QuiVr is the defining archery experience, made from the ground up for Virtual Reality. Grab your bow, arrows, and some friends to fight the enemy onslaught.
User reviews:
Very Positive (294 reviews) - 94% of the 294 user reviews for this game are positive.
Release Date: Dec 19, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access allows active involvement from the community while QuiVr continues to improve and add features. This is critical in creating a polished and fun final product!”

Approximately how long will this game be in Early Access?

“QuiVr will be in early access until mid 2017 as it continues to make large strides in development and everything is still subject to change.”

How is the full version planned to differ from the Early Access version?

“The current planned additions include:
  • Additional abilities and items
  • More varied enemies
  • Achievements and statistics
  • A huge lumbering colossus that you can ride and shoot from

A full list of features can be seen in our public design doc

What is the current state of the Early Access version?

“Players can play a full game experience in the Frostfall Canyon as well as participate in personal and competitive multiplayer target practice. Features currently include
  • Well polished bow mechanics
  • Expressive enemies with interesting behaviors
  • Mixture of polished and placeholder graphics
  • Persistent armor/ability collection to change how you look and play
  • Single and Multiplayer experience
  • Global leaderboards

Will the game be priced differently during and after Early Access?

“Price will increase throughout the life of Early Access as the game improves.”

How are you planning on involving the Community in your development process?

“Each recommendation in the discussions section or Reddit forums is read and most are replied to. The entire point of Early Access is to get community feedback, so all suggestions are welcome and encouraged!”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (229)

August 15

Patch 0.40.0 - Procedural Maps

It's finally here!

After months of work, testing, and community feedback, the procedural map system is now live! Most of the major issues have been smoothed out, and the game's replayability has been massively increased. New systems have been added that improve the new player experience as well as give more depth to the gameplay. And the system has been designed with additional content in mind, creating a streamlined system to add more to the game.

Procedural Maps

The static frozen canyon has been replaced with a procedural map system. It is built using map tiles in a similar way to Diablo's level generation.

There are currently 2 environments (Snow and Desert) that can appear at any point in the map using transition tiles. This system will be significantly expanded in the future and we have tons of environment ideas such as caves, swamps, lava, etc.

Each week there will be a set game seed (this week is "Week-1") that will determine the level layout and in the future be tied to the primary leaderboards. Each time a game ends or you create/leave a multiplayer room, this map will be generated.

However, you can generate a new map by grabbing the die. There is currently no way to save/enter a map seed, but a system to do that will be added soon!

Map Progression

We've taken a hard look at our system of progressing through the map by closing gates, and we realized that standing on towers may not be the most intuitive or fun way to do so.

Therefore, this update brings with it an entirely new system for progressing down the canyon. Instead of standing at gates to close them, you will now kill enemies to do it.

Each time you kill an enemy, it will grant you some energy toward closing the next gate. Difficult shots and maintaining combos will generate more energy. Once the progress orb is filled, you can shoot at it (or let it happen automatically) to immediately close the next gate.

We feel that this system is both more understandable for new players (if you kill enough enemies the gate will close), as well as more interesting for veterans who can now create strategies around how to efficiently generate the maximum amount of energy while still successfully defending the enemy onslaught.

Aimed Shot

For a game that is almost entirely about shooting an arrow, there has previously been few opportunities for decision making about the process. Before now, shooting fast was rewarded more than shooting accurately, which seemed counter-productive to playing the game like a well trained sniper.

So this update also brings a new archery system, the 'Aimed Shot', which will make your arrow stronger the longer you hold it back, up to a maximum of 5 seconds.

Not only does this increase the damage it does, but it will also compound your energy generation. Hitting a fully charged headshot at 100m will give you a massive boost.

We think that this new system should give an additional level of depth to the archery gameplay without forcing players to learn a new button or skill.

Additional Notes
While we've spent months working on this new system, it's still a massive overhaul and not every combination of map tiles and multiplayer interaction can be tested, so I expect this week to have plenty of issues for me to fix.

Please continue submitting issues in the discussion forums, or better yet on the QuiVr Discord where I can reply and get extra information immediately.

Finally, I want to give a huge thank you to all the people who helped me test the new map systems in the beta branches both this past week and over the past few months during development. It is incredibly helpful and I honestly could not do all of this without your help, suggestions, and support :)
7 comments Read more

August 8

Procedural Maps - Beta Testing Initiative!

The procedural map system is now entering it's final testing phase before moving into the default branch!

Therefore this week will be entirely dedicated to testing to find and fix bugs. To that end, for this week only there will be a unique reward for playing a game in the beta branch.

Those of you who play a game of QuiVr in the Beta branch (Singleplayer or Multiplayer and until the game ends) before next Tuesday will receive a new set of wings to show of your dedication to improving the game!

Please also consider joining the QuiVr Discord so that you can post bugs easily and get immediate responses from myself and others in the community.

Procedural Map Info
The current Procedural map system is different from the existing game. In addition to a brand new environment type (Desert) that can exist in any randomly generated canyon ...

... the new Procedural Maps are infinite in length. As you progress through the gates, the game will become increasingly difficult, however you will never be required to fall back all the way to the beginning. Instead you will always be given a single gate to lose/restore, if you lose two gates in a row the game will end.

We have an interesting plan for merging this new infinite system with 'event tiles', which will bring the much anticipated "Giant Climbing" gameplay into the world of QuiVr.

In the mean time however, we think that the current procedural map system is enough of an improvement on the existing, single map that it should be brought into the main branch to give the game some much needed replayability.

Please remember to report any bugs or issues you find in the beta branch, duplicate issues are helpful for cross referencing and finding the underlying causes!
2 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

Design Document

Here is the Public Design Document that outlines the plans for post-'Early Access' QuiVr.

About This Game

QuiVr literally puts the power of the bow and arrow in your hands. Tasked with defending your keep (and the power within) from an ever-advancing enemy, you’ll find yourself in a thrilling fight for your very survival! It won’t be an easy battle - but with steady hands and powerful friends, you’re sure to succeed...

With satisfying, intuitive archery gameplay, QuiVr is the game of choice for both VR veterans and newcomers alike. This is what Virtual Reality was made for.


  • Best in class bow and arrow physics: researched with and modelled after real life counterparts
  • Drop-in/Drop-out multiplayer
  • Global, weekly leaderboards
  • Fluid Difficulty System to provide challenge for all skill levels
  • Customizable Armor: Change your appearance and abilities to help destroy the encroaching hordes (and look awesome doing it)
  • Personal and competitive target practice
  • Unique, expressive cast of enemies
  • Spectator mode with cinematic camera
  • And so much more!

Official Discord: https://discord.gg/8Y3CtCr

System Requirements

    • OS: Windows 7
    • Processor: Intel i5-4590 3.3 GHz
    • Memory: 6 GB RAM
    • Graphics: NVidia GTX 970
    • DirectX: Version 11
    • Storage: 5 GB available space
    • OS: Windows 10
    • Processor: Intel i7-4770 3.4 GHz
    • Memory: 16 GB RAM
    • Graphics: NVidia GTX 980
    • DirectX: Version 11
    • Storage: 5 GB available space
Customer reviews Learn More
Very Positive (294 reviews)
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