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Can VR Survive This Inflection Point?

Long before the Meta headlines this week, I was already falling a little out of love with VR.

Not in a dramatic way. Not in a “this is broken” way. More in a quiet, creeping sense that something had stalled. It showed up first in my content. Videos became harder to make, not because I was short of time, but because I struggled to find anything that genuinely felt like it was pushing the medium forward. I wasn’t forcing it, but I was noticing the gaps.

Long before the Meta headlines this week, I was already falling a little out of love with VR.

Not in a dramatic way. Not in a “this is broken” way. More in a quiet, creeping sense that something had stalled. It showed up first in my content. Videos became harder to make, not because I was short of time, but because I struggled to find anything that genuinely felt like it was pushing the medium forward. I wasn’t forcing it, but I was noticing the gaps.

That was the odd part. I still had things I loved doing in VR. I still do. Watching 3D films I’ve converted on the PC. Playing Golf+ with a proper AMVR club attachment. Sitting in the sim rig for a race. Those moments still worked. They still felt good. But increasingly, between those moments, I wasn’t picking the headset up.

For a long time, I told myself that was just normal. That VR had matured. That maybe the honeymoon phase was over. But the more I sat with it, the more I realised it wasn’t that I was bored of VR. It was that nothing seemed to be happening that meaningfully moved it forward.

Everything felt incremental. Games blurred together. Hardware improvements were real, but subtle. Even when something was technically better, it rarely felt transformative. And that made it harder to stay engaged, not as a user, but as someone who spends time thinking about where this medium is going.

So when the Meta headlines landed this week, they didn’t cause the feeling. They just gave it a shape.

Sitting out on the horizon while all of this was happening was the Apple Vision Pro.

I didn’t suddenly want one. I still don’t think most people should buy one. But I started to notice that, slowly and quietly, genuinely interesting things were happening there. Not games. Not specs. Experiences.

The moment that really crystallised it for me was the first-ever NBA game produced live in immersive video. Not a flat stream in a virtual theatre. Not a novelty clip. A proper, spatial, made-for-the-medium broadcast. It felt like something new, not just something familiar rendered differently.

And that’s the thing, we don’t really have that on Quest.

We have impressive technology. We have capable headsets. We have a lot of content. But we don’t have many moments that feel like they could only exist because of the medium. The closest we’ve come recently might be things like the Coldplay concert, which I actually enjoyed. It was well done. But having to access it through Meta Horizon dulled the experience in a way that’s hard to ignore. The sense that you’re stepping into a platform first, and an experience second, never quite goes away.

What makes this more interesting is that Apple isn’t alone in thinking this space is worth serious investment.

Sony doubled down with PlayStation VR2, and Samsung has committed to its own XR headset in partnership with Google. These are not speculative startups or niche hardware makers. They’re large, experienced companies making deliberate bets. They’re approaching the space differently, but they’re all signalling the same thing: this category still matters.

PSVR2 is a useful example here.

It wasn’t trying to reinvent VR. It was a statement that Sony still believes immersive experiences are worth building for, even if the focus remained tightly on gaming and a single ecosystem. It is refined, polished, and committed, but it didn’t fundamentally change the trajectory of the medium.

And that, in hindsight, feels like part of a broader pattern. Even the best hardware releases were reinforcing familiar use cases rather than opening new ones. They were capable, well-executed, and often excellent, but they weren’t really expanding what VR could be.

Which brings me back to Meta’s approach. Not in the abstract, but very personally, because the Quest is the headset I actually own, use, and want to believe could be more than it currently is.

Meta has very clearly chosen the volume game, with a long-term eye on monetisation through Horizon Worlds. From a business perspective, there is a lot of solid logic in that. Get the hardware into as many hands as possible, build a platform layer on top, and monetise behaviour over time rather than devices up front.

The trade-off is that this strategy doesn’t naturally encourage “push the edges” thinking. For most Quest owners, gaming has become the primary reason to use the headset. Arguably more so than Meta ever intended. And gaming doesn’t naturally lead people into Horizon Worlds. Those two ideas were always going to struggle to coexist.

