Compare Unearthing Mars VR prices across 50+ stores and find the best deal. Developed by Light Era Studio. Published by Skywalker HK. Released on 6/22/2017. Available on PC. Genres: Adventure, Simulation.

Ten chapters, roughly two hours, and a mixed Steam verdict tell you most of what you need to know before strapping in for this VR Mars expedition.

My spreadsheet instincts kicked in the moment I clocked the runtime on this one: around 90 to 120 minutes to complete all ten chapters, zero replayability by design, and a Steam community split roughly 67/33 in favor. Those are the numbers up front, because they frame everything else about Unearthing Mars VR fairly and honestly. The structure is genuinely ambitious for an indie VR release from 2017. You play as a nameless co-pilot sent to investigate fragments of the Phobos satellite on the Martian surface, and the game cycles you through five distinct mechanical modes across those ten chapters: cockpit flight simulation where you pull levers and monitor systems during a sandstorm descent, on-foot point-and-click exploration across the Martian surface, rover driving from an RC-style external camera perspective, environmental puzzles involving alien crystals that trigger past-life visions of a once-green Mars, and a first-person shooter section late in chapter nine where you take up a shield and gun against alien robot creatures. On paper, that is a real breadth of interaction for a two-hour experience, and the VR integration of physical actions, like physically tapping your head to toggle your helmet flashlight, shows genuine creative thinking about what the medium can do. In practice, the execution falls short of the concept at almost every turn. The puzzles are hand-held to a fault, with interactive spots highlighted so aggressively that challenge barely registers. The rover driving requires checkpoints because tipping the vehicle into craters is a genuine risk, which is one of the few moments the game produces any real tension. Character models and voice performances read as robotic and unanimated, which actively undermines any immersion the headset is trying to build. The teleport-based locomotion system works well enough to avoid motion sickness, but restricts you to fixed waypoints when the environment begs to be freely explored. The FPS section arrives so late that players who bounce off the slow early chapters never reach it, and the overall narrative resolves mysteries it spent the whole runtime building, only to leave most of the interesting questions unanswered. The PC version does carry one legitimate advantage over the original PSVR release: improved visual quality and an adjusted storyline, so if you played this on console and bounced off it, the Steam build is a modest upgrade. Achievement hunters should note that some survivors can be missed depending on dialogue choices, meaning a second playthrough is technically required for a clean 100 percent run, though at two hours a pop that is not a painful ask. There is no mod ecosystem, no difficulty tuning, no meaningful decision tree beyond a few branching dialogue picks. From a depth-of-decision standpoint, this is closer to an interactive film than a game. That is not automatically a disqualifier in VR, but it does mean the audience is narrow: first-time VR owners curious about a story-framed space adventure, or genre completionists who have already worked through the stronger alternatives. Diego, Scout Team

Unearthing Mars VR
AdventureSimulation

Unearthing Mars VR

Jun 22, 2017Light Era StudioSkywalker HK
GamerScout Says

Ten chapters, roughly two hours, and a mixed Steam verdict tell you most of what you need to know before strapping in for this VR Mars expedition.

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About Unearthing Mars VR

My spreadsheet instincts kicked in the moment I clocked the runtime on this one: around 90 to 120 minutes to complete all ten chapters, zero replayability by design, and a Steam community split roughly 67/33 in favor. Those are the numbers up front, because they frame everything else about Unearthing Mars VR fairly and honestly. The structure is genuinely ambitious for an indie VR release from 2017. You play as a nameless co-pilot sent to investigate fragments of the Phobos satellite on the Martian surface, and the game cycles you through five distinct mechanical modes across those ten chapters: cockpit flight simulation where you pull levers and monitor systems during a sandstorm descent, on-foot point-and-click exploration across the Martian surface, rover driving from an RC-style external camera perspective, environmental puzzles involving alien crystals that trigger past-life visions of a once-green Mars, and a first-person shooter section late in chapter nine where you take up a shield and gun against alien robot creatures. On paper, that is a real breadth of interaction for a two-hour experience, and the VR integration of physical actions, like physically tapping your head to toggle your helmet flashlight, shows genuine creative thinking about what the medium can do. In practice, the execution falls short of the concept at almost every turn. The puzzles are hand-held to a fault, with interactive spots highlighted so aggressively that challenge barely registers. The rover driving requires checkpoints because tipping the vehicle into craters is a genuine risk, which is one of the few moments the game produces any real tension. Character models and voice performances read as robotic and unanimated, which actively undermines any immersion the headset is trying to build. The teleport-based locomotion system works well enough to avoid motion sickness, but restricts you to fixed waypoints when the environment begs to be freely explored. The FPS section arrives so late that players who bounce off the slow early chapters never reach it, and the overall narrative resolves mysteries it spent the whole runtime building, only to leave most of the interesting questions unanswered. The PC version does carry one legitimate advantage over the original PSVR release: improved visual quality and an adjusted storyline, so if you played this on console and bounced off it, the Steam build is a modest upgrade. Achievement hunters should note that some survivors can be missed depending on dialogue choices, meaning a second playthrough is technically required for a clean 100 percent run, though at two hours a pop that is not a painful ask. There is no mod ecosystem, no difficulty tuning, no meaningful decision tree beyond a few branching dialogue picks. From a depth-of-decision standpoint, this is closer to an interactive film than a game. That is not automatically a disqualifier in VR, but it does mean the audience is narrow: first-time VR owners curious about a story-framed space adventure, or genre completionists who have already worked through the stronger alternatives. Diego, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:indieVR RequiredTeleport LocomotionLinear NarrativeShort CampaignCockpit SimulationRover DrivingPoint-and-Click ExplorationAchievement Hunting

System Requirements

Minimum

OS
Windows 7 or newer
Memory
8 GB RAM
DirectX
Version 11
Storage
11 GB available space
Graphics
Nvidia GeForce GTX970, or AMD Radeon R9 290 equivalent or greater
Processor
Intel i5-4590 or AMD Ryzen 5 1500X or greater
VR Support
SteamVR
Additional Notes
Video output: HDMI 1.4 or DisplayPort 1.2 or newer, 1x USB 3.0, 2x USB 2.0

Recommended

OS
Windows 7 or newer
Memory
8 MB RAM
DirectX
Version 11
Storage
11 GB available space
Graphics
Nvidia GeForce GTX 1060 or AMD Radeon RX 480 or greater
Processor
Intel i5-4590 or AMD Ryzen 5 1500X or greater
Additional Notes
Video output: HDMI 1.4 or DisplayPort 1.2 or newer, 1x USB 3.0, 2x USB 2.0

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Reviews & Ratings

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Game Info

Developer
Light Era Studio
Publisher
Skywalker HK
Release Date
Jun 22, 2017

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Unearthing Mars VR is available on PC.

When was Unearthing Mars VR released?

Unearthing Mars VR was released on 22 June 2017.

Who developed Unearthing Mars VR?

Unearthing Mars VR was developed by Light Era Studio and published by Skywalker HK.