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.
All Reviews:
Very Positive (309) - 94% of the 309 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 (238)

October 17

Patch 0.42.73

Engine Upgrade

This week's update has a significant engine upgrade from Unity 2017.1 to Unity 2017.2. There are lots of bug/crash fixes, improvements, and new platforms supported (like Microsoft MR Headsets), as well as one massive new feature that we will be working on supporting: Single Pass Stereo Instanced Rendering.

While SPSIR is quite a mouthful and a pretty awful acronym, the performance improvements that it can provide are no joke. Not only improved GPU performance, but up to 50% CPU rendering performance improvement. It is not currently enabled in the game yet, as no post effects (bloom, black & white filter, etc) work with it, however we're actively working on the functionality and hope to bring some incredible performance improvements to everyone very soon!

As with all engine upgrades, there is a chance that some features that worked perfectly fine before are now broken. It's impossible to test them all, so please be sure to report any issues either in the discussion forums here on Steam or in the QuiVr Discord!

PvP Progress
The Player vs Player features have sat a bit by the wayside recently due to some issues with the matchmaking system. However, we brought in some web development talent to overhaul the system, resulting in a much more robust and extendable matchmaking system that will be able to handle group queuing, 1v1, 2v2, and even possibly 4v4 matches.

The PvP map has also been brought into the main scene (though disabled when not in use) so that no loading screens will be required when switching from a normal game to PvP and back. The intent is to have a single scene for all actions in the game, eliminating all loading screens except the initial one at the start of the game!

Other News
We have a number of other features and aspects under development including:
  • Microsoft MR Headset support
  • New custom composed music
  • Art assets for Event Tiles
  • Updated tutorials
We'll have more information to share about all these topics soon, but it's good to let everyone know what to be expecting over the next few week!
4 comments Read more

October 10

Patch 0.42.65

New Enemy

Another new enemy has joined the fight, this one tests a few new mechanics that will be used in the upcoming event tiles. It is one of the more agressive enemies so keey your eyes and ears peeled lest you get caught off guard!

Enemy Navigation
Previously, ground enemies have followed a fairly direct path toward their destination. The paths are created by hand per-tile and then combined procedurally as the tiles are added together.

However, even with numerous path options, the enemies are very easy to anticipate and can eventually lead to a feeling of 'shooting fish in a barrel'. To fix this, the path following system has been adjusted.

Enemies still follow the exact same path contour, however for each enemy the path has been shifted a small amount. In cases where shifting would cause the path to move into a rock or other obstacle at a particular point, the original path point is used, leading to a more diverse and organic feel to enemy movement.

The system still has a few quirks which are being worked on, but the new system brings a lot more variation with zero performance overhead and should give some more replayability when you don't know exactly where an enemy will move.

Updated Music
This update introduces a new music system to replace the layered, but unvarried combat music with a new environment based music system.

The actual music choices themselves are going to be changed in the future, but the new system of fading between and changing music based on the tile environment you're currently in has been implemented for testing.

Other Changes/Fixes
  • Updated to Unity 2017.1.1p4 for bug/crash fixes
  • Fixed some issue with saving reforged items
  • Fixed issue when getting duplicate gloves saving worse item
  • Fixed issue with knuckles controllers being incorrectly detected
  • Adjusted Baron fireball cast time
  • Reduced Escort shield channel duration

Update 0.42.68
Mid-Week Update due to errors:
  • Fixed duplicate items saving worse value
  • Fixed enemy player targeting system
  • Fixed multiplayer ground enemies not moving
5 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
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