Compare MOMO.EXE VR prices across 50+ stores and find the best deal. Developed by Dymchick1. Published by Dymchick1. Released on 8/14/2020. Available on PC. Genres: Action, Adventure, Indie.

The Momo creepypasta gets a VR headset strapped to it, and the result is exactly as rough and oddly charming as that sentence implies. Short, cheap, and surprisingly tense in bursts - but know what you're signing up for.

I went into MOMO.EXE VR expecting five minutes of cheap internet-meme horror and came out with something more complicated to summarize. This is a solo release from Dymchick1, the same developer behind the original flat-screen MOMO.EXE games, and the VR version bundles both the first and second chapters into a single package. The premise leans hard on the real-world creepypasta: you pick up your phone, curiosity wins, and suddenly a wide-eyed nightmare figure named Momo is sending you tasks. The central rule, the one the title itself whispers at you, is that you must complete those tasks and resist talking back. What that means in practice is a short interactive story where your in-game phone is the primary object of interaction - a prop you hold in VR space, scroll through, and use as a flashlight in the darker stretches. The VR implementation is honestly a mixed bag, and I say that without judgment because this is a one-person indie effort and the ambition of putting it in headset space at all deserves acknowledgment. Locomotion is full with snap turning available, which is the responsible choice for a horror game where the creature chases you through a maze. That chase sequence - Momo bearing down on you at speed through narrow corridors - is the moment the game actually earns its VR premise. A jump scare that you can dismiss in a flat-screen window lands completely differently when it fills your peripheral vision. The problem is that most of the task interactions are point-and-click in nature, basic and stiff, and the frame rate on mid-range hardware reportedly sits around 45fps rather than the 90fps a VR title should target. Motion sickness is a real risk for anyone sensitive to high run speeds. The writing and translation carry that endearing rough quality common to small Eastern European indie releases. Jokes land sideways, dialogue reads a little wrong in English, and the tone shifts unpredictably between genuinely creepy and accidentally funny. Somehow that texture works in the game's favor. Momo as a figure - based on that famous sculpture with the stretched smile and bird legs - is unsettling precisely because the presentation is lo-fi. A polished AAA model might be scarier on paper but less memorable. Here the cartoony 3D aesthetic and the slightly-off character design create a specific kind of unease that feels handmade. There are multiple endings tied to the choices you make, and at least one reviewer came away genuinely surprised by the conclusion, which is worth something in a game this short. The honest ceiling here is a single session of around one to two hours, tops. There is no post-launch content, no updates adding modes or replayability beyond hunting the alternate endings. The community has gone quiet since launch. What you get is a compact, VR-native horror curio built from internet mythology, with one genuinely scary chase scene, a phone mechanic that feels novel for about thirty minutes, and a finale that earns a little goodwill. It is not a technically polished experience. Bugs exist. The jump scare model is rudimentary up close. But for players who grew up when the Momo challenge was filling parent-group Facebook feeds, there is a specific nostalgic dread to booting this up in a dark room with a headset on. Manage expectations, check your motion sickness tolerance, and do not, under any circumstances, chat with Momo. Kai, Scout Team

MOMO.EXE VR
ActionAdventureIndie

MOMO.EXE VR

Aug 14, 2020Dymchick1
GamerScout Says

The Momo creepypasta gets a VR headset strapped to it, and the result is exactly as rough and oddly charming as that sentence implies. Short, cheap, and surprisingly tense in bursts - but know what you're signing up for.

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About MOMO.EXE VR

I went into MOMO.EXE VR expecting five minutes of cheap internet-meme horror and came out with something more complicated to summarize. This is a solo release from Dymchick1, the same developer behind the original flat-screen MOMO.EXE games, and the VR version bundles both the first and second chapters into a single package. The premise leans hard on the real-world creepypasta: you pick up your phone, curiosity wins, and suddenly a wide-eyed nightmare figure named Momo is sending you tasks. The central rule, the one the title itself whispers at you, is that you must complete those tasks and resist talking back. What that means in practice is a short interactive story where your in-game phone is the primary object of interaction - a prop you hold in VR space, scroll through, and use as a flashlight in the darker stretches. The VR implementation is honestly a mixed bag, and I say that without judgment because this is a one-person indie effort and the ambition of putting it in headset space at all deserves acknowledgment. Locomotion is full with snap turning available, which is the responsible choice for a horror game where the creature chases you through a maze. That chase sequence - Momo bearing down on you at speed through narrow corridors - is the moment the game actually earns its VR premise. A jump scare that you can dismiss in a flat-screen window lands completely differently when it fills your peripheral vision. The problem is that most of the task interactions are point-and-click in nature, basic and stiff, and the frame rate on mid-range hardware reportedly sits around 45fps rather than the 90fps a VR title should target. Motion sickness is a real risk for anyone sensitive to high run speeds. The writing and translation carry that endearing rough quality common to small Eastern European indie releases. Jokes land sideways, dialogue reads a little wrong in English, and the tone shifts unpredictably between genuinely creepy and accidentally funny. Somehow that texture works in the game's favor. Momo as a figure - based on that famous sculpture with the stretched smile and bird legs - is unsettling precisely because the presentation is lo-fi. A polished AAA model might be scarier on paper but less memorable. Here the cartoony 3D aesthetic and the slightly-off character design create a specific kind of unease that feels handmade. There are multiple endings tied to the choices you make, and at least one reviewer came away genuinely surprised by the conclusion, which is worth something in a game this short. The honest ceiling here is a single session of around one to two hours, tops. There is no post-launch content, no updates adding modes or replayability beyond hunting the alternate endings. The community has gone quiet since launch. What you get is a compact, VR-native horror curio built from internet mythology, with one genuinely scary chase scene, a phone mechanic that feels novel for about thirty minutes, and a finale that earns a little goodwill. It is not a technically polished experience. Bugs exist. The jump scare model is rudimentary up close. But for players who grew up when the Momo challenge was filling parent-group Facebook feeds, there is a specific nostalgic dread to booting this up in a dark room with a headset on. Manage expectations, check your motion sickness tolerance, and do not, under any circumstances, chat with Momo. Kai, Scout Team

Tags

singleplayerachievementstier:indieCreepypastaPhone MechanicMultiple EndingsMotion Sickness WarningVR-OnlyShort HorrorJump ScareMaze ChaseCartoony Horror

System Requirements

Minimum

OS
Windows 10 (x64)
Memory
8 GB RAM
Storage
2 GB available space
Graphics
GTX 1060 / RX 580 - 6GB VRAM
Processor
Core i5-7500 / Ryzen 5 1600
Sound Card
DirectX Compatible
VR Support
SteamVR or Oculus PC

Recommended

OS
Windows 10 (x64)
Memory
8 GB RAM
Storage
2 GB available space
Graphics
GTX 1060 / RX 580 - 6GB VRAM
Processor
Core i5-7500 / Ryzen 5 1600
Sound Card
DirectX Compatible

Reviews & Ratings

No ratings available

Game Info

Developer
Dymchick1
Publisher
Dymchick1
Release Date
Aug 14, 2020

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