Compara los precios de Unearthing Mars VR en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Light Era Studio. Publicado por Skywalker HK. Lanzado el 22/6/2017. Disponible en PC. Géneros: Adventure, Simulation.

Ten chapters, roughly two hours, and a mixed Steam verdict tell you most of what you need to know before strapping in for this VR Mars expedition.

My spreadsheet instincts kicked in the moment I clocked the runtime on this one: around 90 to 120 minutes to complete all ten chapters, zero replayability by design, and a Steam community split roughly 67/33 in favor. Those are the numbers up front, because they frame everything else about Unearthing Mars VR fairly and honestly. The structure is genuinely ambitious for an indie VR release from 2017. You play as a nameless co-pilot sent to investigate fragments of the Phobos satellite on the Martian surface, and the game cycles you through five distinct mechanical modes across those ten chapters: cockpit flight simulation where you pull levers and monitor systems during a sandstorm descent, on-foot point-and-click exploration across the Martian surface, rover driving from an RC-style external camera perspective, environmental puzzles involving alien crystals that trigger past-life visions of a once-green Mars, and a first-person shooter section late in chapter nine where you take up a shield and gun against alien robot creatures. On paper, that is a real breadth of interaction for a two-hour experience, and the VR integration of physical actions, like physically tapping your head to toggle your helmet flashlight, shows genuine creative thinking about what the medium can do. In practice, the execution falls short of the concept at almost every turn. The puzzles are hand-held to a fault, with interactive spots highlighted so aggressively that challenge barely registers. The rover driving requires checkpoints because tipping the vehicle into craters is a genuine risk, which is one of the few moments the game produces any real tension. Character models and voice performances read as robotic and unanimated, which actively undermines any immersion the headset is trying to build. The teleport-based locomotion system works well enough to avoid motion sickness, but restricts you to fixed waypoints when the environment begs to be freely explored. The FPS section arrives so late that players who bounce off the slow early chapters never reach it, and the overall narrative resolves mysteries it spent the whole runtime building, only to leave most of the interesting questions unanswered. The PC version does carry one legitimate advantage over the original PSVR release: improved visual quality and an adjusted storyline, so if you played this on console and bounced off it, the Steam build is a modest upgrade. Achievement hunters should note that some survivors can be missed depending on dialogue choices, meaning a second playthrough is technically required for a clean 100 percent run, though at two hours a pop that is not a painful ask. There is no mod ecosystem, no difficulty tuning, no meaningful decision tree beyond a few branching dialogue picks. From a depth-of-decision standpoint, this is closer to an interactive film than a game. That is not automatically a disqualifier in VR, but it does mean the audience is narrow: first-time VR owners curious about a story-framed space adventure, or genre completionists who have already worked through the stronger alternatives. Diego, Scout Team

Unearthing Mars VR

Unearthing Mars VR

22 jun 2017Light Era StudioSkywalker HK
GamerScout opina

Ten chapters, roughly two hours, and a mixed Steam verdict tell you most of what you need to know before strapping in for this VR Mars expedition.

PC
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Mínimo histórico: €7.29

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My spreadsheet instincts kicked in the moment I clocked the runtime on this one: around 90 to 120 minutes to complete all ten chapters, zero replayability by design, and a Steam community split roughly 67/33 in favor. Those are the numbers up front, because they frame everything else about Unearthing Mars VR fairly and honestly. The structure is genuinely ambitious for an indie VR release from 2017. You play as a nameless co-pilot sent to investigate fragments of the Phobos satellite on the Martian surface, and the game cycles you through five distinct mechanical modes across those ten chapters: cockpit flight simulation where you pull levers and monitor systems during a sandstorm descent, on-foot point-and-click exploration across the Martian surface, rover driving from an RC-style external camera perspective, environmental puzzles involving alien crystals that trigger past-life visions of a once-green Mars, and a first-person shooter section late in chapter nine where you take up a shield and gun against alien robot creatures. On paper, that is a real breadth of interaction for a two-hour experience, and the VR integration of physical actions, like physically tapping your head to toggle your helmet flashlight, shows genuine creative thinking about what the medium can do. In practice, the execution falls short of the concept at almost every turn. The puzzles are hand-held to a fault, with interactive spots highlighted so aggressively that challenge barely registers. The rover driving requires checkpoints because tipping the vehicle into craters is a genuine risk, which is one of the few moments the game produces any real tension. Character models and voice performances read as robotic and unanimated, which actively undermines any immersion the headset is trying to build. The teleport-based locomotion system works well enough to avoid motion sickness, but restricts you to fixed waypoints when the environment begs to be freely explored. The FPS section arrives so late that players who bounce off the slow early chapters never reach it, and the overall narrative resolves mysteries it spent the whole runtime building, only to leave most of the interesting questions unanswered. The PC version does carry one legitimate advantage over the original PSVR release: improved visual quality and an adjusted storyline, so if you played this on console and bounced off it, the Steam build is a modest upgrade. Achievement hunters should note that some survivors can be missed depending on dialogue choices, meaning a second playthrough is technically required for a clean 100 percent run, though at two hours a pop that is not a painful ask. There is no mod ecosystem, no difficulty tuning, no meaningful decision tree beyond a few branching dialogue picks. From a depth-of-decision standpoint, this is closer to an interactive film than a game. That is not automatically a disqualifier in VR, but it does mean the audience is narrow: first-time VR owners curious about a story-framed space adventure, or genre completionists who have already worked through the stronger alternatives.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:indieVR RequiredTeleport LocomotionLinear NarrativeShort CampaignCockpit SimulationRover DrivingPoint-and-Click ExplorationAchievement Hunting

Requisitos del sistema

Mínimos

OS
Windows 7 or newer
Memory
8 GB RAM
DirectX
Version 11
Storage
11 GB available space
Graphics
Nvidia GeForce GTX970, or AMD Radeon R9 290 equivalent or greater
Processor
Intel i5-4590 or AMD Ryzen 5 1500X or greater
VR Support
SteamVR

Recomendados

OS
Windows 7 or newer
Memory
8 MB RAM
DirectX
Version 11
Storage
11 GB available space
Graphics
Nvidia GeForce GTX 1060 or AMD Radeon RX 480 or greater
Processor
Intel i5-4590 or AMD Ryzen 5 1500X or greater

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Información del juego

Desarrolladora
Light Era Studio
Distribuidora
Skywalker HK
Fecha de lanzamiento
22 jun 2017

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¿En qué plataformas está disponible Unearthing Mars VR?

Unearthing Mars VR está disponible en PC.

¿Cuándo se lanzó Unearthing Mars VR?

Unearthing Mars VR se lanzó el 22 de junio de 2017.

¿Quién desarrolló Unearthing Mars VR?

Unearthing Mars VR fue desarrollado por Light Era Studio y publicado por Skywalker HK.