Seen through that lens, the cutbacks announced this week are actually a very logical business decision. If Horizon isn’t becoming the centre of gravity Meta hoped for, then refocusing spend makes sense.

The harder question is what comes next.

After the disruption of this week, it’s fair to ask where the Quest line goes from here, and whether it still has a long-term future. But before answering that, you have to step back and look at the state of the industry itself.

Meta has taken VR to the masses, more than anyone else ever has. But to do that, it has relied on comparatively cheap hardware. The Quest 3S in particular sits at a price point that makes VR accessible to a much wider audience. That’s a genuine achievement.

The problem is what that price point does to the rest of the market.

When devices as capable as the Quest are sold at such a low relative cost, it sets expectations that are very hard for others to meet. Companies trying to take advantage of advancing display technology, optics, sensors, and compute are forced to price higher and immediately feel out of step with what consumers have been trained to expect.

And that’s rarely good for innovation.

There will always be people willing to pay for a better experience. Some will even buy a Vision Pro. But it’s unlikely to be at the volume required to support sustained returns on investment across the industry. And that tension, between accessibility and ambition, is where VR now finds itself.

So where does that leave us?

If I look at myself honestly, I’m probably more excited right now by the idea of immersive NBA games than I am by the next VR game release. I’d love to see more native 3D content. More experiences that feel like they only make sense in this medium. That isn’t to say I don’t play games. I do, and I enjoy them. However, I don’t want gaming to be the sole definition of what VR is.

There are small signs of hope there. Disney recently launched its own standalone app on Quest, which feels like an important step. We don’t get the same 3D content on it that’s available elsewhere yet, but that doesn’t mean we never will. The fact that companies like Disney are experimenting at all matters.

There’s also still movement on the hardware horizon. Valve’s next move looms in the background. Lynx has an announcement coming soon. None of these guarantee anything, but together they suggest that experimentation hasn’t stopped.

So no, VR isn’t dead. Far from it.

Is it at an inflection point? Absolutely. But that isn’t something to fear. Every technology goes through this phase, the moment where early momentum slows, expectations collide with reality, and the shape of what comes next starts to change.

What that does mean is that not everyone involved today will still be involved tomorrow. That’s hard, and it’s sad for the people affected, but it isn’t unique to VR. It’s how technology evolves.

Whether Meta remains central to that future is still an open question. After this week, it probably feels more uncertain than it did before. But regardless of who leads it, I’m confident that VR, in whatever form it takes, isn’t going anywhere.

What is changing is what we expect from it, and what we want it to become.

And maybe that’s where the interesting part starts again.

If I had to say where I think this goes, at least from where I’m standing now, I suspect Apple may be closer to the right direction than it appears at first glance. Not because Vision Pro is affordable or practical, but because it places immersive experiences ahead of gaming as the primary reason for the medium to exist.

That same signal shows up elsewhere too. Samsung’s XR headset has now launched, and notably it doesn’t bundle gaming controllers as part of the experience. That feels intentional. Less about competing with consoles, more about positioning spatial computing as something broader, media, presence, and experiences that don’t immediately collapse back into familiar game design patterns.

That doesn’t mean games disappear. They won’t. I still play them, and I still enjoy them. But perhaps they stop being the gravitational centre. Perhaps VR grows by becoming better at the things flat screens can’t do, rather than by trying to replace them.

If that’s the direction things take, it may not look like explosive growth, but it might look like progress.

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Red Matter 2: A VR Masterpiece or Just Eye Candy?

I finally jumped into Red Matter 2, and after my first full session, I can already tell — this is something special. Coming off the back of Ghost Town, which I absolutely loved, I was curious to see how Red Matter 2 would compare. The answer? It doesn’t just hold its own — it grabs your attention and refuses to let go.

I finally jumped into Red Matter 2, and after my first full session, I can already tell — this is something special. Coming off the back of Ghost Town, which I absolutely loved, I was curious to see how Red Matter 2 would compare. The answer? It doesn’t just hold its own — it grabs your attention and refuses to let go.

