Compare inVokeR prices across 50+ stores and find the best deal. Developed by 8th Shore, Inc.. Published by 8th Shore, Inc.. Released on 7/20/2017. Available on PC. Genres: Action, Indie, Early Access.

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.

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

inVokeR
ActionIndieEarly Access

inVokeR

Jul 20, 20178th Shore, Inc.
GamerScout Says

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

singleplayermultiplayerpvponline-pvpachievementstrading-cardstier:sub-51v1 DuelingGesture ControlsRoom-Scale VRDead OnlineElemental CombatMana ManagementAI Difficulty ModesEarly Access Stalled

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

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