Compare Nock: Hidden Arrow prices across 50+ stores and find the best deal. Developed by CodeBison Games. Published by CodeBison Games. Released on 4/17/2019. Available on PC. Genres: Action, Adventure, Indie, RPG.

Archery stealth in VR, stripped to the bone - no stats, no loot, just you, a bow, some goblins, and corridors that are much darker than you expected. Worth knowing what you're getting into before you load it up.

I want to be genuinely honest with you about what Nock: Hidden Arrow is, because it sits in a strange place that I find quietly fascinating and frustrating in equal measure. This is a VR-only, solo-developed stealth dungeon crawl built around one core fantasy: pulling back a real-feeling bow, listening for footsteps around a corner, and putting an arrow somewhere painful before anyone knows you were there. CodeBison Games stripped out everything that usually bogs down this genre - no XP grind, no inventory management, no potion juggling - and committed to a single tactile loop. When that loop clicks, it really does feel special. The moment-to-moment stealth works by feel rather than by system. You have no HUD to speak of; the game communicates danger through audio cues and atmosphere rather than icons. Light orbs can be tossed as distractions, luring goblins and heavier enemies out of position so you can either slip past or land a clean headshot with no aim assist helping you. The physical archery mechanic is, by most accounts from early players, genuinely satisfying to use - nocking, drawing, and releasing through tracked motion controllers has a tactile weight that flatscreen archery simply cannot replicate. There are also throwable objects, classic dungeon puzzles, and traps you can use against enemies rather than just avoid. The atmosphere - creepy lighting, deliberate sound design - lands the dungeon-crawl mood that the developer was clearly reaching for. Here is where I have to be straight with you, though. The campaign is roughly an hour long. There is an archery range for practice, but the content is sparse: a small enemy roster (goblins and some heavier minotaur and ogre types), corridor-heavy dungeon layouts that reviewers have compared to rectangular connections more than hand-crafted spaces, and AI that has been criticized for erratic movement patterns that undercut the physical logic of larger enemies. Several players flagged that development went quiet after early access, and the evidence across community discussions suggests this game is not actively maintained. What you buy today is likely what it will remain. For the right person - someone with a compatible VR setup who wants a short, atmospheric, mechanically pure archery-stealth session and accepts going in that this is a small, finished-as-is experience - there is something genuinely worthwhile here. The no-UI philosophy, the commitment to physicality, the creepy dungeon lighting that one reviewer described as excellent: these things reflect a solo developer who had a clear vision and built toward it. That is worth something. But if you need content variety, enemy diversity, or any expectation of future updates, this is not the game for you right now. Go in calibrated, and the hour it offers can be memorable. Go in expecting a full dungeon-crawl campaign and you will feel the thinness immediately. Kai, Scout Team

Nock: Hidden Arrow
ActionAdventureIndieRPG

Nock: Hidden Arrow

Apr 17, 2019CodeBison Games
GamerScout Says

Archery stealth in VR, stripped to the bone - no stats, no loot, just you, a bow, some goblins, and corridors that are much darker than you expected. Worth knowing what you're getting into before you load it up.

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About Nock: Hidden Arrow

I want to be genuinely honest with you about what Nock: Hidden Arrow is, because it sits in a strange place that I find quietly fascinating and frustrating in equal measure. This is a VR-only, solo-developed stealth dungeon crawl built around one core fantasy: pulling back a real-feeling bow, listening for footsteps around a corner, and putting an arrow somewhere painful before anyone knows you were there. CodeBison Games stripped out everything that usually bogs down this genre - no XP grind, no inventory management, no potion juggling - and committed to a single tactile loop. When that loop clicks, it really does feel special. The moment-to-moment stealth works by feel rather than by system. You have no HUD to speak of; the game communicates danger through audio cues and atmosphere rather than icons. Light orbs can be tossed as distractions, luring goblins and heavier enemies out of position so you can either slip past or land a clean headshot with no aim assist helping you. The physical archery mechanic is, by most accounts from early players, genuinely satisfying to use - nocking, drawing, and releasing through tracked motion controllers has a tactile weight that flatscreen archery simply cannot replicate. There are also throwable objects, classic dungeon puzzles, and traps you can use against enemies rather than just avoid. The atmosphere - creepy lighting, deliberate sound design - lands the dungeon-crawl mood that the developer was clearly reaching for. Here is where I have to be straight with you, though. The campaign is roughly an hour long. There is an archery range for practice, but the content is sparse: a small enemy roster (goblins and some heavier minotaur and ogre types), corridor-heavy dungeon layouts that reviewers have compared to rectangular connections more than hand-crafted spaces, and AI that has been criticized for erratic movement patterns that undercut the physical logic of larger enemies. Several players flagged that development went quiet after early access, and the evidence across community discussions suggests this game is not actively maintained. What you buy today is likely what it will remain. For the right person - someone with a compatible VR setup who wants a short, atmospheric, mechanically pure archery-stealth session and accepts going in that this is a small, finished-as-is experience - there is something genuinely worthwhile here. The no-UI philosophy, the commitment to physicality, the creepy dungeon lighting that one reviewer described as excellent: these things reflect a solo developer who had a clear vision and built toward it. That is worth something. But if you need content variety, enemy diversity, or any expectation of future updates, this is not the game for you right now. Go in calibrated, and the hour it offers can be memorable. Go in expecting a full dungeon-crawl campaign and you will feel the thinness immediately. Kai, Scout Team

Tags

singleplayertier:sub-5VR-OnlyArchery MechanicsNo HUDAtmospheric LightingStealth PatienceShort CampaignSolo DeveloperPhysics-Based Bow

System Requirements

Minimum

OS
Windows 7 SP1 or newer
Memory
4096 MB RAM
DirectX
Version 11
Storage
20480 MB available space
Graphics
GeForce GTX 970 or AMD Radeon R9 290 or better
Processor
Intel Core i5 4590 or AMD FX 8350 or greater
VR Support
SteamVR. Standing or Room Scale

Recommended

OS
Windows 7 SP1 or newer
Memory
8192 MB RAM
DirectX
Version 11
Storage
20480 MB available space
Graphics
GeForce GTX 980 or better
Processor
Intel Core i5 4590 or better

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Reviews & Ratings

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Game Info

Developer
CodeBison Games
Publisher
CodeBison Games
Release Date
Apr 17, 2019

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2026-06-072.91(lowest)

Frequently asked questions about Nock: Hidden Arrow

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What platforms is Nock: Hidden Arrow available on?

Nock: Hidden Arrow is available on PC.

When was Nock: Hidden Arrow released?

Nock: Hidden Arrow was released on 17 April 2019.

Who developed Nock: Hidden Arrow?

Nock: Hidden Arrow was developed by CodeBison Games.