An intense virtual reality strategy game, Out of Ammo has you constructing defenses, calling in artillery, issuing orders, and even taking control of your soldiers directly in order to survive for as long as you can!
All Reviews:
Very Positive (585) - 85% of the 585 user reviews for this game are positive.
Release Date:
Sep 14, 2016

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Notice: Requires one of the following virtual reality headsets: HTC Vive or Oculus Rift. See the VR Support section for more info.

Buy Out of Ammo

Buy Out of Ammo Fun Bundle BUNDLE (?)

Includes 2 items: Out of Ammo, Out of Ammo: Death Drive


Recent updates View all (40)

March 20

Major Update 1.0.9 : Complete Overhaul of game systems

So Out of Ammo was our first game. Sadly, for us at least, Virtual Reality didn't promise to be much of a breadwinner. The studio has long ago moved on to bigger and brighter things. However, we've been ticking away at updates to the game for a while.

A few months ago we assigned more resource to do some substantial updates to the game. This started a long journey of refactoring. Think of it like taking a panel off the wall to replace it, realizing the frame needs replacing, so you replace that... essentially this Malcolm in the Middle episode.

This represents a pretty major change in how Out of Ammo is built. So if you like it, please do get the word out there! We've pumped a lot of development time in this, as always let us know your thoughts below.

Message from Rory (Programmer)

Hi, I'm the guy who's been holed up making an update for Out of Ammo. I haven't seen the sun from my blacked-out room for months! What was supposed to take a matter of weeks has expanded to take over all my waking hours, so let me start this changelog with a cautionary tale…

Since the last update I've been working on a refactor of the main player character, a.k.a the Pawn. Out of Ammo was built for an immature platform with rapid iteration of new features being tacked on wherever they would fit. The Pawn was the key component of the entire game; over time anything that happened became somehow integrated with the Pawn. This made the game pretty difficult to work on since the Pawn was so massive that it took several minutes to open, save, compile or do anything. It had become what's known as a God-Object. So, in order to facilitate further development, I volunteered to clean up the Pawn. Just a bit.

When I first started writing this changelog I believed I was about halfway done - in fact at the time I was only a sixth of the way through. At least 7 GB of data changed over almost a thousand files, 5 engine updates, a near-endless amount of bugs and 5 months later I've reworked almost the whole core of the game! I had massively underestimated the task. Because the player pawn was involved with everything, reworking the Pawn meant that I was reworking almost everything else as well. But the end result has made the game much more maintainable.

... I'm sure there's a moral in this somewhere. Don't bite off more than you can chew? Don't volunteer for anything? Hindsight is 20/20? I don't know, but hopefully it's helped you gain some insight into what has been a very difficult update!

Version 1.0.9

Engine update

Out of Ammo has gone from using Unreal version 4.16 to version 4.21 and has gained many benefits from doing so.
  • Screen Percentage has been removed in favour of Pixel Density. Instead of having to figure out an appropriate screen percentage for each headset, and often being slightly off, we can use a normalized number to get the perfect amount. If you have pixel density set to the default you can be certain it will be perfect for your device. You can still down-sample to 0.5x or up-sample to 1.5x normal resolution if you want, but if you just need a few extra frames here and there...
  • Dynamic Resolution is now available. We haven't tested it fully so we're not enabling this by default but if you feel like you need it it can be accessed by setting Pixel Density to "Dynamic".
  • Spectator Screens have been added as an alternative view option. It's off by default though (the "Default View" option just copies what the player can see with almost no overhead) as it effectively involves rendering the whole world another time. The spectator screen refresh rate is limited to ~30 FPS to reduce the burden on your GPU.
  • Various performance and stability enhancements too numerous to list.
Grip rework

The whole grip system has been rebuilt around the VR Expansion Plugin. This means far more accurate and comprehensive grip manipulating in single player and multiplayer. In general things will remain the same for you, it simply allows us to add, alter and maintain things more easily. Maintaining the old grip system was a massive chore and the complexities of it effectively kept us version locked under 4.18. This was where the bulk of the work went.
Here's a few other changes to grippable items.
  • Items will trigger haptic feedback when they bump into things while held.
  • Some items, like the commander radio, can be dropped with the grip button on the corresponding controller. Others can be dropped by releasing the trigger as before.
Weapons update

