
inVokeR
Wizard PvP in VR with solid gesture controls and a dead public lobby - worth loading up only if you have a friend with a headset ready to queue.
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About inVokeR
I came into inVokeR looking for a VR competitive experience that could scratch the 1v1 itch without the usual flailing-arms nonsense you get from half-baked motion games. The pitch is straightforward: two wizards, one arena, elemental spells, real-time gesture casting. When it works, it genuinely works. The gesture system uses your controllers in a way that feels physical rather than performative - right hand fires projectiles, left hand modifies or defends - and after twenty minutes of target practice the inputs start to feel second nature rather than arbitrary. The spell toolkit is limited but not without structure. You pick from four elements - Fire, Earth, Ice, and Wind - and work with five core spells plus four ultimate abilities. Offensive projectiles can be split into two shots mid-flight or slowed depending on how you combine inputs, and each player has a small dragon companion pestering the opponent from the sideline, which adds a layer of chaos management to what could otherwise be a pure aim-and-dodge game. Mana feeds both your modifier abilities and your shield, and you generate it by collecting crystals and landing hits. It is a tighter loop than it sounds on paper, and the timing pressure in a live duel feels real. Here is the honest problem, though: the online lobby is functionally dead. Multiple community reports confirm that public matchmaking has been a ghost town for years. Boss Trial and the AI modes at various difficulties provide some single-player runway, and there is a Target Break time-attack mode that works as a warmup tool, but none of it replaces the head-to-head reason this game exists. The four arena stages are visually fine - cartoonish, colorful, small team budget evident - and the motion tracking on HTC Vive runs smoothly, though Rift Touch users have flagged inconsistent projectile registration that never got fully ironed out. Room-scale requires a solid 2x2 meter clear space, so compact setups are a hard no. The Early Access label has been on this thing since July 2017. The developer roadmap mentioned progression systems, unlockables, expanded enemy types, and new spell sets. None of that showed up in any meaningful form. What launched is essentially what shipped. For VR competitive players who have a dedicated partner to run private matches with, there is a genuinely fun 1v1 game buried here - tactile, low-latency, with enough spell variety to build simple mind-games around. For anyone relying on public queues, inVokeR is an empty arena at 2am and nothing more. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows™ 7 SP1, Windows™ 8.1 or later or Windows™ 10
- Memory
- 4 GB RAM
- Storage
- 2 GB available space
- Graphics
- Nvidia GeForce GTX970, or AMD Radeon R9 290 equivalent or greater
- Processor
- Intel™ Core™ i5-4590 or AMD FX™ 8350, equivalent or better
- VR Support
- SteamVR. Room Scale 2m by 2m area required
Reviews & Ratings
No ratings available
Game Info
- Developer
- 8th Shore, Inc.
- Publisher
- 8th Shore, Inc.
- Release Date
- Jul 20, 2017