Compara los precios de Trenches VR en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Steelkrill Studio. Publicado por Perp Games. Lanzado el 22/10/2025. Disponible en PC. Géneros: Action, Adventure, Indie, Simulation.

Your microphone is the mechanic that will either make or break this one: stay silent in a WWI horror maze, or your own breathing gets you killed. A clever hook stretched thin over a short, corridor-bound loop.

I went in expecting Trenches VR to weaponize the VR headset in some genuinely new way, and for roughly the first twenty minutes, it delivers exactly that. The real-time microphone system, where enemies detect your actual breathing, whispered panicked words, or a stifled yelp at a jump scare, is one of the most underused tricks in VR horror and it produces moments of genuine, physical tension that no flatscreen game can replicate. A subtle hand-proximity visual cue fires when you make noise, so you always know when you are about to blow your cover. That feedback loop, quiet movement versus the pressure to use your trench whistle to navigate the labyrinthine layout, is legitimately smart design. The broader setup places you in 1917, a soldier trapped behind enemy lines with a singular objective: collect nine hidden baby dolls by tracking the sound of crying, piece together notes and photographs for backstory, and get out alive. The whistle doubles as a navigation aid, pinging direction through audio cues, but using it risks alerting whatever is stalking the corridors. Chalk found in the environment lets you mark walls to avoid backtracking, which matters because the layout has procedural elements baked in: fog density, jump scare placement, and objective locations shuffle between runs, giving the roughly one-to-two-hour playtime some reason to return. Here is where the strategy brain in me wants to give credit but cannot fully do so. The decision tree in Trenches VR is shallow. The core loop is: creep forward, listen, check whistle, hide, repeat. There is no build progression, no escalating resource tension, no meaningful enemy behavior to read and counter beyond staying quiet. The enemies themselves have received AI and pathfinding improvements post-launch, and the full arm tracking and revamped inventory system show the developer responding to feedback, but the underlying structure is a corridor horror experience with a clever microphone gimmick on top. Reviewers have compared it unfavorably to much older VR horror titles, and that sting is fair. Guns found in the environment do not fire effectively, item interactions occasionally glitch, and the read-a-note mechanic requires holding documents in an exact headset-relative position or the text closes on you. The audio design genuinely earns its keep: creaking floorboards, distant artillery rumble, and spatial echoes inside the narrow wooden walkways all do heavy lifting for atmosphere. Visually the environment is functional but repetitive, muddy corridor after muddy corridor with limited enemy variety. The WWI setting, which could have grounded the horror in something historically resonant and psychologically weighty, is largely wasted. The monstrous threat feels generic rather than tied to the Great War backdrop, and character depth is thin. For a horror game, that missed narrative opportunity stings more than any jump scare. Who should pick this up? VR horror fans who want a short, intense session and have never experienced a microphone-reactive enemy system will find a solid novelty here. Players who need systemic depth, branching decisions, or a campaign worth dissecting will bounce off the loop within an hour. It is a one-person studio's concept, now backed by a publisher, and the post-launch patch activity suggests ongoing support. Go in expecting a focused scare experience with one outstanding mechanic and several rough edges, and you will leave satisfied. Expect a landmark in VR horror and you will not. Diego, Scout Team

Trenches VR

Trenches VR

22 oct 2025Steelkrill StudioPerp Games
GamerScout opina

Your microphone is the mechanic that will either make or break this one: stay silent in a WWI horror maze, or your own breathing gets you killed. A clever hook stretched thin over a short, corridor-bound loop.

