Compare SculptrVR prices across trusted key stores and find the best deal. Developed by Nathan Rowe. Published by SculptrVR. Released on 4/4/2016. Available on PC. Genres: Indie.

Voxel sculpting in VR with a social chaos mode that lets you rocket your friend's masterpiece into rubble. Worth knowing: updates have stalled and the multiplayer lobby is thin.

I came into SculptrVR expecting a niche art toy and left with a weird appreciation for something that genuinely does a few things no other VR app pulls off as cleanly. The core loop is voxel sculpting, but calling it that undersells the scale trick at the center of the experience. You can resize yourself from ant to giant on the fly, which means the same session where you rough out a mountain range at macro scale turns into micro detail work once you shrink down and walk across the terrain like you own it. That zoom range is enormous, and it changes how sculpting feels compared to anything flat-screen. The toolset is intentionally approachable. Basic shapes, a carve mode, a paint layer, procedurally generated landscapes you can hollow out, and a reference image importer if you actually want to work from source material. There is no formal tutorial when you drop in, which rattles some people and does not bother others at all. If you have ever touched a 3D modelling app, even casually, the controls click within minutes. If you have not, expect fifteen minutes of poking at things before it makes sense. The lack of guided onboarding is a genuine design gap, not a badge of honour. Precision work is also limited by the voxel nature of the engine. You are working with virtual clay and stone, not a CAD tool. Clean edges take effort and patience, and fine surface detail is harder to achieve than in something like Gravity Sketch. The multiplayer side is where the personality of the app shows up. Building with a friend in shared space works well when you can get a session going. You can build collaboratively, then switch gears entirely and fire rockets at each other's work, which sounds dumb and is actually entertaining enough that it justifies the PvP tag on its own. Hang gliding and climbing modes across player-made terrain add some physical playfulness that pure art apps never bother with. Cross-platform support means PC and Quest users can share the same world. The problem is population. The lobby is not busy, and finding a random open room to drop into can take a while or fail entirely. Best approach is to bring someone with you rather than rely on organic matchmaking. Development cadence is the honest concern here. Steam community threads flag that updates have slowed significantly. The app works, the core features are intact, and the 88% positive Steam rating across a small but real sample of reviews reflects that the experience lands for people who try it. But if you are expecting active post-launch content or a polished feature roadmap, the evidence is not there. For a solo creative sandbox or a dedicated session with one friend who already owns a headset, SculptrVR earns its place. For anyone counting on a lively public multiplayer scene or regular patches, the current state of the project is a risk worth weighing first. Fred, Scout Team

SculptrVR

SculptrVR

Apr 4, 2016Nathan RoweSculptrVR
GamerScout Says

Voxel sculpting in VR with a social chaos mode that lets you rocket your friend's masterpiece into rubble. Worth knowing: updates have stalled and the multiplayer lobby is thin.

PC
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Historical low: €1.38

GamerScout Verdict

Strong VR sandbox for creative solo sessions or pre-arranged co-op, but the dormant update cycle and sparse public lobby are real caveats.

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About SculptrVR

I came into SculptrVR expecting a niche art toy and left with a weird appreciation for something that genuinely does a few things no other VR app pulls off as cleanly. The core loop is voxel sculpting, but calling it that undersells the scale trick at the center of the experience. You can resize yourself from ant to giant on the fly, which means the same session where you rough out a mountain range at macro scale turns into micro detail work once you shrink down and walk across the terrain like you own it. That zoom range is enormous, and it changes how sculpting feels compared to anything flat-screen. The toolset is intentionally approachable. Basic shapes, a carve mode, a paint layer, procedurally generated landscapes you can hollow out, and a reference image importer if you actually want to work from source material. There is no formal tutorial when you drop in, which rattles some people and does not bother others at all. If you have ever touched a 3D modelling app, even casually, the controls click within minutes. If you have not, expect fifteen minutes of poking at things before it makes sense. The lack of guided onboarding is a genuine design gap, not a badge of honour. Precision work is also limited by the voxel nature of the engine. You are working with virtual clay and stone, not a CAD tool. Clean edges take effort and patience, and fine surface detail is harder to achieve than in something like Gravity Sketch. The multiplayer side is where the personality of the app shows up. Building with a friend in shared space works well when you can get a session going. You can build collaboratively, then switch gears entirely and fire rockets at each other's work, which sounds dumb and is actually entertaining enough that it justifies the PvP tag on its own. Hang gliding and climbing modes across player-made terrain add some physical playfulness that pure art apps never bother with. Cross-platform support means PC and Quest users can share the same world. The problem is population. The lobby is not busy, and finding a random open room to drop into can take a while or fail entirely. Best approach is to bring someone with you rather than rely on organic matchmaking. Development cadence is the honest concern here. Steam community threads flag that updates have slowed significantly. The app works, the core features are intact, and the 88% positive Steam rating across a small but real sample of reviews reflects that the experience lands for people who try it. But if you are expecting active post-launch content or a polished feature roadmap, the evidence is not there. For a solo creative sandbox or a dedicated session with one friend who already owns a headset, SculptrVR earns its place. For anyone counting on a lively public multiplayer scene or regular patches, the current state of the project is a risk worth weighing first.

Fred
Fred · Scout Team

Shooters

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopcross-platformtier:sub-5VR RequiredVoxel SculptingScale ManipulationCreative SandboxCross-Platform Co-opRocket Destruction3D ExportProcedural Terrain

System Requirements

Minimum

Memory
8 GB RAM
Storage
600 MB available space
Graphics
GTX 970 or equivalent
Processor
intel i5 quad core
VR Support
SteamVR

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Game Info

Developer
Nathan Rowe
Publisher
SculptrVR
Release Date
Apr 4, 2016

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Frequently asked questions about SculptrVR

How much does SculptrVR cost?

SculptrVR pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is SculptrVR available on?

SculptrVR is available on PC.

When was SculptrVR released?

SculptrVR was released on 4 April 2016.

Who developed SculptrVR?

SculptrVR was developed by Nathan Rowe and published by SculptrVR.