Compare Slinger VR prices across 50+ stores and find the best deal. Developed by Empyrean. Published by Empyrean. Released on 4/23/2020. Available on PC. Genres: Action, Casual, Indie, Simulation.

A VR movement game about swinging, climbing, and leaping through abstract mindscapes while clearing enemies. Rough around the edges but physically satisfying when it clicks.

Slinger VR is a first-person VR action game built almost entirely around momentum-based movement. You swing, climb, and fling yourself through large abstract environments that the game frames as internal mental spaces, which sounds more poetic than it plays, but the core physical loop of grabbing surfaces and launching your body through open air is the real draw here. Enemy encounters and transmitter-activation objectives give you goals to chase between all that flying around, but make no mistake: this is a movement game first, a combat game a distant second. From a systems perspective, there is not a lot of depth to audit. There are no build paths, no progression trees, no meaningful loadout decisions. What you are evaluating is whether the locomotion itself feels good in your headset, because that is essentially the entire product. The swinging mechanic has a physicality to it that rewards timing and spatial awareness, which puts it in the same general territory as budget VR titles trying to scratch the Spider-Man itch. When you string together a clean arc across a wide chasm, the sensation lands. When the geometry works against you or tracking hiccups interrupt a swing, it feels considerably less rewarding. The structure is simple enough that there is almost no tutorial barrier to worry about. You grab, you swing, you shoot, you hit objectives. Newcomers to VR action will not be overwhelmed by mechanical complexity. The more relevant concern is whether the abstract level design gives you enough visual clarity to make smart movement decisions, and the answer there is inconsistent. Some areas read well spatially; others are cluttered in ways that make it genuinely hard to plan your next swing point. For a game where spatial reading is the primary skill, that inconsistency stings. The review picture at 69% positive across a small sample tells you this is a divisive product, not a hidden gem with a temporary dip. The common thread in negative feedback is repetition and a feeling that the game runs out of ideas well before the player runs out of patience. The abstract aesthetic, while visually distinctive, also means there is little environmental variety to break up sessions. Mod support or community tools that could address longevity concerns do not appear to be part of the package. What you see at launch is largely what you get. If your VR library is already stocked with polished movement titles and you are looking for something to scratch the same itch, Slinger VR is unlikely to replace them. If you are earlier in your VR journey and want a low-complexity game that makes the most of physical, room-scale locomotion, there is something here worth a short session. Just go in with calibrated expectations: this is an indie VR experiment with a clear central idea and limited ambition beyond executing that idea adequately. Diego, Scout Team

Slinger VR
ActionCasualIndieSimulation

Slinger VR

Apr 23, 2020Empyrean
GamerScout Says

A VR movement game about swinging, climbing, and leaping through abstract mindscapes while clearing enemies. Rough around the edges but physically satisfying when it clicks.

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About Slinger VR

Slinger VR is a first-person VR action game built almost entirely around momentum-based movement. You swing, climb, and fling yourself through large abstract environments that the game frames as internal mental spaces, which sounds more poetic than it plays, but the core physical loop of grabbing surfaces and launching your body through open air is the real draw here. Enemy encounters and transmitter-activation objectives give you goals to chase between all that flying around, but make no mistake: this is a movement game first, a combat game a distant second. From a systems perspective, there is not a lot of depth to audit. There are no build paths, no progression trees, no meaningful loadout decisions. What you are evaluating is whether the locomotion itself feels good in your headset, because that is essentially the entire product. The swinging mechanic has a physicality to it that rewards timing and spatial awareness, which puts it in the same general territory as budget VR titles trying to scratch the Spider-Man itch. When you string together a clean arc across a wide chasm, the sensation lands. When the geometry works against you or tracking hiccups interrupt a swing, it feels considerably less rewarding. The structure is simple enough that there is almost no tutorial barrier to worry about. You grab, you swing, you shoot, you hit objectives. Newcomers to VR action will not be overwhelmed by mechanical complexity. The more relevant concern is whether the abstract level design gives you enough visual clarity to make smart movement decisions, and the answer there is inconsistent. Some areas read well spatially; others are cluttered in ways that make it genuinely hard to plan your next swing point. For a game where spatial reading is the primary skill, that inconsistency stings. The review picture at 69% positive across a small sample tells you this is a divisive product, not a hidden gem with a temporary dip. The common thread in negative feedback is repetition and a feeling that the game runs out of ideas well before the player runs out of patience. The abstract aesthetic, while visually distinctive, also means there is little environmental variety to break up sessions. Mod support or community tools that could address longevity concerns do not appear to be part of the package. What you see at launch is largely what you get. If your VR library is already stocked with polished movement titles and you are looking for something to scratch the same itch, Slinger VR is unlikely to replace them. If you are earlier in your VR journey and want a low-complexity game that makes the most of physical, room-scale locomotion, there is something here worth a short session. Just go in with calibrated expectations: this is an indie VR experiment with a clear central idea and limited ambition beyond executing that idea adequately. Diego, Scout Team

Tags

steamVR MovementMomentum-BasedRoom-ScaleAbstract EnvironmentsSwing MechanicsShort SessionBudget VR

System Requirements

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Reviews & Ratings

Steam
69%(84)

Game Info

Developer
Empyrean
Publisher
Empyrean
Release Date
Apr 23, 2020

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