Physics-based VR with full freedom of flight. VR that feels and controls like a real jetpack. A real-time multiplayer VR arena.
All Reviews:
Mostly Positive (36) - 75% of the 36 user reviews for this game are positive.
Release Date:
Jul 1, 2020

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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?

“The core mechanics of the game are done (multiplayer, VR, controls, abilities). Now the work left is purely aesthetics, art assets, level design, UI, and other more normal game aspects, which, as a one-man team, I would struggle most with. By releasing the game in early access, I hope that as players experience and enjoy the game as it is already, the game might attract the attention of others who may want to help further build out the game.”

Approximately how long will this game be in Early Access?

“The game will remain in early access until the aesthetics and production quality of the game is closer to that of release-quality. Ideally it would be no more than 1-2 years max.”

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

“The final version of the game would ideally have better quality models/graphics, more fully developed levels and landscapes, and more interactable vehicles or objects within the game. For example, one concept I had in the beginning was that there would be many maps to choose from, the in-game story being that each player is in the real world a tourist departing Earth to another planet of their choosing with the experimental jetpack technology as the means of travel once landed on the planet.

Players would also be allowed to customize and upload their own character skins; some might want to fly as their favorite superhero. This would be something that I would let the community completely take over on rather than the usual model of the game providing the skins. Given that people can upload 3D models on Shapeshift and other sites now to print their own designs in real-life, I think it only makes sense that you could do the same for game items now in a virtual world.

Lastly, the most exciting feature in the game, and one I literally dreamed of when I first conceived of the game idea, is that there would be abandoned gigantic mech suits throughout the map that you could land on and pilot. That alone would create a point of focus for the game even if the game never ends up having any real objective or scoring system, as the player who gains control of a mech suit suddenly towers over everyone else like something out of Shadow of the Colossus.”

What is the current state of the Early Access version?

“The core mechanics of the game are done. Players can fly and interact with each other online in VR with realistic physics-based controls. It doesn't rely on teleport or D-pad controls of most VR. You can do anything you'd imagine you physically could do - hover, drift, spin, flip, burst through the sky like Ironman - all based on how you position the controllers. People who normally get dizzy from VR have said they had no issue here because it feels natural.”

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

“Currently I have no intention to profit from the game. However, I have no sense of what it would cost to maintain the servers to support the online play, so it's difficult to say whether it will be entirely free or if things like custom skins or extra maps might cost in the future. I think at a minimum the base-level and single player would always be free. If I can, I would keep the online play free as well, but that depends on how things look when I get there.”

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

“Building more of a community effort around this game would be ideal for me. I would love to be able to just focus solely improving the core mechanics and flying controls, while everyone else builds out landscapes and models to populate the game with. In a way, this goes back to games like Rollercoaster Tycoon, Age of Empires, or Starcraft, where the base game is left open-ended enough that entire communities form around building additional levels/maps and custom mods. Here, I would like that to be a core feature of the game rather than a subcommunity.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.
VR Only

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- Multiplayer is live-streamed 24/7 on Steam Broadcast and Twitch. More options like player stats on the official site.
- Ladder rankings for the Zero-G arena are on the VR Jetpack Game website (link on side).
- The jetpack controls are designed to be realistic with the thrust coming from below the controllers. Do not point to go. See the following real-life jetpack (Jetman), which has the same control scheme. Everything is designed to feel real, so if you don't like upside-down rollercoasters or skydiving in real life, don't play.

About This Game

Physics-based VR with full freedom of flight. VR that feels and controls like a real jetpack. A real-time multiplayer VR arena.

Players can fly and interact with each other online in VR with realistic physics-based controls. The controls are completely VR and natural, just as you would use thruster controllers for a real jetpack (look up Jetman as an example). It's truly free range of motion and natural movement, not the teleport or D-pad controls of most VR games. This includes but is not limited to being able to hover, drift, spin, flip, and burst through the sky without ever hitting any special buttons (all controller angle/position based). It's up to your own imagination what combination of moves or positions you might be able to do in the air. You can even now swing and do hookshots with the new grappling cables.

Note that this means you can and will go upside-down. Like with roller coasters, skydiving, or any other real-life thrill or extreme sport, this experience is not for everyone, but for the right people, this comes very close to feeling like flying (and swinging) in real-life. If you can't tolerate skydiving or going upside-down in real life, don't play. Treat this like an actual new sport or vehicle and not just a viewing experience from home. Don't play if you just want something quick under 5 minutes. Think of how long it takes to learn to bike, ski, or other sports. It's no different here.

When you first start out, spread your arms out like you're balancing and keep the controllers upright. The farther your arms are out to the sides, the slower and more stable you are. Tap each one of the thrusters individually first (thumb press). The thrust comes from under each controller based on the angle you hold the controllers. Don't point forward or down to go. Don't let your arms stick out in front. There are graphics and videos at the start, so pay close attention to those. When you've gotten good enough control to hover, you can bring the controllers closer together for more speed. Tapping both thrusters at the same time while held close together will also let you go sonic speed.

The game is currently being released as Early Access, as the core mechanics and flying functionality along with multiplayer have been done for over a year now. The slowest part of development, and what is taking the most time for me as a 1-man team, is the more traditional parts of the game, such as map building, graphics, and other assets. I'm hoping that, as the game builds interest, perhaps I will be able to get help working on these other more time-intensive parts of the game. Of interest to me is if players are willing to create and share their own maps for others to fly and experience, as well as sharing skins/mods for the appearances of the actual player. If anyone is interested in helping work on these items, feel free to reach out on the VR Jetpack Game website.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7, Windows 10
    • Processor: Intel Core i5-4590 / AMD FX 8350
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1060
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • Sound Card: Optional
    • Additional Notes: This is minimum to run the game at 30-45FPS, assuming you are not sensitive to low-framerate or willing to drastically cut graphics settings (Esc in-game). For 90 FPS, do not play on anything lower than NVIDIA RTX GPU.
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel i7
    • Memory: 16 GB RAM
    • Graphics: NVIDIA RTX 2060
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • Sound Card: Optional

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