Compare Vertigo 2 prices across 50+ stores and find the best deal. Developed by Zach Tsiakalis-Brown. Published by Zulubo Productions. Released on 3/30/2023. Available on PC. Genres: Action, Adventure, Indie.

A 10-hour solo VR campaign built almost entirely by one person - and it outclasses most studio efforts. If you own a PC VR headset and nothing else, start here.

I keep coming back to the fact that one person made this. Not a small team. Not a scrappy duo. Zach Tsiakalis-Brown spent the better part of seven years conceptualising and building Vertigo 2, writing the code, composing the soundtrack, handling the sound design, and shipping a campaign that sits comfortably alongside the genre's best-funded titles. That context is not an excuse - it is a genuine lens through which the game's ambitions become remarkable. At its core this is a first-person VR shooter spread across 18 chapters, set inside the labyrinthine Quantum Reactor VII during a multiverse calamity. You play as Sonja, a silent protagonist piecing together who to trust as both alien fauna leaking from other dimensions and android security forces try to end your trip home. The structure draws freely from Half-Life's chapter-based pacing and Portal's sardonic wit, but it wears those influences rather than hiding them, and the result feels like its own strange, confident thing. Combat is the engine: 14 collectible weapons, each with its own reload mechanic and physics-based handling, keep the arsenal from going stale. Enemies - ranging from interdimensional creatures to robot communists, yes really - demand constant movement. Staying still is a quick way to die, which means the combat forces you into genuine physicality in a way that works well for VR specifically. The hybrid locomotion system (smooth locomotion and teleportation both treated as viable) is a thoughtful inclusion for players sensitive to artificial movement. The world design is where the handcraft really shows. Environments shift dramatically chapter to chapter - industrial corridors give way to alien biomes, open combat arenas break up claustrophobic tunnel sections, and set pieces land with enough variety to keep the pacing alive across the full 8 to 10 hour runtime. Ten boss encounters punctuate the journey, and the more inventive ones (a giant space whale, a creature that needs moisturising before you can pass) lean into the game's absurdist humour with real commitment. The fully voiced supporting cast, including a morally ambiguous scientist named Brian and chattering robot sidekicks, carries a script with genuine laugh-out-loud moments. The original score - hours of it - gives the whole thing a personality that far exceeds what the visual fidelity might suggest at first glance. The visuals are stylised rather than photorealistic; if you go in expecting the hard graphical polish of Half-Life: Alyx, recalibrate, because that comparison is not quite fair to what this game is trying to do. Fair criticisms exist. Some save points trigger at unhelpful moments. Weapon feedback divides opinion - players who want weight and resistance in their VR guns may find the handling floaty, and there are periodic bugs. These are real friction points, not imaginary ones. But the Steam community has been overwhelmingly positive, and the game picked up multiple VR Game of the Year awards for 2023. For PC VR specifically, where truly substantial single-player campaigns are rare, Vertigo 2 fills a gap that almost nothing else does at this scale. Kai, Scout Team

Vertigo 2
ActionAdventureIndie

Vertigo 2

Mar 30, 2023Zach Tsiakalis-BrownZulubo Productions
GamerScout Says

A 10-hour solo VR campaign built almost entirely by one person - and it outclasses most studio efforts. If you own a PC VR headset and nothing else, start here.

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About Vertigo 2

I keep coming back to the fact that one person made this. Not a small team. Not a scrappy duo. Zach Tsiakalis-Brown spent the better part of seven years conceptualising and building Vertigo 2, writing the code, composing the soundtrack, handling the sound design, and shipping a campaign that sits comfortably alongside the genre's best-funded titles. That context is not an excuse - it is a genuine lens through which the game's ambitions become remarkable. At its core this is a first-person VR shooter spread across 18 chapters, set inside the labyrinthine Quantum Reactor VII during a multiverse calamity. You play as Sonja, a silent protagonist piecing together who to trust as both alien fauna leaking from other dimensions and android security forces try to end your trip home. The structure draws freely from Half-Life's chapter-based pacing and Portal's sardonic wit, but it wears those influences rather than hiding them, and the result feels like its own strange, confident thing. Combat is the engine: 14 collectible weapons, each with its own reload mechanic and physics-based handling, keep the arsenal from going stale. Enemies - ranging from interdimensional creatures to robot communists, yes really - demand constant movement. Staying still is a quick way to die, which means the combat forces you into genuine physicality in a way that works well for VR specifically. The hybrid locomotion system (smooth locomotion and teleportation both treated as viable) is a thoughtful inclusion for players sensitive to artificial movement. The world design is where the handcraft really shows. Environments shift dramatically chapter to chapter - industrial corridors give way to alien biomes, open combat arenas break up claustrophobic tunnel sections, and set pieces land with enough variety to keep the pacing alive across the full 8 to 10 hour runtime. Ten boss encounters punctuate the journey, and the more inventive ones (a giant space whale, a creature that needs moisturising before you can pass) lean into the game's absurdist humour with real commitment. The fully voiced supporting cast, including a morally ambiguous scientist named Brian and chattering robot sidekicks, carries a script with genuine laugh-out-loud moments. The original score - hours of it - gives the whole thing a personality that far exceeds what the visual fidelity might suggest at first glance. The visuals are stylised rather than photorealistic; if you go in expecting the hard graphical polish of Half-Life: Alyx, recalibrate, because that comparison is not quite fair to what this game is trying to do. Fair criticisms exist. Some save points trigger at unhelpful moments. Weapon feedback divides opinion - players who want weight and resistance in their VR guns may find the handling floaty, and there are periodic bugs. These are real friction points, not imaginary ones. But the Steam community has been overwhelmingly positive, and the game picked up multiple VR Game of the Year awards for 2023. For PC VR specifically, where truly substantial single-player campaigns are rare, Vertigo 2 fills a gap that almost nothing else does at this scale. Kai, Scout Team

Tags

singleplayerachievementscloud-savestier:indieVR-Native DesignHybrid LocomotionPhysics-Based WeaponsBoss-HeavyMultiverse Sci-FiAnti-Capitalist HumorSolo DeveloperOriginal Score

System Requirements

Minimum

OS
Windows 7 or higher
Memory
4 GB RAM
Storage
8 GB available space
Graphics
NVidia 970 or AMD equivalent
Processor
Intel i5 4690k
VR Support
SteamVR

Recommended

OS
Windows 7 or higher
Memory
4 GB RAM
Storage
8 GB available space
Graphics
NVidia 1080ti
Processor
Intel i5 4690k
VR Support
SteamVR

Reviews & Ratings

No ratings available

Game Info

Developer
Zach Tsiakalis-Brown
Publisher
Zulubo Productions
Release Date
Mar 30, 2023

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