MIND: Path to Thalamus is a First Person Puzzler that throws you into a fantastic and surreal environment. You will bend the natural elements to your will in order to progress in this emotive, mindbending tale. Now also in Virtual Reality!
User reviews:
Mixed (12 reviews) - 50% of the 12 user reviews in the last 30 days are positive.
Mostly Positive (829 reviews) - 75% of the 829 user reviews for this game are positive.
Release Date: Nov 3, 2015

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Recent updates View all (24)

August 19

August bugfixing update

Today we are publishing an small update, in fact, there are only two items in it:

  • Fix: Father chapter portal problem
  • Fix: Clear Night in Uyuni ball not showing
I want to apologize for the delay fixing these two, it was hard to find what was happening, especially in the second one because it was related to a new feature of Unreal Engine we were not aware of.

Every time you post in the forums a bug we start the bugfixing process. It’s starts by reporting it to Carlos and implies prioritizing them. For example, game stoppers are always at the top, because it’s preventing people from ending the game.

Then it comes the tricky part. We need to reproduce a bug to be able to fix it. It could seem easy because it’s failing for you, and it’s clear there is an error, but the variables that may cause an error are overwhelming. Sometimes it’s a problem with the graphics adapter, the operating system or how the engine is made, and even it’s possible that it’s a problem with a single model of graphics card and driver version.

Once a bug is reproducible, it’s possible to start fixing it because you can change something, test how it affects the game and find what’s causing the error. Ironically, it’s usual to spend less time fixing the problem than finding how to reproduce it.

Thanks for reading

6 comments Read more

June 7

Teleporting for HTC Vive is here

People who followed us in the last year were aware of the effort we put in the Enhanced Edition was VR ready from day 1. We worked hard to redo the game using Unreal Engine 4 and Carlos invested countless hours stalking how people walk in order to create VR Olive, a locomotion system meant to reduce dizziness in VR when you play with a gamepad.

VR Olive was not perfect for everyone, but it specially failed when you have such a different device as the VIVE is, with its controllers and the ability to move around. It’s a great technology for VR. But Mind is not a VR game, and because of this it was not easy to adapt it.

As you may know we are working in new games. We released Annie Amber for GearVR last month (do I said we are running a little contest?) and now we are porting it to other VR devices and at the same time working in a new title we will announce soon.

The easy way was to focus in the new projects and let MIND rest in peace. But you, our community, make us what we are and thanks to you MIND is a successful game. So thanks to your feedback we noticed that there was something wrong. You deserve a complete VR experience with MIND.

In this update we added to MIND: Path to Thalamus a teleporting motion system to the VIVE users.


When VIVE is detected, you will see a “lantern” in the game, by using the trigger and you will see a white line ending in an sphere, point to the place you want to teleport to and if the sphere is green, you will get that point as soon as you release the trigger. Additionally, you can use the trackpad to move around WASD style.

With the other hand you can grab the ball using the trigger. Additionally, if you play with only one station and 360º movement is not possible, you can click the touchpad to rotate the body 30º.

Finally, we modified some parts of the game to fit this new system. Some puzzles needed some tweaking to assure you don’t teleport to places you are not meant to reach. Some others are now easier for evident reasons.

We hope you will enjoy the update.

14 comments Read more


“As visual, explorable art, it’s masterful. As a puzzle game, it’s rewarding and taxing.”
Rock Paper Shotgun

“Stunning, intelligent, fun, Mind is a game that deserves to be remembered for a long time to come.”
5/5 – The Telegraph

“This game is fantastic. It’s a legit puzzle game. It is beautiful. Go out and buy it”
Jesse Cox

About This Game

Change the entire environment!

Wrapped in a mind-bending tale, the gameplay of “MIND” focuses on changing the very weather in order to solve puzzles: the player will cycle between day and night, modify the levels of fog and rain and even travel in time between seasons, changing the environment to advance the gameplay-driven story —indeed, the mechanics are directly related to who the protagonist is, what has happened to him and everything he is doing: a man trapped in his own mind, he must use all the tools at his disposition to escape to reality. Accompanied by the snarky yet heartfelt narration of this comatose patient, the player will guide him through fantastical forests, dark caverns and deceptive worlds of water and ice that directly relate to his emotional state at each point in his journey.