All weapons in the game have been updated to take advantage of the new grips system. The gunplay has been improved to be more rewarding, consistent and intuitive.
  • Weapons are now physical objects with collisions and can be gripped and dropped in the world. Press the grip button on the corresponding controller to drop a weapon.
  • Large weapons can be gripped with both hands. Just grab the weapon where you'd expect to hold it with your off hand to dual grip.
  • You can dual wield weapons!
  • You can switch a weapon to your other hand by placing your other hand over the weapon's handle and pressing the grip button.
  • Bolts and slides can be accurately moved rather than snapping to positions and weapons internally have a chamber that stores a single round. Some weapons have more steps to reloading to take advantage of this.
  • Weapons have physical recoil and kick.
  • Ammunition is stored per magazine rather than per weapon, so if you remove a half-empty magazine it doesn't magically become empty.
  • The M2 mounted machine gun has been completely reworked from the ground up. It is much more reliable to reload, and you no longer need to hold the grip buttons to fire it.
  • Weapon attachments can now be accessed by holding your hand over the attachment area and holding the grip button. Use the primary trigger to select an option or press the grip button over the attachment to get rid of the menu.
Equipment and loadouts

A new concept to Out of Ammo coming over from Death Drive; almost any grippable item can be equipped to slots on the players body. It's especially useful in the 'Icarus' mission!
  • There are 4 small slots and 2 weapon slots on the player when they have possessed a unit. Small slots cannot take weapons.
  • The commander radio always reserves a slot and any loadout weapons reserve slots as well. When a slot is reserved the slot can only be used by that one item.
  • If you drop a loadout item out of reach it will teleport back you and attach to the slot it reserved.
Quality of life
  • The tutorial has been updated with the relevant changes.
  • You can now teleport in commander mode and teleport using both hands, just like in Death Drive.
  • You can now use the commander radio while possessing a unit.
  • All game settings (the ones at the back of the commander tent in the starting level) are now located in either Game.ini or GameUserSettings.ini found in %LocalAppData%\OutOfAmmo\Saved\Config\WindowsNoEditor. If you're having real problems related to game settings clearing those might help.
Bug fixes

There are far too many of these to count. I'll list a few here that come to mind.
  • Pausing now actually pauses the game, instead of just making it really slow. This should prevent many bizarre physics and desync bugs, although it's currently messing with grips a bit.
  • Fixed several bugs relating to Oculus rotation caused by code using the unrotated head direction or position.
  • Fixed menu tooltips not showing or having incorrect text.
  • Fixed many physics bugs caused by weird physics constraints.
However, with massive changes such as this there is a possibility for many new and interesting bugs to be introduced. If you find any, please let us know! It should be a lot easier for us to fix them now...
16 comments Read more

October 17, 2018

Is this thing on?! Update 1.0.8 released

Been a long time since we released Out of Ammo. We had some new programmers at the studio and we decided to put them through their paces on this project. While VR has been a money pit for us, we love the game and we loved out time with Out of Ammo - so it had been a dream for us for some time to tidy up some of the bugs we had with it.

We decided to dust off the old code base and tidy up some of the pesky bugs that remained. While we were there, we also decided to tackle some of the bigger opportunities that changes with Unreal (the engine we use) and VR provided. This means we now have the forward renderer working, giving pretty dramatically better framerate.

Please let us know here in the comments if you have any issues or what you would like us to add! Should we do a new map? What else needs to be added to the game?

Version 1.0.8
  • Updated to Unreal Engine to 4.16.3. This gives us lots of fixes and improvements, too numerous to mention!
  • Now uses a forward renderer with MSAA and Temporal Anti-Aliasing for much better performance.
  • Improved ragdoll on characters.
  • Menu follows view better. Fixes potential issues on oculus when turning.
  • Increased Tank base speed
  • Tanks will now be slowed after the tank commander is defeated. (This should make tanks easier to aim with artillery/RPG)
  • Nearby enemy units will have the chance to pop back into the tank commander seat.
  • Slightly buffed artillery against tanks
  • RPG Unit Should no longer kill itself when stationed on sandbags
  • Machine Gun Nest bugs fixed such as difficulty reloading. Improved geometry model to fix this.
  • Fix "Get Steam Friend Avatar" being disconnected After the 4.16 update "Get Steam Friend Avatar" nodes had 3 exec out pins instead of just one. In the worst case it prevented PlayerConnected and UpdateUnitStats from being called. Connected the success and failure nodes to following nodes.
  • Modify and update some networking code
  • Modify client initialization order Now starts in VRPawn.uasset
  • Fix tank not moving in D-Day(Increased Nav Area Bounds)
37 comments Read more

About This Game

Out of Ammo is an intense virtual reality strategy game for the HTC Vive that puts you in the commander's seat against wave after wave of soldiers. Built exclusively for room-scale to make use of motion tracking, the game allows you to move around the battlefield to build defenses and issue orders. You can even directly possess your units to directly engage the enemy making use of cover and preparing your magazines carefully so you don't.... run out of ammo!

