Compare LyraVR prices across 50+ stores and find the best deal. Developed by LyraVR. Published by LyraVR. Released on 3/22/2017. Available on PC. Genres: Casual, Indie, Early Access.

If you ever wished you could reach into a song and physically rearrange its atoms, LyraVR is the closest thing to that feeling, assuming you have a VR headset and a tolerance for Early Access roughness.

I came into LyraVR expecting a gimmick, one of those VR curiosities that screenshots well and plays thin. What I found instead was a genuinely strange little instrument, the kind of handcrafted oddity that only a small, obsessive team could ship. The core idea is spatial music sequencing: you stand inside a three-dimensional environment, reach out, place sound nodes in physical space, link them into sequences, and then press play and watch your composition breathe around you. It is not a game in any conventional sense. It is closer to a sculptor's studio where every object hums. The building blocks are modest but thoughtfully chosen. Five virtual instrument controllers cover the expected ground: the KB88 keyboard for melodic work, the DK9 drum kit for rhythmic foundation. Beyond those you have 15 instrument node types to chain together, which gives you enough variety to construct loops with genuine texture rather than one-bar filler. The Autoplayer 3000 controller lets you trigger chords and arpeggios without needing a musician's precision, which lowers the floor meaningfully. Spatial 3D audio means the mix changes depending on where you stand relative to your nodes, and that alone is the kind of thing you simply cannot replicate on a flat screen. Royalty-free Loopmasters samples are bundled in, so even if you bring zero musical background you have professional-grade material to work with from the first session. WAV import and export means anything you build here can leave the headset and go somewhere useful. The honest caveats are worth naming plainly. LyraVR entered Early Access back in 2017 and has stayed there. The developer has posted roadmap ambitions including a social sharing system, expanded node palettes, and deeper environment customization, but progress has been slow and the update cadence is quiet. The community is small. The interface, while intuitive in concept, has a learning curve that feels steeper than it should because onboarding documentation is sparse. If you are not already curious about VR music tools specifically, this will not convert you. The five environments give you visual variety but they are not especially elaborate, and the app's overall polish sits firmly at the "ambitious indie prototype" tier rather than finished product. Who should care, then? Primarily: musicians or producers who own a room-scale VR setup and are genuinely curious about spatial composition as a new way of thinking about arrangement. Secondarily: VR enthusiasts who want something meditative and open-ended rather than another wave shooter. The 3D audio alone, the experience of standing at the center of a loop you built yourself with your hands, carries a quiet wonder that I did not expect. MusicTech singled it out as one of the most promising VR music tools available, and for a niche that has very few serious contenders, that praise still holds weight. Approach it as an instrument in early development, not a finished application, and it rewards that patience with moments that feel genuinely new. Kai, Scout Team

LyraVR
CasualIndieEarly Access

LyraVR

Mar 22, 2017LyraVR
GamerScout Says

If you ever wished you could reach into a song and physically rearrange its atoms, LyraVR is the closest thing to that feeling, assuming you have a VR headset and a tolerance for Early Access roughness.

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Screenshots & Media

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About LyraVR

I came into LyraVR expecting a gimmick, one of those VR curiosities that screenshots well and plays thin. What I found instead was a genuinely strange little instrument, the kind of handcrafted oddity that only a small, obsessive team could ship. The core idea is spatial music sequencing: you stand inside a three-dimensional environment, reach out, place sound nodes in physical space, link them into sequences, and then press play and watch your composition breathe around you. It is not a game in any conventional sense. It is closer to a sculptor's studio where every object hums. The building blocks are modest but thoughtfully chosen. Five virtual instrument controllers cover the expected ground: the KB88 keyboard for melodic work, the DK9 drum kit for rhythmic foundation. Beyond those you have 15 instrument node types to chain together, which gives you enough variety to construct loops with genuine texture rather than one-bar filler. The Autoplayer 3000 controller lets you trigger chords and arpeggios without needing a musician's precision, which lowers the floor meaningfully. Spatial 3D audio means the mix changes depending on where you stand relative to your nodes, and that alone is the kind of thing you simply cannot replicate on a flat screen. Royalty-free Loopmasters samples are bundled in, so even if you bring zero musical background you have professional-grade material to work with from the first session. WAV import and export means anything you build here can leave the headset and go somewhere useful. The honest caveats are worth naming plainly. LyraVR entered Early Access back in 2017 and has stayed there. The developer has posted roadmap ambitions including a social sharing system, expanded node palettes, and deeper environment customization, but progress has been slow and the update cadence is quiet. The community is small. The interface, while intuitive in concept, has a learning curve that feels steeper than it should because onboarding documentation is sparse. If you are not already curious about VR music tools specifically, this will not convert you. The five environments give you visual variety but they are not especially elaborate, and the app's overall polish sits firmly at the "ambitious indie prototype" tier rather than finished product. Who should care, then? Primarily: musicians or producers who own a room-scale VR setup and are genuinely curious about spatial composition as a new way of thinking about arrangement. Secondarily: VR enthusiasts who want something meditative and open-ended rather than another wave shooter. The 3D audio alone, the experience of standing at the center of a loop you built yourself with your hands, carries a quiet wonder that I did not expect. MusicTech singled it out as one of the most promising VR music tools available, and for a niche that has very few serious contenders, that praise still holds weight. Approach it as an instrument in early development, not a finished application, and it rewards that patience with moments that feel genuinely new. Kai, Scout Team

Tags

singleplayertier:indieSpatial AudioMusic SequencerVR RequiredNode-Based CompositionRoom-ScaleExperimentalMusic Production

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
Storage
2 GB available space
Graphics
Nvidia GTX 970
Processor
Intel i5-4590 or better
Sound Card
Required
VR Support
SteamVR

Recommended

OS
Windows 10
Memory
16 GB RAM
Storage
2 GB available space
Graphics
Nvidia GTX 1070
Processor
Intel i7
Sound Card
Required
VR Support
SteamVR

Reviews & Ratings

No ratings available

Game Info

Developer
LyraVR
Publisher
LyraVR
Release Date
Mar 22, 2017

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