Enhanced Edition Features

  • Play the game in Virtual Reality for a full immersive experience. Oculus and Vive compatible, including dk2 and Vive dev hardware.
  • Integrated VR Olive control scheme: more immersion, less dizziness.
  • Powerfull new Unreal Engine 4 engine gaining even 70% more performance in almost every level.
  • Steam controller, keyboard, gamepad and VR controllers 100% supported and configurable.
  • 4 secret levels, redesigned interactive ending, narration and also an alternative ending.
  • More than 40 different, creative puzzles seamlessly integrated into the environment.
  • 6 ways to affect the environment in order to solve the puzzles.
  • More than 25 distinct landscapes into with which you will be able to interact.
  • Turn day to night, make it so everything is covered by a blinding fog, summon incredible storms, travel to the past and make use of even more as of yet unknown mechanics.
  • More than an hour of voice acting that, while integrated into the gameplay itself, will tell you a whole story that is not about saving the world but about living through the pain of a father broken by his mistakes.
  • Face down imposing enemies by using your creativity and everything you have learnt along the way.
  • 22 achievements full of Easter eggs and references.
  • OST and Artbook included.

Who are we?

Developed by Carlos Coronado Carlos Coronado, Dani Navarro y Luka Nieto. Aditional code by Jose Ladislao. Voice by Greg Nugent.

System Requirements

Mac OS X
    • OS: Windows 7 (64 bits)
    • Processor: Core 2 Duo E4300 1.8GHz
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 GS
    • DirectX: Version 10
    • Storage: 2 GB available space
    • OS: Windows 7 (64 bits)
    • Processor: Intel Core i5-3570K 3.4Ghz
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 660
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Graphics: ATI Radeon HD 2600 XT
    • Storage: 2 GB available space
    • Processor: Intel Core i5
    • Graphics: GeForce GTX 660
    • Storage: 2 GB available space
Customer reviews
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Mixed (12 reviews)
Mostly Positive (829 reviews)
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493 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
4 of 6 people (67%) found this review helpful
Not Recommended
5.2 hrs on record
Posted: September 30
I really wanted to like this game, but I was unable to.

I discovered the game because it was on sale on Chrono.gg. I'm into these kinds of games, and at the price it was asking I decided to give it a go.

The main problem for me was the game made me feel physically ill at times. The camera is so low to the ground it feels unnatural and it was nauseating. I wasn't playing in VR either. Just playing the game as is, and it made me feel sick several times. I managed to finish the game, but I had to do it in small intervals to avoid feeling sick. At first I thought it may have been the FOV, but after messing around with the FOV settings several times I concluded that wasn't the issue. I wish there had been a way to adjust the camera height. You're playing as a grown adult man but it feels like you're crawling on the floor for most of the game. It made my personal experience quite unpleasant, though from reading other reviews I seem to be the only person who had this kind of issue.

As for the rest of the game... It's nice but nothing to write home about. The puzzles weren't overly impressive, the story is so-so, and the game is severely lacking some kind of sprint button. I feel like that option isn't available to us because of how short the game is, so sprinting was removed to artificially increase the length of the game. And not being able to sprint really made some areas tedious.

For me the ending really dragged on too. It was likely trying to be artistic and evocative but for me it just came off as annoying.

The majority of users seem to have had a positive experience with this game, and I'm truly envious of that and happy for them, but based on my own personal experience I just can't recommend this game.
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1 of 1 people (100%) found this review helpful
7.2 hrs on record
Posted: October 12
too many puzzles for a true walking simulator imho
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Not Recommended
2.6 hrs on record
Posted: October 19
Visually it’s amazing. But the actions and puzzles you’re supposed to complete in it aren’t. Some are really hard to pull off, and mostly because of game limitations, which is bad.
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2 of 4 people (50%) found this review helpful
9.0 hrs on record
Posted: September 23
It's a beautiful game. Just make sure that you're playing the old version (unless you're using a VR set) because the new one has MUCH worse graphics (no bump mapping, lower resolution textures, some effects and objects lacking, bugs, etc).
Many complain about the voice acting. It's not that bad, though it does get worse as the game progresses and story unfolds. But it's bearable.
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2 of 4 people (50%) found this review helpful
Most Helpful Reviews  Overall
65 of 68 people (96%) found this review helpful
5 people found this review funny
11.8 hrs on record
Posted: February 15, 2015
I’m torn with this one.