🎨 First Impressions: Eye Candy That Actually Has Substance

Right out of the gate, the visuals are next-level. This is undoubtedly one of the best-looking games I’ve played in VR — possibly the best. The environments are beautifully detailed, and combined with some truly impressive sound design, the game pulls you into its sci-fi world and doesn’t let up.

“It’s just really, really good — visually and sonically. You’re immersed from the start.”

But this isn’t just a tech demo or a graphics showcase. There’s real heart and story behind the polish.

🧩 Story & Gameplay: Intrigue, Mystery… and Puzzles That Make You Work

You’re dropped into a world of political intrigue, strange tech, and a missing colleague you’ve been sent to find. It’s a classic narrative setup — but in VR, it just hits differently. The pacing is slower and more deliberate than action-heavy titles, but that actually works in the game’s favor. There’s a mystery unfolding, and it feels like you’re right there in the middle of it.

The puzzles, though? They don’t pull any punches.

“The first puzzle genuinely stumped me. This isn’t your usual ‘find-the-keycard’ experience — they make you think.”

If you’re after a game that challenges you intellectually and visually, Red Matter 2 nails it.

🎮 Controls & Comfort: A Small Learning Curve

I’ll be honest — it took a little time to get used to the control scheme. Interacting with objects, crouching, and even movement took some adjustment, especially after playing other titles with different systems.

But once it clicks, the controls mostly fade into the background and let the immersion take over.

“It took a while, but I got into a rhythm by the end of the session. It’s worth sticking with.”

🧠 Final Verdict (So Far): I’m Hooked

Red Matter 2 might not dethrone Ghost Town as my favorite just yet — but it’s off to an incredibly strong start. It’s immersive, thoughtful, and just plain beautiful. And most importantly, I’m already looking forward to diving deeper into the story.

If you’re into sci-fi, puzzles, or just want to experience one of VR’s most polished adventures, this one deserves a spot on your playlist.

🎥 Watch the full first impressions video here:

https://youtu.be/KOk9HEvEXZ0

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Is Slot Car VR the VR Racing Game for You?

Have you ever wanted to relive the joy of slot car racing without the constant setup and teardown of a physical track? Slot Car VR brings that nostalgic experience into your living room through the magic of Mixed Reality — and for many players, it might just be better than the real thing.

Have you ever wanted to relive the joy of slot car racing without the constant setup and teardown of a physical track? Slot Car VR brings that nostalgic experience into your living room through the magic of Mixed Reality — and for many players, it might just be better than the real thing.

From the moment you pick up the virtual controller (which looks remarkably like the yellow triggers many of us remember), you’re transported back. The cars spin off when pushed too hard, tight corners demand your respect, and there’s a wonderful satisfaction in nailing a clean lap.

But what makes Slot Car VR stand out isn’t just the realism — it’s the sheer flexibility. You can load in a race on your desk, in your lounge room, or — thanks to Mixed Reality — on any surface in your actual house. One of the most impressive tricks? The track doesn’t stop at your physical walls. It just pushes right through them, visually overwriting the real-world space so the circuit continues seamlessly into another room. It’s a weirdly magical effect the first time you see it.

There’s also an impressive range of prebuilt tracks to choose from. Want to race through Monaco’s iconic tunnel or brave the uphill sweep at Laguna Seca? They’re here — lovingly recreated by a growing community of players. If you prefer to create your own circuits, the in-game builder lets you lay down straights, corners, loops, and even add trackside features like signs, buildings, pits, and stands to personalize your layout. It’s an excellent creative tool whether you’re trying to mimic a famous track or make something completely unique.

Multiplayer is simple and effective — drop in with a friend via a code and battle for bragging rights. That said, the game’s control system does take a little getting used to. The trigger behaves more like an on/off button than a nuanced accelerator, meaning timing is key when backing off for a tight bend. You’ll also need to keep holding a side button to stay active on track — let go, and your car is reset to the start.