PC
Steam Deck Unsupported
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en N/A
Mínimo histórico: €4.90

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I went in expecting Trenches VR to weaponize the VR headset in some genuinely new way, and for roughly the first twenty minutes, it delivers exactly that. The real-time microphone system, where enemies detect your actual breathing, whispered panicked words, or a stifled yelp at a jump scare, is one of the most underused tricks in VR horror and it produces moments of genuine, physical tension that no flatscreen game can replicate. A subtle hand-proximity visual cue fires when you make noise, so you always know when you are about to blow your cover. That feedback loop, quiet movement versus the pressure to use your trench whistle to navigate the labyrinthine layout, is legitimately smart design. The broader setup places you in 1917, a soldier trapped behind enemy lines with a singular objective: collect nine hidden baby dolls by tracking the sound of crying, piece together notes and photographs for backstory, and get out alive. The whistle doubles as a navigation aid, pinging direction through audio cues, but using it risks alerting whatever is stalking the corridors. Chalk found in the environment lets you mark walls to avoid backtracking, which matters because the layout has procedural elements baked in: fog density, jump scare placement, and objective locations shuffle between runs, giving the roughly one-to-two-hour playtime some reason to return. Here is where the strategy brain in me wants to give credit but cannot fully do so. The decision tree in Trenches VR is shallow. The core loop is: creep forward, listen, check whistle, hide, repeat. There is no build progression, no escalating resource tension, no meaningful enemy behavior to read and counter beyond staying quiet. The enemies themselves have received AI and pathfinding improvements post-launch, and the full arm tracking and revamped inventory system show the developer responding to feedback, but the underlying structure is a corridor horror experience with a clever microphone gimmick on top. Reviewers have compared it unfavorably to much older VR horror titles, and that sting is fair. Guns found in the environment do not fire effectively, item interactions occasionally glitch, and the read-a-note mechanic requires holding documents in an exact headset-relative position or the text closes on you. The audio design genuinely earns its keep: creaking floorboards, distant artillery rumble, and spatial echoes inside the narrow wooden walkways all do heavy lifting for atmosphere. Visually the environment is functional but repetitive, muddy corridor after muddy corridor with limited enemy variety. The WWI setting, which could have grounded the horror in something historically resonant and psychologically weighty, is largely wasted. The monstrous threat feels generic rather than tied to the Great War backdrop, and character depth is thin. For a horror game, that missed narrative opportunity stings more than any jump scare. Who should pick this up? VR horror fans who want a short, intense session and have never experienced a microphone-reactive enemy system will find a solid novelty here. Players who need systemic depth, branching decisions, or a campaign worth dissecting will bounce off the loop within an hour. It is a one-person studio's concept, now backed by a publisher, and the post-launch patch activity suggests ongoing support. Go in expecting a focused scare experience with one outstanding mechanic and several rough edges, and you will leave satisfied. Expect a landmark in VR horror and you will not.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooptier:indieMicrophone DetectionSanity SystemProcedural ScaresVR ExclusiveStealth HorrorShort RuntimeWWI SettingWhistle NavigationJump Scare Heavy

Requisitos del sistema

Mínimos

OS
Windows 7 64-Bit or later
Memory
4 GB RAM
Storage
2 GB available space
Graphics
NVIDIA GeForce GTX 660 2 GB or AMD equivalent
Processor
Intel Core i5 2500K or AMD equivalent
VR Support
OpenXR - Oculus Meta Quest 2, Valve index, Microsoft Motion Controller

Recomendados

OS
Windows 10 64-Bit
Memory
8 GB RAM
Storage
2 GB available space
Graphics
NVIDIA GeForce GTX 970 or AMD equivalent
Processor
Intel Core i7 4790K or AMD equivalent
VR Support
OpenXR - Oculus Meta Quest 2, Valve index, Microsoft Motion Controller

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Información del juego

Desarrolladora
Steelkrill Studio
Distribuidora
Perp Games
Fecha de lanzamiento
22 oct 2025

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¿Cuánto cuesta Trenches VR?

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¿En qué plataformas está disponible Trenches VR?

Trenches VR está disponible en PC.

¿Cuándo se lanzó Trenches VR?

Trenches VR se lanzó el 22 de octubre de 2025.

¿Quién desarrolló Trenches VR?

Trenches VR fue desarrollado por Steelkrill Studio y publicado por Perp Games.