal to gigantic and back at will. Super cool to make 3D environments in seconds and walk around it. Frequently updated. Not related to developer. :)
👍 : 6 |
😃 : 0
Positive
Playtime:
96 minutes
I think I'd would probably come to love this quickly, but currently I have a hard time getting anything done in it due to accidentally grabbing everything constantly. With my hands at rest (Index Controllers), this counts as a grab, and in order for me to not grab I have to fully extend all my fingers, which can be a bit of a pain. Some sort of setting to calibrate how close my fingers need to be or how hard I need to grab for the control to trigger would be vastly appreciated.
-edit-
As I suspected I did quite enjoy messing around a bit in SculptVR, though I've got some practice to do if I want to make anything interesting with it, which I do. I really appreciate the quick response and update Nathan! I look forward to using this much more frequently and trying to build a new skillset in a much more intuitive way than flatscreen has been to me.
I feel I should perhaps note that for whatever reason when I initially launched the game again it wouldn't load at all until I switched to the beta branch, and switching back made the non-beta branch work as well.
👍 : 2 |
😃 : 0
Positive
Playtime:
1010 minutes
Incredible Experience!
Comparing this to Tilt Brush is apples to oranges. It has a completely different feel.
As others have already pointed out, there are a number of things that could be improved.
-more variation in color palette
-undo/redo
-ability to clone a segment and replicate it anywhere
-ability to position avatar anywhere in space ( a temporary ramp could be created underneath to make it feel less strange)
-a way to smooth an edge
-additional brushes (or create custom brushes)
-I could go on (this only speaks to the fact that this is so good)
Honestly though, this is already amazing as it is. It is amongst the top VR experiences at the moment.
👍 : 5 |
😃 : 0
Positive
Playtime:
2177 minutes
This is an amazing application. Nothing else in VR lets you scale yourself down to the size of a bug all the way to a size of a mountain, with just the swiping of the thumb. Creating huge worlds is incredibly easy, intuitive, and satisfying. Very hard to describe, but even a non-artist like myself can space out in this insanely awesome app. Can't recommend it enough. I bought this when the vive first came out, and thought it was cool, but I had so many other things I wanted to try in vr. Four months later and I'm playing this more than nearly all my other 80+ apps. And with multiplayer, the awesomeness of this only multiplies... imagine doing insane creations with your friends. This is just incredible.
👍 : 9 |
😃 : 0
Positive
Playtime:
29 minutes
Not sure if it was my fault somehow but several actions in the game caused it to nearly crash, and needed a restart to fix the lag anyway. Like taking a picture with the camera, also i have no clue what i'm doing. It just throws you straight in, not even a menu screen you just get right to sculpting. It looks like the controllers are based off of vive controllers... (i'm on oculus) so some of the buttons i don't have, and i tried all of the buttons to see if maybe they were just mapped to one of them and i missed it, but no. (the buttons above and below the trackpad) I checked the settings, didn't really find anything useful. It's not to difficult to find out what each tool does, but the two buttons i couldn't press seemed pretty important, It also seems a bit lacking for 20$. So yeah not a great time. The website doesn't give any information on how to play either, as far as i saw. I don't think i should have to bother contacting any sort of support just to learn basic controls, and it did seem like it could be good fun, but it's been out for 5 years and this is all we get? No thanks.
👍 : 5 |
😃 : 0
Negative
Playtime:
5685 minutes
I only use the app professionally for modeling, so the review is only from that perspective.
The ability to scale in and out to play with everything in a macro and micro level is probably the best feature, and opens up so much possibilities!
The export function is robust, though prone to errors with complex scenes.
For professional use, the app has incredible potential and is quite robust but unfortunately, probably due to the non-professional target audience, is not fully realized.
I would pay many times the price for a version that would cater to a more professional audience and include features like simple mesh to voxel import, a larger "brush" selection, the ability to move and copy planes in the plane manager.
Also the possibility to set the often used functions from the left hand as quick access and to customize the interface a bit, or to keep options like brush details in the settings saved after restart.
In general though, a sculpting app like no other, and incredibly powerful!
👍 : 5 |
😃 : 0
Positive
Playtime:
15 minutes
designed with the vive controller in mind
To use the undo / redo buttons one has to aim their dominant hand at their other and manually select the respective buttons, it is awkward.