These quirks aside, Slot Car VR is a wonderfully niche gem. It’s not trying to be Gran Turismo or iRacing — it’s tapping into a simpler kind of joy: a childhood hobby reimagined for modern tech.

If you’ve got a VR headset and even a trace of fondness for slot cars, it’s absolutely worth a spin.

🎥 Watch the Full Review on OZ VR Pulse

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First Encounters in Mixed Reality: A Great Starting Point for Kids in VR?

First Encounters in Mixed Reality: A Great Starting Point for Kids in VR?

The world of virtual reality (VR) can be intimidating, especially for parents looking for a safe and engaging way to introduce their children to the technology. After watching my daughter’s experience with the game "First Encounters" on the Quest headset, we have some valuable insights into why this title might be the perfect entry point.

Introducing children to virtual reality (VR) can feel daunting. As a parent, you want something that’s fun, safe, and doesn’t require hours of setup or supervision. After watching my daughter dive into First Encounters on the Meta Quest headset, I think this free mixed reality title might be the ideal first step into VR for younger players.

🏃‍♀️ Active Gameplay That Keeps Kids Moving

First Encounters is far from passive — it’s an energetic experience that gets players up and moving. In mixed reality, alien creatures spawn all around the room: in front, beside, and even behind you. That spatial design pushes kids to stay alert, move their bodies, and react quickly.

As my daughter pointed out, it’s not just fun — it’s also a fast-paced challenge. There’s a real test of reflexes here, and for a free five-minute game, it’s surprisingly engaging.

👍 Fun, Fast, and Parent-Approved

From a parent’s point of view, the short game length is a win. A single round lasts about five minutes, making it easy to manage screen time without cutting the fun short. And because it resets quickly, kids can enjoy it in short bursts without getting overstimulated or losing track of time.

My daughter mentioned the challenge of having “so many creatures at once,” but never sounded frustrated — just energized. That’s the sweet spot I look for in early VR content: excitement without overload.

🧢 Comfort Matters: Quest 3S vs. Quest 2

A surprise insight from our session came when my daughter compared headsets. She strongly preferred the new Quest 3S, saying the older Quest 2 left red marks and made her eyes sore. It’s a good reminder that headset comfort is just as important as gameplay, especially for younger players with smaller faces and more sensitive vision.

If you’re letting kids try VR for the first time, make sure the headset is properly fitted — and ideally, opt for a newer, lighter model if you can.

Final Thoughts: A Great Starting Point

For families exploring VR for the first time, First Encounters delivers exactly what you need: short, active gameplay that mixes fun with movement, plus just enough challenge to keep it exciting. It’s a fantastic way to introduce younger players to mixed reality — and you might even find yourself grabbing the headset for a round or two.

🎥 Watch the full gameplay session with my daughter here:

https://youtu.be/uNDB_MlM7Fk

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Aliens: Rogue Incursion – A Standalone That Nails the Atmosphere but Fumbles the Flow

Aliens: Rogue Incursion had my attention the moment it loaded — or more accurately, the moment I finally got into the game after a nearly four-minute delay. That wasn’t a one-off, either. From hitting “play” to gameplay took 3:58 on first launch and it is agonisingly slow every time after. Not ideal, but leaves time to make a coffee I suppose.

Aliens: Rogue Incursion had my attention the moment it loaded — or more accurately, the moment I finally got into the game after a nearly four-minute delay. That wasn’t a one-off, either. From hitting “play” to gameplay took 3:58 on first launch and it is agonisingly slow every time after. Not ideal, but leaves time to make a coffee I suppose.

When Rogue Incursion is firing on all cylinders, it feels like the Aliens game we’ve been waiting for in Quest VR. It’s tense, immersive, and capable of real moments of panic and dread. The lighting and sound are straight out of a sci-fi horror film, and when the xenomorph finally comes for you, it hits hard. Your first kill feels earned. Your first death feels inevitable. The atmosphere works.

