Pinheads Bowling VR
1 😀     4 😒
37,49%

Rating

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$11.99

Pinheads Bowling VR Reviews

Pinheads Bowling VR is a fun new way to play the classic game of bowling, with animated pins and sideline attractions that create an altogether unique bowling experience!
App ID559140
App TypeGAME
Developers
Publishers Midnight Studios, Inc.
Categories Single-player, Steam Achievements, Multi-player, PvP, Shared/Split Screen, Remote Play Together, Shared/Split Screen PvP, Tracked Controller Support, VR Only
Genres Casual, Action, Simulation, Early Access, Sports
Release Date22 Dec, 2016
Platforms Windows
Supported Languages English

Pinheads Bowling VR
5 Total Reviews
1 Positive Reviews
4 Negative Reviews
Mostly Negative Score

Pinheads Bowling VR has garnered a total of 5 reviews, with 1 positive reviews and 4 negative reviews, resulting in a ‘Mostly Negative’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Pinheads Bowling 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: 31 minutes
THIS GAME IS ABANDONWARE DO NOT BUY IT!
👍 : 9 | 😃 : 0
Negative
Playtime: 5 minutes
I understand its an early release but the game is glitchy and laggy even with a I7 - 6700k and GTX 1070 Strix.
👍 : 2 | 😃 : 0
Negative
Playtime: 14 minutes
I'm using the rift/ touch, with two sensors. Upon firing the game up it seems like it's well suited for the touch controllers. The play area looks cool and interesting. I noticed some performance issues which shortned my play experience with it (motion sickness). I'm running on a gtx 970, I7 4790k, Most games run well on my system but at lower settings so this could be due to lower system specs but my gut says that it's just an early access optimization aspect. About half my shots would go up in the air and flop down onto the lane without much momentum. I suspect this is due to some kinks with performance they're working on. When my shots did register as expected it was really cool. I could see myself playing this alot when it is more fluid. One critique I would like to offer up is that it is mentioned this game is suited for room scale/ standing/ sitting experiences but currently I think it is only suited for room scale. Perhaps they are adding ways to accommodate the other play styles? Personally I think that is really cool to aim for because I'm on the rift and while I have some mobility in my room, until I get my third sensor, I like being able to warp around as needed. This allows me to orient my game experience to my living room layout on the fly. For instance, my living room is wider than it is long, so I would prefer to be able to rotate my game orientation so that the direction I run towards the lanes to shoot is along the longer direction of my living room layout. Overall I'm excited to see where this game goes. I love vr games like this. As the development progresses I will come back and update my review.
👍 : 6 | 😃 : 0
Positive
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