Compare VR Giants prices across 50+ stores and find the best deal. Developed by Risa Interactive. Published by Risa Interactive. Released on 6/14/2023. Available on PC. Genres: Action, Indie, Early Access.

One player in a VR headset, one on a gamepad, one shared world where the giant IS the level. If you have the right partner, this small Austrian studio's co-op puzzle platformer punches well above its size.

I keep a short mental list of VR games I'd hand to someone who insists VR is a solo, anti-social medium. VR Giants goes straight to the top of that list. The entire design premise flips the usual script: the VR player doesn't roam freely. They become Goliath, a towering giant chained to an anchor point, and it's the tiny David on the flatscreen who calls the shots, stepping on buttons to reposition where Goliath can stand. That inversion is quiet genius. The person wearing the headset is powerful but constrained, the person on the gamepad is agile but constantly in danger. Neither of you can win alone, and you'll both feel it. The co-op structure runs deeper than a shared health bar. Goliath's body is literally a piece of the level. You crouch to form a bridge, extend an arm as a shelf, hold a position while David scrambles across you to grab a key or activate a switch. Three distinct Goliath forms change how each encounter works: Solid Goliath is a permanent anchor presence, Temporary Goliath disappears the moment David lifts his finger off the button, and Fire Goliath is made of lava and cannot touch David or any wooden objects in the environment without disastrous results. That third form alone produces the kind of tense, half-laughing communication that Only-one-sofa co-op games live and die by. Across 23 handcrafted levels spread over four biomes - Ice, Desert, Volcano, and Pasture - each environment introduces fresh hazards and new wrinkles on those core three forms, so the campaign's roughly eight-hour runtime rarely feels repetitive. The friction points are real but mostly structural. The VR player needs a minimum 2x2 metre room-scale setup, and the physical demands are genuine: expect to get on your knees, stretch, and lean for extended periods. That's wonderful for presence and awful if your play space is borderline. Online co-op works now, and a free Friends Pass means your David-playing partner doesn't need their own copy, which is a genuinely thoughtful barrier-lowering move for an indie this size. The game is still in Early Access, so the content is not yet feature-complete, and a small three-person studio means update cadence reflects that reality. Steam user sentiment sits at a very positive 83% across 177 reviews, which for a niche asymmetric VR title is a meaningful signal. What this game does that larger studios rarely bother trying is treat two completely different input devices as a creative constraint rather than a compromise. The flatscreen player isn't a spectator given a token role. They are in genuine, constant control. I've seen asymmetric co-op stumble badly on that balance - one role always ends up reactive, the other proactive. VR Giants earns its premise by keeping both players stressed and necessary at the same time. The puzzle design is the proof. Kai, Scout Team

VR Giants
ActionIndieEarly Access

VR Giants

Jun 14, 2023Risa Interactive
GamerScout Says

One player in a VR headset, one on a gamepad, one shared world where the giant IS the level. If you have the right partner, this small Austrian studio's co-op puzzle platformer punches well above its size.

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Screenshots & Media

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About VR Giants

I keep a short mental list of VR games I'd hand to someone who insists VR is a solo, anti-social medium. VR Giants goes straight to the top of that list. The entire design premise flips the usual script: the VR player doesn't roam freely. They become Goliath, a towering giant chained to an anchor point, and it's the tiny David on the flatscreen who calls the shots, stepping on buttons to reposition where Goliath can stand. That inversion is quiet genius. The person wearing the headset is powerful but constrained, the person on the gamepad is agile but constantly in danger. Neither of you can win alone, and you'll both feel it. The co-op structure runs deeper than a shared health bar. Goliath's body is literally a piece of the level. You crouch to form a bridge, extend an arm as a shelf, hold a position while David scrambles across you to grab a key or activate a switch. Three distinct Goliath forms change how each encounter works: Solid Goliath is a permanent anchor presence, Temporary Goliath disappears the moment David lifts his finger off the button, and Fire Goliath is made of lava and cannot touch David or any wooden objects in the environment without disastrous results. That third form alone produces the kind of tense, half-laughing communication that Only-one-sofa co-op games live and die by. Across 23 handcrafted levels spread over four biomes - Ice, Desert, Volcano, and Pasture - each environment introduces fresh hazards and new wrinkles on those core three forms, so the campaign's roughly eight-hour runtime rarely feels repetitive. The friction points are real but mostly structural. The VR player needs a minimum 2x2 metre room-scale setup, and the physical demands are genuine: expect to get on your knees, stretch, and lean for extended periods. That's wonderful for presence and awful if your play space is borderline. Online co-op works now, and a free Friends Pass means your David-playing partner doesn't need their own copy, which is a genuinely thoughtful barrier-lowering move for an indie this size. The game is still in Early Access, so the content is not yet feature-complete, and a small three-person studio means update cadence reflects that reality. Steam user sentiment sits at a very positive 83% across 177 reviews, which for a niche asymmetric VR title is a meaningful signal. What this game does that larger studios rarely bother trying is treat two completely different input devices as a creative constraint rather than a compromise. The flatscreen player isn't a spectator given a token role. They are in genuine, constant control. I've seen asymmetric co-op stumble badly on that balance - one role always ends up reactive, the other proactive. VR Giants earns its premise by keeping both players stressed and necessary at the same time. The puzzle design is the proof. Kai, Scout Team

Tags

multiplayercooponline-cooplocal-coopcross-platformtier:indieAsymmetric Co-opVR RequiredPuzzle PlatformerFriends PassRoom-ScalePhysical VRCross-Platform Co-opEarly Access Indie

System Requirements

Minimum

OS
Windows 10, 64 Bit
Memory
16 GB RAM
DirectX
Version 11
Graphics
GTX 1070
Processor
Intel Core i7-6700
VR Support
SteamVR. Quest (linked), WMR, HTC Vive, Index, PicoNeo (linked), Room Scale 2m by 2m area required
Additional Notes
2m*2m play area is required. No less!

Recommended

OS
Windows 10, 64 Bit
Memory
16 GB RAM
DirectX
Version 11
Graphics
RTX 2070
Processor
Intel Core i7-6700
Additional Notes
2m*2m play area is required. No less!

Reviews & Ratings

No ratings available

Game Info

Developer
Risa Interactive
Publisher
Risa Interactive
Release Date
Jun 14, 2023

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