I love first person puzzle games and I love games that explore psychology. People’s minds, their inner torment, dreams, nightmares, thoughts and aspirations. So with that I imagine it’s pretty hard to put something so… deep, I guess? …Into a game, have it make sense and have the visuals live up to the vast imagination and expectation of others. All of which just kind of naturally come with the subject. I was pretty excited to try this because it really seemed from the trailer like they had all aspects, the visuals, the puzzles and the story, down to a tee.

Well First off, the visuals are definitely what they seem. They are absolutely amazing. Although I was pretty gutted that for some reason Steam overlay wasn’t working for me with this game so no screenshots for me! There really is some amazing scenery in this game. I would actually go as far as to say this game is worth trying purely for that. But then again, not all people are as easily amused by how things look as I am.

The puzzle side to things were quite unclear from the trailer (maybe I just wasn’t paying attention) so I was a little unsure on what to expect. But I was actually pleasantly surprised by the mechanics when I played. They’re unique and if anything the mechanics for the puzzles actually enhance the visuals even more. You basically interact with “tumble weed” like balls, place them in various different “hotspots”, I guess, which change your surroundings. Each one doing something different, changing the scene in a particular way, you obviously needing to figure out how to manipulate the level into being able to move onward.

Now here is the iffy part.
A lot of reviews that I read before I started this game definitely mentioned the storyline/voice acting being the main problem. I went into the game not really expecting much because of it and to be honest maybe that is why I wasn’t as disappointed as others seemed to have been.
The voice acting is bearable through the most of it in my opinion, there was only one or two odd scenes which really were cringe-worthy to the point of giggling to myself like “REALLY?” despite it being a very serious and “emotional” scene.
The story on the other hand, to be fair, was a little poorly executed. You can… kiiind of? See what they were trying to do with it but it really could have been done better. The foundations for something great are there, but as it stands it is very “meh”.

Lastly, Achievements!
This game is a pretty easy one to 100%, there were a few I thought were going to be very tedious to try and get but it turns out they weren’t!
Apparently I have a total of 11 hours in this game, but honestly I think quite a lot of that is me standing around in the game hungover trying to solve puzzles (really wasn’t a good idea) and idling seeing as I wondered off a few times after being so stumped over one or two of the puzzles. So if a normal functioning human being wanted to 100% this I’m sure it’d be a lot less.

All in all though, during the playthrough I was very unsure the whole time, I didn’t really know what to think, had these negative reviews rattling around in my head lowering my expectations, but now I have finished it and I kind of sit and reflect a little, I still think this game is worth recommending. The story isn’t great but you can see what they are getting at. It’s not AMAZING, but it’s bearable.

TL;DR : Amazing visuals, iffy but bearable story and unique puzzle mechanics. Despite having a bit of a “I don’t know about this” attitude throughout the whole thing, after finishing it and looking back I would still say it’s worth a try.
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189 of 251 people (75%) found this review helpful
14 people found this review funny
Not Recommended
4.4 hrs on record
Posted: October 25, 2014
Just played through this in one sitting because, for some reason, it just felt like the right thing to do.

HOLY ♥♥♥♥

This game really knocks it out of the park with its design. Those visuals are fantastic. I really hope Carlos Coronado goes on to develop dozens of games.


I hope he is given very little control over the narrative aspects of his games. It boggles me that someone can have such great taste in design and still give the greenlight to such awful writing and voiceover work to accompany their game. This is some of the worst writing I've experienced in a game. I want you to think about that statement for a moment, think of every ♥♥♥♥♥♥ cutscene you've seen, every dumb plotline. This game still manages to outdo them. How? Because it presents itself as awful poetry, then subverts itself and its plotine with cringeworthy self reflection, then manages to return to the awful plotline and wrap it up in a way that offers no imagination or room for interpretation. You can't scream at your audience "this is what the story is!" after you've just screamed at them "aren't these metaphors stupid!?"

