
Fruit Ninja VR 2
More modes, a bow, a crossbow, and a rhythm minigame bolted onto a concept that was already near-perfect in VR. Depth-seekers will bounce off it fast, but as a pick-up-and-play headset showcase it punches well above its weight.
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About Fruit Ninja VR 2
My spreadsheet instincts said skip this one. A fruit-slicing arcade game is not exactly the kind of title that rewards build optimization or late-game theorycrafting. But I gave it a proper session anyway, and I came away with a clearer picture of exactly who it's for and who it absolutely is not. Fruit Ninja VR 2 is a VR arcade game built around physical gesture controls. You swing blades, fire bows, and eventually wield a crossbow across a series of hand-crafted levels set in a colourful world called Fruitasia. That is the entire mechanical premise, and Halfbrick knows it. The weapon roster is where most of the game's variety lives. Blades cover the widest range of play modes and feel immediately familiar to anyone who spent time on the original mobile game. The bow is the more interesting addition: it requires real precision, and lining up arrow combos for critical hits creates a feedback loop that the flat swipe controls simply cannot match. The crossbow, added post-launch, slots into three dedicated repeatable modes called Wave Master, Perfect Form, and Chaos Mode. On top of those weapon-driven modes, there is a rhythm mode where you slice fruit in time to music, a Beat Saber-adjacent idea that reviewers have noted lacks licensed tracks and therefore has limited replay value compared to dedicated rhythm titles. Whack-a-fruit and minigames scattered across the overworld round out the package. The classic Arcade, Zen, and Classic modes from the first game also made it in, which community members flagged as a welcome addition after early access launched without them. The structure is the one point that genuinely divides people. Early access reviewers noted that new players are funnelled through bow levels before blade content unlocks, which frustrated players who just wanted to swing a sword immediately. Once you clear that introductory section the game opens up considerably. The Social Hub lets you drop into multiplayer, compete in the Arena, or play the Apple Head mode where you fire arrows at opponents. Cross-play between Steam and Quest was added at full release, which meaningfully helps the online population. Active concurrent player counts on Steam are low, so the multiplayer side is variable depending on time of day. Solo content is the more reliable draw. For a strategy player like me, the honest answer is that there is no depth here in any meaningful sense. No build variety, no AI to outsmart, no late-game scaling to study. What there is, is a very well-suited use of room-scale VR motion controls, a clean progression system for collecting blades, bows, and sais by completing challenges, and a genuinely fun physical novelty that holds up longer than you expect. The player base on Steam is small (roughly 96 reviews at a mostly-positive rating), which means this is a niche within a niche. If you are buying it as a party showpiece or a way to onboard non-gamer friends with a headset, it earns its place. If you are looking for your next 200-hour obsession, look elsewhere. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Unsupported.
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 4 GB RAM
- Storage
- 500 MB available space
- Graphics
- Nvidia GTX 970 or equivalent
- Processor
- Intel i5-4590 / AMD FX 8350
- VR Support
- SteamVR. Standing or Room Scale
Recommended
- OS
- Windows 10
- Memory
- 8 GB RAM
- Storage
- 500 MB available space
- Graphics
- NVIDIA GTX 1060 or equivalent
- Processor
- Intel i5-4590 / AMD FX 8350
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Reviews & Ratings
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Game Info
- Developer
- Halfbrick Studios Pty Ltd
- Publisher
- Halfbrick Studios Pty Ltd
- Release Date
- Apr 7, 2023