The early moments of the game deliver. You crash-land, explore the wreckage, grab your sidearm, solve some puzzles to break through sealed doors, and then suddenly you’re being stalked. A few encounters in, the game makes its big mistake: every death means a reset to the Panic Room. At first, it’s immersive. The idea of waking back up and venturing back out sells the fear. But it quickly becomes a chore. The repetition drains the tension. Knowing exactly what to expect kills what made those early encounters work.

Even worse, the inventory system lacks consistency and quickly becomes frustrating. Some items are accessed on your datapad, others are mapped to your body, and a few are tied to quick-access buttons. But there’s no clear logic or unifying style. You’re never quite sure what can be picked up and what’s just scenery, and that ambiguity wears thin fast. In high-stress moments, you need clarity — not hesitation. I had a moment where an Alien charged me and I confidently grabbed my sidearm with its six non-lethal Alien bullets — only to realise, as it killed me, that the machine gun I actually needed was slung across my back. That’s not a clunky inventory issue so much as a panic instinct: you reach for what’s in front of you.

Still, there’s a solid experience underneath it all. The core gameplay loop is there. The environments are impressively detailed. The tension is real. But the structure gets in its own way. You end up spending more time retreading old ground than forging ahead, and the constant interruptions to momentum start to wear thin. The deeper I go in some sections the more I find myself pondering, “A panic room, a panic room — my kingdom for a panic room,” dreading the looming death and the ten-minute replay that likely follows.

Graphically, the Quest version holds up well enough — especially after some post-launch patches — but it’s clearly a step down from what’s possible on PCVR or PSVR2. To the developer’s credit, it looks better now than at launch, but it still doesn’t quite hit the fidelity mark set by the very best AAA titles on Quest, like Asgard’s Wrath II or Batman: Arkham Shadow.

Final Verdict:

Aliens: Rogue Incursion is a solid standalone VR horror experience that delivers on mood and immersion but stumbles on pacing and polish. If you’re an Aliens fan, there’s enough here to make it worth your time — just be prepared to battle the game as much as the xenomorphs.

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My Sim Racing in VR Setup – What I’m Running in 2025

At the heart of it is a Next Level Racing foldable cockpit — which, let’s be honest, isn’t actually folded. I originally picked it because I thought I’d pack it away between sessions. But in practice, it now lives full-time near the kitchen, wedged between cabinets and a few stray toys. It’s technically portable, but the reality of racing regularly means it’s easier to leave it set up and ready.

Sim racing in VR can feel pretty serious when you’re mid-pack at Le Mans, fighting for clean air. But behind the wheel — or more accurately, behind the Meta Quest 3 — my setup is a blend of practicality, compromise, and a bit of chaotic cabling. It’s not perfect, but it works, and I’ve finally got it dialled in well enough to really enjoy the ride.

The Core Rig: Simple, Sturdy, and (Almost) Foldable

At the heart of it is a Next Level Racing foldable cockpit — which, let’s be honest, isn’t actually folded. I originally picked it because I thought I’d pack it away between sessions. But in practice, it now lives full-time near the kitchen, wedged between cabinets and a few stray toys. It’s technically portable, but the reality of racing regularly means it’s easier to leave it set up and ready.

The Fanatec CSL DD (8Nm) wheelbase is mounted solidly to the frame, paired with the McLaren GT3 V2 Xbox wheel. It’s a great combination for someone who doesn’t want to go full sim-lab but still craves responsive force feedback. Pedals are the base Fanatec CSL set — no load cell yet, though I’m tempted.

Off to the side sits a bar stool — not for spectators, but for holding gloves, mouse, and headphones. It’s my unofficial pit lane equipment rack.

Graphics Card Reality: AMD Radeon RX7600 (8GB)

My PC runs an AMD Radeon RX7600 8GB card. It’s not high-end, but for VR sim racing it holds up surprisingly well — provided I’m realistic with settings. I’m not chasing ultra fidelity; I’m chasing fluid frame rates and immersion. Paired with the right tuning and AMD’s latest driver improvements, it’s capable of delivering a very playable experience in titles like ACC (Assetto Corsa Competizione) and Le Mans Ultimate.

