Compare RUMBLE prices across 50+ stores and find the best deal. Developed by Buckethead Entertainment. Published by Buckethead Entertainment. Released on 9/23/2022. Available on PC. Genres: Action, Sports, Early Access.

A VR fighter with a skill floor so high it'll humble you for weeks - then flip the switch and become one of the most physically satisfying competitive experiences in the headset space.

I came into RUMBLE expecting a gimmick. Earthbending in VR sounds like a tech demo pitch, not a game with genuine competitive depth. I was wrong, and it cost me about four hours of frustration to find that out. The core loop is gesture-based combat: you strike physical poses with your controllers, inspired by real martial arts stances, and those poses summon and hurl rocks at your opponent in 1-on-1 arena matches. No buttons. No aim assist. The whole system runs on hand rotation and positioning, which means your muscle memory is the input device. Early on, abilities fail to trigger constantly. Movement feels sluggish. The sprint gesture is inconsistent until it isn't. That first hour is rough enough that a lot of players will bail, and honestly the game earns some of that criticism. A training arena and a practice bot named Howard exist to ease you in, and the belt-based progression system deliberately gates new moves so newcomers aren't immediately buried - but none of that softens the truth that RUMBLE has one of the steepest skill floors in active VR multiplayer right now. Once the gestures stop requiring conscious thought and start happening through muscle memory, the game transforms. Combos chain together, positioning matters, and high-level matches between evenly-matched players become tense read-and-react duels that feel like nothing else on PC VR. There's also a physics layer that advanced players exploit for flight - pulling rock structures beneath yourself to launch off the ground - which is exactly the kind of emergent tech that keeps a competitive scene alive. The Park social space supports up to 6 players for training sessions, community tournaments, and minigames, and cross-platform play keeps the pool wide enough to actually find matches on PC since the Quest release brought in a new wave of players. The concerns worth flagging: player count on PC SteamVR alone has historically been thin, and the community has been vocal about wanting skill-based matchmaking. Getting stomped by veterans while still learning your white-belt moves is a real problem that the current lobby system doesn't fully solve. Customization through the Gear Market (cosmetics earned via Gear Coins from online play) is a decent hook for retention, but it's surface-level compared to the depth hiding in the combat. This is also still Early Access, so expect rough edges and an evolving feature set. RUMBLE is not for players who want instant gratification or a casual VR workout. It's for people willing to invest weeks into learning a system that genuinely rewards that investment. If you cleared plat in a traditional fighter and want something that makes your whole body the controller, this scratches that itch in a way no flat-screen game can. Fred, Scout Team

RUMBLE
ActionSportsEarly Access

RUMBLE

Sep 23, 2022Buckethead Entertainment
GamerScout Says

A VR fighter with a skill floor so high it'll humble you for weeks - then flip the switch and become one of the most physically satisfying competitive experiences in the headset space.

PC
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About RUMBLE

I came into RUMBLE expecting a gimmick. Earthbending in VR sounds like a tech demo pitch, not a game with genuine competitive depth. I was wrong, and it cost me about four hours of frustration to find that out. The core loop is gesture-based combat: you strike physical poses with your controllers, inspired by real martial arts stances, and those poses summon and hurl rocks at your opponent in 1-on-1 arena matches. No buttons. No aim assist. The whole system runs on hand rotation and positioning, which means your muscle memory is the input device. Early on, abilities fail to trigger constantly. Movement feels sluggish. The sprint gesture is inconsistent until it isn't. That first hour is rough enough that a lot of players will bail, and honestly the game earns some of that criticism. A training arena and a practice bot named Howard exist to ease you in, and the belt-based progression system deliberately gates new moves so newcomers aren't immediately buried - but none of that softens the truth that RUMBLE has one of the steepest skill floors in active VR multiplayer right now. Once the gestures stop requiring conscious thought and start happening through muscle memory, the game transforms. Combos chain together, positioning matters, and high-level matches between evenly-matched players become tense read-and-react duels that feel like nothing else on PC VR. There's also a physics layer that advanced players exploit for flight - pulling rock structures beneath yourself to launch off the ground - which is exactly the kind of emergent tech that keeps a competitive scene alive. The Park social space supports up to 6 players for training sessions, community tournaments, and minigames, and cross-platform play keeps the pool wide enough to actually find matches on PC since the Quest release brought in a new wave of players. The concerns worth flagging: player count on PC SteamVR alone has historically been thin, and the community has been vocal about wanting skill-based matchmaking. Getting stomped by veterans while still learning your white-belt moves is a real problem that the current lobby system doesn't fully solve. Customization through the Gear Market (cosmetics earned via Gear Coins from online play) is a decent hook for retention, but it's surface-level compared to the depth hiding in the combat. This is also still Early Access, so expect rough edges and an evolving feature set. RUMBLE is not for players who want instant gratification or a casual VR workout. It's for people willing to invest weeks into learning a system that genuinely rewards that investment. If you cleared plat in a traditional fighter and want something that makes your whole body the controller, this scratches that itch in a way no flat-screen game can. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcross-platformtier:sub-5Gesture-Based CombatSkill-Floor HighVR-ExclusivePhysics-DrivenBelt ProgressionCompetitive 1v1Cross-Platform PlayActive Community

System Requirements

Minimum

OS
Windows 10 or later
Memory
8 GB RAM
Network
Broadband Internet connection
Storage
5 GB available space
Graphics
NVIDIA GTX 1050 Ti/AMD Radeon RX 470 or greater
Processor
Intel i3-6100/AMD Ryzen 3 1200, FX4350 or greater
VR Support
SteamVR. Standing or Room Scale

Reviews & Ratings

No ratings available

Game Info

Developer
Buckethead Entertainment
Publisher
Buckethead Entertainment
Release Date
Sep 23, 2022

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