It was announced that this game is getting a re-write. Hopefully they fix this but the narrative is so ingrained into its design (which, oddly enough, is actually good design) that I can't imagine a rewrite saving it.

Ugh, how tragically disappointing.

I played a little bit of the new update and, while the narrative still has enough problems to warrant my thumbs down, it is indeed an improvement. In the new version, the voiceover is basically optional. It is clear that the designers weren't confident enough in the VO and writing to force their audience to endure it.
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71 of 79 people (90%) found this review helpful
3 people found this review funny
Not Recommended
8.3 hrs on record
Posted: January 5
In one word to summarize this game, that is "inconsistent".
True, the game is supposed to be a psychological journey, so inconsistent seems to be an appropriate term in such case. However, the inconsistency is not in this manner but many other aspects instead.

Firstly, the graphics of this game is inconsistent (both qualitatively and stylistically): I ran the game at maximum video setting, so around 40% of the levels look magnificently beautiful, which match the quality of the screenshots displayed here. However, the rest are a huge disappointment: Poorly-rendered and lighted scenes, Low-res and repetitive textures, unapt color palette. Some levels really brought me back to the 90s, reminds me of the Myst somehow (the original 1993 version not the remastered version). Yes, I'm talking about those forest and lakeside levels.

Secondly, the gameplay is inconsistent. Like most other psychological walking simulators out there, as if their developers aren't confident enought with their already-expressive (might as well be self-interpreting) works, always trying to make them more "playable" simply by adding out-of-place cheesy puzzles here and there. But to be honest, most of those puzzles are badly designed, and has nothing to do with neither narrative nor expression, which also pull you out of the immersion immediately.
I am excessively into hardcore puzzle game and pure walking simulator (such as Dear Esther), but the compromised hybrid between them? I rarely seen any good one (such as Ether One, no pun intended), and this game is definitely not one of them.

Last and most importantly, the whole "flow" in this game is inconsistent. All scenes and levels are so "isolated", there isn't a sheer connection between level and level. Conceptually, aesthetically, logically, visually, they are isolated in every aspects. Of course, someone might argue that this game is all about a subconscious struggle, so it should be in this inconsistent way, which I'd like to debate.

Designing video game, especially artistic games like this one, is more like to format the design language in a proper and consistent manner, in order to "persuade" the audience to get into the author's shoes.

However, with a shattered inconsistent language, this game is far from persuasive, but more like a rough patchwork putting together all scenes made in modelling practices from a long time span (considering the large disparity in quality), then sewed up with a improvised storyline.
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111 of 142 people (78%) found this review helpful
2.0 hrs on record
Pre-Release Review
Posted: August 3, 2014
Path to Thalamus, hum. Here's a tricky one. I don't wish to spoiler the story beyond giving you the intro, because the story is well told (I'm about one third to one half way through at the point of writing by my estimate), and the VA is well produced. The graphics, save one or two low res textures are uniformly exceptional, in a few places you can practically hit "screenshot" and you've got yourself a 1920x1080 wallpaper, yes, they're that good. The mechanics are creative as well, I am a great fan of games that eschew combat in favour of exploratory solutions, and I feel that games as a medium to tell stories, particularly the story that's told here, are finally now coming of age. But it's not a game I can recommend without a couple of caveats, it's not going to appeal to all and sundry, to those who have looked at the store page and who think this is a game that might appeal to them, read on. To those who are expecting the next dudebro shooter, move along please, that's not what you'll be getting here.

So, to the meat of it - Mind: Path of Thalamus places you inside the head of someone who is currently in a coma, a man, a father, one who is buried deep in regret at the loss of his daughter (this is told in a very, very well played out intro scene which alludes to, but does not show the precise nature of it). Over time you'll learn this mans history, what drove him, what led him into the position that he's in, and now, deep in his unconsciousness, his path to redemption, the "Thalamus", represented by a great tree.

