Compare VTOL VR prices across 50+ stores and find the best deal. Developed by Boundless Dynamics, LLC. Published by Boundless Dynamics, LLC. Released on 8/3/2017. Available on PC. Genres: Action, Indie, Simulation.

If you own a VR headset and haven't tried this yet, that's the real problem. Hands-on cockpit interaction done right, with online co-op and PVP dogfights that actually hold up.

I came into VTOL VR expecting a novelty tech demo and stayed for something that quietly became one of the most convincing reasons to keep a headset plugged in. The core hook is physical cockpit interaction: you reach out with your controllers, flip actual switches, grab the stick, manage the throttle, and punch in weapon selections with your hands. There is no gamepad abstraction layer sitting between you and the aircraft. That design choice sounds obvious until you're threading a landing on a carrier deck at night and realize your hands genuinely know where the controls are. The aircraft roster covers multi-role jets with a near-future aesthetic, and a paid DLC added the AH-94 attack helicopter, which brought something new to the table: a co-pilotable airframe where one player flies and the other handles weapons and navigation. That kind of crew coordination in VR is the sort of thing that makes you cancel plans. The campaign eases you into the systems mission by mission, text briefings let you configure loadouts before you sortie, and the difficulty ramps at a sensible pace. It is not DCS-level systems depth. The avionics are simplified enough that a newcomer can be lobbing missiles inside an hour. Some veterans have flagged that as a ceiling. I think it is a deliberate design line, not a flaw. Multiplayer supports co-op for up to six players and PVP for up to twelve, with Steam Workshop compatibility baked in so community missions show up in-game without breaking the VR session. The netcode, when tested, came back stable: client sync was clean, lobby-to-airborne felt smooth, and the in-cockpit PTT radio (operated by gripping the stick and pressing a button) adds a real procedural feel to crew comms. The structural weakness here is the peer-hosted model. There are no dedicated servers. If the host drops mid-mission, everyone goes down with them, and longer community scenarios like multi-hour dynamic campaigns suffer for it noticeably. It is a real friction point for competitive or extended PVP sessions and worth knowing before you commit a squad night to it. Visuals read as stylized rather than photorealistic, and that is a recurring community gripe. Compared to something like DCS World, the art direction sits closer to a clean mil-sim cartoon. Framerate stability on mid-range hardware is the trade-off you get, and it is a trade I would take: judder in VR is worse than lower fidelity, and VTOL VR holds its frames. The Steam Workshop content pipeline is genuinely healthy, custom maps and missions are rated in-headset, and the title has stayed in active development since its 2017 early access debut. The player review score sits at overwhelmingly positive across well over sixteen thousand reviews, which for a VR-only title with no flat-screen fallback is a meaningful signal. Fred, Scout Team

VTOL VR
ActionIndieSimulation

VTOL VR

Aug 3, 2017Boundless Dynamics, LLC
GamerScout Says

If you own a VR headset and haven't tried this yet, that's the real problem. Hands-on cockpit interaction done right, with online co-op and PVP dogfights that actually hold up.

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Screenshots & Media

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About VTOL VR

I came into VTOL VR expecting a novelty tech demo and stayed for something that quietly became one of the most convincing reasons to keep a headset plugged in. The core hook is physical cockpit interaction: you reach out with your controllers, flip actual switches, grab the stick, manage the throttle, and punch in weapon selections with your hands. There is no gamepad abstraction layer sitting between you and the aircraft. That design choice sounds obvious until you're threading a landing on a carrier deck at night and realize your hands genuinely know where the controls are. The aircraft roster covers multi-role jets with a near-future aesthetic, and a paid DLC added the AH-94 attack helicopter, which brought something new to the table: a co-pilotable airframe where one player flies and the other handles weapons and navigation. That kind of crew coordination in VR is the sort of thing that makes you cancel plans. The campaign eases you into the systems mission by mission, text briefings let you configure loadouts before you sortie, and the difficulty ramps at a sensible pace. It is not DCS-level systems depth. The avionics are simplified enough that a newcomer can be lobbing missiles inside an hour. Some veterans have flagged that as a ceiling. I think it is a deliberate design line, not a flaw. Multiplayer supports co-op for up to six players and PVP for up to twelve, with Steam Workshop compatibility baked in so community missions show up in-game without breaking the VR session. The netcode, when tested, came back stable: client sync was clean, lobby-to-airborne felt smooth, and the in-cockpit PTT radio (operated by gripping the stick and pressing a button) adds a real procedural feel to crew comms. The structural weakness here is the peer-hosted model. There are no dedicated servers. If the host drops mid-mission, everyone goes down with them, and longer community scenarios like multi-hour dynamic campaigns suffer for it noticeably. It is a real friction point for competitive or extended PVP sessions and worth knowing before you commit a squad night to it. Visuals read as stylized rather than photorealistic, and that is a recurring community gripe. Compared to something like DCS World, the art direction sits closer to a clean mil-sim cartoon. Framerate stability on mid-range hardware is the trade-off you get, and it is a trade I would take: judder in VR is worse than lower fidelity, and VTOL VR holds its frames. The Steam Workshop content pipeline is genuinely healthy, custom maps and missions are rated in-headset, and the title has stayed in active development since its 2017 early access debut. The player review score sits at overwhelmingly positive across well over sixteen thousand reviews, which for a VR-only title with no flat-screen fallback is a meaningful signal. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopworkshoptier:aaaVR-NativeCockpit InteractionCo-pilot ModePeer-Hosted MultiplayerMission EditorNear-Future Mil-SimWorkshop IntegrationPVP Dogfighting

System Requirements

Minimum

OS
Microsoft Windows 10
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
3 GB available space
Graphics
Nvidia GTX 970 or equivalent
Processor
Intel Core i5-3570K or equivalent
VR Support
SteamVR, Meta Quest Link, OpenXR

Recommended

OS
Microsoft Windows 10
Memory
16 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
4 GB available space
Graphics
GTX 1070 or equivalent
Processor
Intel Core i7
VR Support
SteamVR, Meta Quest Link, OpenXR

Reviews & Ratings

No ratings available

Game Info

Developer
Boundless Dynamics, LLC
Publisher
Boundless Dynamics, LLC
Release Date
Aug 3, 2017

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