Yes, I’ve had to dial back a few shadows and texture settings, but with FSR or OpenXR Toolkit, the image inside the headset is more than sharp enough for consistent, intense sessions — even at night or in the rain.

Headset and Wireless Setup: Meta Quest 3 + Prism XR

I run everything wirelessly via my Meta Quest 3, using a dedicated Prism XR Wi-Fi 6 router. This lets me keep the main home network separate and avoid relocating our shared display monitor every time I want to drive. The result? Rock-solid wireless PCVR streaming with minimal latency — even in fast-paced racing sims.

This wireless approach helps keep the mess manageable too. Cables stay on the floor (for the most part), and I can jump into a session with minimal setup overhead.

Real-World Challenges

This isn’t a YouTuber sim cave. It’s a shared space — and yes, it gets packed up when needed. But it’s also proof that you don’t need a dream rig to get a dream experience. With the right gear in the right spots, you can turn any room into a racing cockpit (even one that’s also doubling as a family zone).

It’s far from glamorous, but when the lights go out at Spa or the sun rises over Fuji, I don’t notice the bar stool, the tiled floor, or the kitchen behind me. I’m in the race.

If you’re sim racing in VR with a setup like this — or thinking about jumping in — let me know what works for you. This setup isn’t final, but it’s functional, fun, and evolving with every race.

Stay tuned for more updates from the track — and if you missed the Bathurst & Le Mans VR highlights, catch the video over on the OZ VR Pulse YouTube channel.




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Ghost Town VR Review – Fireproof’s Best VR Game Yet?

When it comes to VR games, Fireproof Games is a name that carries serious weight. Known for their critically acclaimed Room series, they’ve now stepped into the world of standalone VR with their most ambitious title yet — Ghost Town.

Set in 1983 London, Ghost Town puts you in the shoes of Edith, an Irish witch running a paranormal investigation business. It’s a game about slipping between the real world and the spirit realm, where you use the right tools to guide lost souls on their final journey.

When it comes to VR games, Fireproof Games is a name that carries serious weight. Known for their critically acclaimed Room series, they’ve now stepped into the world of standalone VR with their most ambitious title yet — Ghost Town.

Set in 1983 London, Ghost Town puts you in the shoes of Edith, an Irish witch running a paranormal investigation business. It’s a game about slipping between the real world and the spirit realm, where you use the right tools to guide lost souls on their final journey.

First Impressions

From the moment you fire up Ghost Town, it’s clear this is a standout Quest title. It pushes the Quest 3S to its limits, delivering incredible detail for a standalone experience. The textures, shadows, and atmospheric effects are top-notch, creating a world that feels both haunting and alive. I’ve had a smooth run so far, but I’ve seen some reviewers mention minor stutters, so it’s something to be aware of depending on your setup.

Character and Writing

What really pulls you in is the writing. Edith’s character is sharp, with a dry wit that makes her immediately likable. There’s one particular moment that stood out to me: I found myself wanting to keep talking to a character while waiting for a machine to do its thing, even though the task was done. That’s a testament to the strength of the dialogue and the world-building.

Immersive Gameplay

One of Ghost Town’s standout features is how it uses VR to create a physically connected experience. You’re not just pointing at a screen — you’re grabbing handles, turning dials, and moving levers. The game makes full use of VR’s tactile potential, making every action feel real and weighty.

And let’s take a moment to appreciate the small details. Edith’s hands, for example, are beautifully rendered. I’ve found myself turning my hands over in-game just to admire the rings and symbols. It’s a small touch, but it adds so much to the immersion.

Exploration and Storytelling

The apartment is another highlight. It’s crammed with details — notes, photos, and personal artifacts that flesh out the world. Make sure you take a moment to check the answering machine. A few messages and you’re right up to date on how Edith’s business is traveling in the real world. It’s a great bit of passive storytelling that gives the whole space a lived-in, authentic feel.