The depiction of the mind and the subconscious in this case is very, very well thought out, everything takes on a logical significance without descending too heavily into cliche (though occasionally the VA does make a point of lampshading the obvious dream and story cues), and the graphical fidelity means you get a very good sense of atmosphere. There's a pervading loneliness that is reminiscent of games like Gone Home and Dear Esther, but even moreso because you're trapped in your own mind with only your own voice to self narrate. If you've the machine and the graphics card for it, the game will reward you with some stunning landscapes and a visual atmosphere that is well worth the time invested.

Sound quality too, whilst it's not quite in the leagues of ambience as games such as Don't Starve or the seminal Endless Space, maintains a consistently high quality, and again, remains a good plus, the voice acting is decent, if not good most of the time, though once or twice when he lampshades the dream cues you will be thinking to yourself "Thank you Captain Obvious".

Gameplay revolves around exploration, which is handled very cleanly and with the visual landscapes, is a pleasure, and the puzzle design, and here's where I have to issue the caveat. The puzzle design at the point of writing is a little uneven, some of them are very well paced, and despite being tricky little beasts, once solved, give you that feeling of satisfaction that comes with beating a well crafted challenge. Others... just have you running around doing a lot of legwork, and that's partly a problem in the core design of how the puzzles function, which annoyingly seems to be a case of placing objects in areas to manipulate the environment appropriately. The well designed puzzles keep the object movement relatively short, but clever, whereas the ones involving legwork (there's a cave level which is a particularly horrid early example) just makes you think "there may have been a better way to do this". I'm unsure on this point, but the busywork does take the sheen off of what otherwise has been an excellent experience.

By now you will probably have a feeling if you know whether this will be a game that appeals to you or not, it's an exploratory game in the same sense Dear Esther and Gone Home was, and I feel the medium can only benefit from games like this, the puzzle design or perhaps the core mechanic of the objects should have been handled more elegantly, and some of the puzzles carry a risk of you ending up going around in circles, but to those willing to persist, and to those who enjoyed the experiences Dear Esther and Gone Home offered, this is a worthy follow up to those kinds of games.
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48 of 53 people (91%) found this review helpful
6.8 hrs on record
Posted: October 15, 2014
I was blown away by the beautiful visuals, emotive music and touching story of Mind: Path to Thalamus. This game is a shining example of how far video games have come, and how artistic they can be. My only criticism of the game is that some puzzles drag out a little due to the player having to cover large distances. The slow movement pace is only annoying in a couple of challenges and for the most part moving through the beautiful environments was a pleasure. I think all critics of the games industry as a form of art need to play this game, as the experience is something that will stick with you long after the credits roll. Mind: Path to Thalamus is an amazing game, and has earned 9 out of 10 from me.

I was hooked straight into the story during this powerful opening sequence, and with the game assuming that the player already knows how basic movement works, no time was wasted with needless on screen prompts, allowing for quick immersion. As the player continues to search for Sophia you are knocked unconscious, starting your journey through the inner workings of your mind, to the thalamus.

The game is minimalist with its on screen prompts, and with the purposefully basic controls I never felt that my progress was slowed due to a lack of explanation. I was having a great time, absorbing the story through the perfectly voice acted narration, while completing puzzles, when I suddenly realised I had just completed the tutorial phase of the game.
The player is led through each environment by the floating drawings of Sophia, with the protagonist weaving in explanations of mechanics and goals subtly in the narration. The game utilise a huge range of metaphors in the challenges and environment as the main character narrates his way through his painful memories and experiences. I don't want to ruin the story of Mind: Path to Thalamus by giving away plot points, but I will say this game was extremely moving and I was genuinely affected by the story of the main character.

The puzzle mechanics used in Mind: Path to Thalamus, are basic when considered conceptually, but are displayed beautifully in the environments. Players need to activate various environmental changes by placing themselves or small tumbleweed like balls in specific locations to allow them access to the goal of the area. The different environmental changes vary from changing between day and night, controlling fog, causing rain and controlling time.

Each environmental mechanic is introduced gradually keeping the puzzles fresh and challenging without overwhelming the player. I found myself stopping and taking in each puzzle mechanic when it is used, as the impact on the environment is breath taking. Players must also be careful not to run into the" trauma", which are black and red electrical balls, that represent the damage that has been done to the main character's brain. The puzzles in Mind: Path to Thalamus are perfectly paced and are never too easy, or too difficult, but still make the player think laterally about the environments.