Key Features

  • Eight unique freeplay environments to try your skill on
  • Two specialist mission modes
  • Cooperative Multiplayer in freeplay for up to four players
  • Construct defenses such as sandbags and watchtowers
  • Issue orders to your soldiers
  • Five different kinds of units each with special abilities
  • Possess any units directly to control their engagement
  • Call in artillery, airstrikes, and sniper targets
  • Fixed Machine guns, Grenades, flares, and more

Unlock the potential of Room-Scale VR

Important: Requires room-scale. You must have an HTC Vive or an Oculus with Touch Controllers.

Out of Ammo has been designed exclusively around room-scale. Possessing your units allows you to utilize the full capability and power of the positional tracking; take cover behind sandbags, lean over a tower railing, or duck behind your sandbags and grab a grenade to throw as a last resort! Full physics applied to game objects further enhances your experience allowing you to position your magazines in the space around you ready for when you need to reload.

Unit Types

  • Rifleman - Thirty round fully-automatic rifle with manual magazine reload
  • Sniper - Semi-automatic bolt action long distance rifle with scope
  • Rocketeer - Single-shot re-loadable rocket-propelled grenade launcher
  • Medic - Heals troops but can shoot with a pistol when controlled
  • Engineer - Constructs and repairs fortifications, can shoot with a pump-action shotgun when controlled


Command the defense of an area in the endless enemy spawning mode that the game released with. You defend an area against a never-ending wave of enemies of all kinds. Includes enemy tanks, snipers, and even enemy mortar teams who shell your base.

Played entirely in first person you are a sniper providing overwatch for a downed helicopter. Protect the evacuees from your position inside a clock tower. You can teleport around the tower and have multiple weapons to utilize, as well as a UAV providing a view of the battlefield. You succeed once all evacuees make it out alive.

You crash land in hostile terrain. Played entirely in first person you must scavenge for ammo by teleporting around. Use flares and torches to highlight inbound enemies. Survive until rescue arrives!


A small base perched in a clearing at the bottom of a valley. Backed by a river the location offers good cover from the rear. All the facilities are centrally located making it reasonably easy for the talented commander to defend.

A very tight open space in the city serves as a base for local operations. You won't have much warning for the enemies approach, but they will also have fewer routes in to your location. Additionally, the high-rise buildings that surround you offer excellent over-watch for enemy snipers. Beware of their red IR beams that indicate they are sighting your troops!

Out in the open fields of the desert you have excellent vision of enemy incoming from all directions. However, if you can see them they can see you. Here you can, and often will, be attacked from all directions. Choose your defensive locations carefully and be prepared to recommit forces quickly in order to maintain this position. A real challenge for any commander.

Set high in the mountains at twilight, battle against an enemy in difficult conditions. Visibility is hard due to the falling light and your vision of enemies is hampered by the nearby forest. Some lights exist in the compound and your soldiers have set fires nearby the camp to try and help highlight incoming enemy.

A wide area in a key harbor need defense against the enemy. You have a huge area in which to build your base, but sight lines up to your perimeter are tight. Beware of enemy snipers from across the water. An excellent environment for those with large play areas, but still enjoyable for those with not much room.

Situated high on a beach-head, defend your well fortified base from the onslaught of enemy arriving by boat. Beware also of enemy special forces flanking you on land or taking sniping positions above. You have two pillboxes on the beach you can station soldiers in to help curb the frantic pace of beach assault!

Is the truth really out there? You won't have time to know while you're fighting enemies from nearly every direction surrounded by radio telescopes! Your base location is backed into a wall so at least one direction of attack is safe... or is it?

System Requirements

    • OS: Windows 8 or 10
    • Processor: Intel i5
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 970
    • DirectX: Version 11
    • Storage: 6 GB available space
    • Additional Notes: Requires room-scale VR (HTC Vive or Oculus with Touch controllers) with 2m x 1.5m space
    • OS: Windows 8 or 10
    • Processor: Intel i7
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 980
    • DirectX: Version 11
    • Storage: 6 GB available space
    • Additional Notes: Requires room-scale VR (HTC Vive or Oculus with Touch controllers) with 2m x 1.5m space

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