After the Fall [VR]
Left 4 Dead in VR sounds like a no-brainer pitch, and After the Fall mostly delivers it. Bring three friends and your tolerance for thin content, and you'll have a blast.
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About After the Fall [VR]
My first few runs in After the Fall felt like the VR genre finally grew up. You're dropped into a frozen, post-apocalyptic Los Angeles set in an alternate 1980s, hunting through crumbling streets and ice-caked interiors while waves of mutated undead called Snowbreed pour out of every crack in the walls. The premise is paper-thin and proudly so: this is an arcade horde shooter that just wants you to grab a shotgun, unload it into a Smasher's ice-armored chest, and do it again with three friends. As a pure moment-to-moment co-op shooter in VR, it gets the fundamentals right in a way most VR games simply don't. The gunplay is the star. Vertigo Games built on their Arizona Sunshine foundation here, and it shows. You carry up to four weapons at once across two holsters and two hands, which lets you dual-wield handguns, swap to a rifle mid-chaos, or tuck a pipe bomb into your off-hand slot. Reloading comes in two flavors: a streamlined chest-holster method for newer players, and a fully physical immersive reload that requires you to eject the magazine, seat a fresh one, and rack the slide. Go the hard route and you earn more Harvest currency at the end of each run, which feeds into the weapon crafting and upgrade loop back at the hub called The Line. The 360-degree spatial audio is excellent too, letting you hear Snowbreed positioning from across a ruined room before they're even on screen. On PC VR you also get ragdoll physics, blood splatter, and flashlight shadows that the mobile version skips for performance reasons. The social hub design is genuinely clever. Rather than a menu screen, you physically wander a shared underground lobby, walk up to strangers, and invite them to your group. Cross-platform play keeps the pool healthy enough that finding a squad rarely takes long. Difficulty scales from approachable to legitimately punishing on Veteran, where resource management and target priority start to matter. There's also a four-versus-four PvP team battle mode if horde-running gets monotonous, though it's the thinner of the two main activities. The complaints are real though, and they've followed the game from launch. The five main campaign stages are short, and each run through them starts to feel structurally identical fast: snow-covered streets, indoor set piece, safehouse, repeat. Special enemy variety is modest. The Snowbreed roster includes a blind-inducing bomber type and several armored bullet-sponge variants, but it doesn't reach the strategic depth of the Left 4 Dead special infected that clearly inspired the design. The game also has a persistent habit of disbanding your party between levels rather than rolling you directly into the next one, which kills momentum. Early launch bugs included head-collision blackouts that could lock you in place until you physically moved your real head free of the geometry, though patches have addressed the worst of these over time. Solo players with bad luck on AI companions will have a rougher time, as the bot teammates are functional but not clever. Who is this for? VR owners who want the closest thing to a proper co-op horde shooter that the platform offers, and who have at least one friend they can drag in with them. If you've exhausted Arizona Sunshine and want something with a bigger social footprint and tighter gunplay, After the Fall steps up. If you're expecting the content depth of a full Left 4 Dead campaign with genuine replayability baked into the level design, the library is a little bare. The game has grown since launch, but it still plays best as a short-session, group-activity title rather than a solo journey. Alex, Scout Team
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Game Info
- Developer
- Vertigo Games
- Publisher
- Vertigo Games
- Release Date
- Dec 9, 2021