The extra buttons on the index controller are unable to be mapped to anything.
👍 : 6 |
😃 : 0
Negative
Playtime:
8000 minutes
As far as I can tell, SculptrVR is the first of its kind in that people can use it to build at vastly differing scales. I've dreamed of an app like this for a while now, so it's not surprising that it kept me busy for several hours. However, in case the developer is open for suggestions, there are a couple of things that can be addressed:
There aren't very many options for tools; just sphere, cube, rocket, spraycan, and this one projectile-orb thing that I can't get to work (plus their eraser equivalents). I could think of a few tool ideas right off the bat that would certainly make building things faster (straight-line box fill, rectangular-prismic box fill, resolution of boxes in drawing spheres, cut/copy/paste, recolor, sunlight direction, bezier curve box fill, etc).
Also, there are only 16 possible colors for boxes, all of which appear to have the same color scheme as wool blocks in Minecraft. This is really one of my lesser complaints; I can understand if 16 colors is for memory-saving purposes, because I can tell the program was made with space-saving in mind. (I'm going to take a wild guess and say that every heterogeneous block is defined by eight smaller blocks, some of which might recursively consist of eight even-smaller blocks and so on.) Despite this, a color palette that allows users to decide which 16 colors are used would be nice.
Because this program is so new, I'll excuse these minor issues and say that I recommend this game, because let's be honest: creating worlds of vastly differing scales is an awesome and undervisited idea. I see so much potential as to what SculptrVR could become; in particular, I'm excited to see what you mean when you say "Game inside the scupted worlds" on the list of things that are coming soon.
Edit: I'm not very good at actually writing reviews, so my bad if this was a little unfair-sounding.
👍 : 16 |
😃 : 0
Positive
Playtime:
173 minutes
SculptrVR is very nice modelling program. The interface is very simple and you don't need precision in numbers.
It's already very precisie thanks to endless world space and you can zoom in far and out almost endless.
This means you can create small or big worlds what you like! Use layers to keep everything separated.
I did also checked MasterpieceVR which has almost same work system and goals as SculptrVR.
(Google Tiltbrush is not made for pure modelling - it has no export options to edit further in Blender because Tiltbrush has own finishing work)
SculptrVR and MasterpieceVR can both export for final editing in Blender or other 3D editing programs.
Now let me say what are the differences between both programs. M.VR has no layers and the world is limited in the big box. But M.VR has support and numbers for precision. It has grid for correct edges and perfect cubes. And M.VR has more sculpting features so it's more made for precision modelling of a figure. It's not made to make a big world (lack of layers and limited world size).
If you want made something serious for 3D games then M.VR is better suited. M.VR is also only program who can import models in the modelling (you seems can remodel them, or you use them als reference for your model). And M.VR has quick rendering with lights to see the result. M.VR has also much more painting tools than SculptVR.
If you want create big worlds and don't need high precision, SculptrVR is best choice. You can make final work in SculptrVR and show to others. You can even invite 15 friends and make fun of it.
M.VR is more to create fast for Blender, to reduce work time thanks to 3D workspace. (and invite one friend to help you)
M.VR cannot used for commercial work, you need another license for it. SculptrVR seems have no rules for it, if i am not wrong.
I use it with WMR headset, everything is worked great. But no joystick support. You need only touchpad and other buttons for it.
Though i hope it has grid support... because sometimes i want good horizontally placed areas.
High recommended, and it has good price for powerful modelling program.
👍 : 24 |
😃 : 0
Positive
Playtime:
1223 minutes
I actually like this better than TiltBrush. In SculptrVR you can build a castle the size of yourself and then shrink down and explore it and build the details. I spent an hour making a little fort on the side of a cliff with trenches and underground passageways, chiseling out tunnels and building walls Minecraft-style with the block tool.
And yes, the hang glider is as fun as it looks. The game comes pre-packaged with tons of huge destructible maps, and one of them is a massive tree structure. You can shrink down to ant-size and and hang glide between the leaves, each of which is as big as a church.
Playing 3D Pictionary is a lot of fun, too.
EDIT: I just realized you can export builds as a .obj file, which means [b]you can 3D print the sculptures you make.[/b] That's freaking incredible.
👍 : 38 |
😃 : 0
Positive