The visuals of Mind: Path to Thalamus are the focus of the game, and are absolutely beautiful. I was forever slow panning each area and enjoying all of the intricate beauty of the environments. There are heaps of subtle metaphors relating to the story of the main character, and the use of minimalist area design creates surreal beauty while facilitating the puzzle focus of the game. One area that I found particularly beautiful, and fantastically designed, had the player traversing ice paths. These represented the synapses of the brain, with the images of his memories reflected on the ice surface.

Mind: Path to Thalamus continues its balance of minimalist design, with breath taking immersion, through the perfect use of sound and music. Many areas have no music at all with the sounds of the environment and the amazing voice acting of the narrator carrying the player perfectly. There were so many moments in this game when I would stop and listen to the rain drops splashing on the ground or enjoy the mystical wind blowing through the trees. During moments of beautiful environmental reveals or important character realisations, a gentle, but emotive piano score would resonate around the player, intensifying the situation. The piano score from Mind: Path to Thalamus is a beautiful piece of music, and I have found myself listening to it again and again since completing the game.

For my full review and heaps of other delicious content see Glitch
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Recently Posted
4.5 hrs
Posted: October 22
i took a hot steaming ♥♥♥♥ before playing this and it was better
Helpful? Yes No Funny
The CyberDemon
26.3 hrs
Posted: October 20
Very cool game, definitely worth the money if you enjoy beautiful, aesthetically-pleasing worlds with relatively simple puzzles. The story is perfect, draws you in and doesn't let go, reveals the developer's personal experience and struggles in a relatable way.

I'd very much like to see more from this developer!
Helpful? Yes No Funny
2.2 hrs
Posted: October 19
Weak story...nice visuals....totally frustrating design....as if created by someone not familiar with the English language. Dont waste your time or money.
Helpful? Yes No Funny
0.9 hrs
Posted: October 13
A neat idea, but executed poorly. The narrative is flimsy and lacks any solid effort to engage the player in the character's story.. The puzzles are also largely arbitrary, exercises in trial and error with little cohesive design. MIND ends up feeling like an unfinished graduate project instead of an actual game.
Helpful? Yes No Funny
16.2 hrs
Posted: October 13
Beyond a glitch here or there and somewhat difficult to relate narrator / story:

A game full of beautiful environments, scenery and mind-bending puzzles with clever twists (gravity, mirroring, time control ... to name a few). Levels vary from tranquil to threatening, puzzles from easy-as-pie to "what the...?!? :) - most enjoyable!

However it seems the achievements might not get logged (Mac version glitch?), but that wasn´t very important for me. And a couple of restarts of the game was needed to get rid of very occasional jagginess, but no major issues at all. Fluent play all along!
Helpful? Yes No Funny
3.6 hrs
Posted: October 11
One of the best VR experiences I have had to to date. This really is a must have for anyone with an HTC Vive. Full Roomscale, motion controllers, two forms of locomotion. Incredible sureal enviornments. Decent puzzles with a good narrative overall.

One thing you MUST do if you are going to play is start the game not in VR. Go into the options menu and turn the resolution scale to max(think it's like 150) for some reason this option is not in the VR options menu and without this up the game is a blurry mess.

Helpful? Yes No Funny
0.4 hrs
Posted: October 9
(This is a VR review)

I had this game from some Humble Bundle. Honestly, I don't remember where I got it. Reguardless, I was wanting a good VR game to play, and I saw that this happened to have good reviews, and had vive support, so I decided to give it a shot.

Although I've never gotten sick from any other VR game (Including Windlands), this game managed to make me feel dizzy, light-headed, and sick, as well as giving me a migraine. The problem is, many of the textures simply don't line up between both lenses.

A short ways into the game, there's a section where the ground is completely covered in a thin layer of water, and the ripples were completely different in both lenses, making me feel disoriented, and causing the effects mentioned above.

From what very little I've seen, this game's VR port is horrible at best, and shouldn't even be bothered with.
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