Puzzles and Challenges

If you’re wondering about the puzzles — they’re excellent. They range from classic electrical circuits to mechanical contraptions that make you feel like an amateur engineer. And yes, you will need to use your brain. There’s no hand-holding here.

Pricing and Value

Ghost Town is well worth the full price of admission, especially if you have a Quest+ discount code or another promo. This is absolutely the game to use it on.

Final Verdict

So, should you pick up Ghost Town? If you’re a fan of atmospheric puzzle adventures with a heavy dose of story and character, this is a must-play. It’s a slow burn, but one that rewards curiosity and attention to detail.

And if you’ve played Ghost Town, what’s your take? Let us know in the comments below.

Thanks for reading, and as always, this is OZ VR Pulse — your Aussie guide to the world of virtual reality.

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Surviving Mars: Pioneer – First Impressions

Mars is a harsh place. Unlike the colorful, bustling galaxies of No Man’s Sky, Surviving Mars: Pioneer is a stripped-back, survival-first experience where the stakes are real, and the margin for error is razor-thin. From the moment you step out of your landing pod, you’re faced with a stark reality: you’re alone, your oxygen is limited, and the Red Planet isn’t particularly welcoming.

Mars is a harsh place. Unlike the colorful, bustling galaxies of No Man’s Sky, Surviving Mars: Pioneer is a stripped-back, survival-first experience where the stakes are real, and the margin for error is razor-thin. From the moment you step out of your landing pod, you’re faced with a stark reality: you’re alone, your oxygen is limited, and the Red Planet isn’t particularly welcoming.

First Steps on Mars
Your first moments on the Martian surface are equal parts awe-inspiring and nerve-wracking. The thin atmosphere gives every step a sense of finality, each crunch of Martian dust underfoot a reminder of just how far from home you are. I took a slow, 360° look around, taking in the harsh, rust-colored landscape stretching to the horizon, broken only by the occasional rocky outcrop. It’s a breathtaking but lonely sight — no ships in the sky, no busy trade lanes, just isolation and a constant low-level fear ...

Grabbing Your First Gear
Survival in Pioneer starts with the basics. You’ll quickly learn that your landing pod is both a lifeline and a fragile bubble of safety. My first instinct was to grab everything not bolted down — oxygen tanks, a handful of tools, and a basic survival pack. There’s no tutorial here, just a quiet, underlying threat that you should move quickly before your suit alarms start screaming for more O2.

Learning to Crawl Before You Can Walk
I made my first mistake almost immediately. I thought I’d be clever and build my first habitat a bit further from the pod, looking for a more defensible location. What I didn’t realize is that you can’t just build anywhere. I wasted precious oxygen fighting the controls, swearing at the screen, and wondering why the game wouldn’t let me place my habitat. By the time I figured it out, my oxygen levels were critical, and I had no hope of making it back to the pod. I died mid-boost jump, leaving my gear in ...

Finding Your Footing
After a quick respawn and a bit of muttered self-recrimination, I took a more conservative approach. This time, I built my habitat closer to the pod, learning to balance ambition with survival. But even then, I managed to add a little extra embarrassment to the process. When I finally got around to building the airlock, I somehow managed to place it backwards. I could step into the airlock — great — but it didn’t actually connect to the habitat, which, as you might guess, is a bit of a problem on Mars. I...

Why the Grind is Worth It
As frustrating as it can be, all this mining, exploring, and relentless scavenging isn’t just busywork. Every time you complete an achievement, you earn research points, and those points are the key to unlocking new items and plans. Once you have a plan, you’ll need to gather the materials to build it, which means more trips out into the hostile Martian wilderness. But the grind pays off. Over time, you’ll move from basic survival to building your own rocket, producing your own food, and (presumably) eve...

Final Thoughts
So far, Surviving Mars: Pioneer has proven to be a tougher, more intricate experience than I expected. It’s not just a sci-fi sandbox — it’s a proper survival challenge, and I’m just getting started. Whether you’ll find it frustrating or rewarding depends on how much you value the struggle. If you like your games with a side of unforgiving realism and the occasional burst of panic, this one’s worth a closer look.

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