Play. Stay. Connect. Welcome to your new virtual playground! Hang out with friends, attend amazing live events, and explore thousands of user-created worlds with Sansar. Currently in Beta.
All Reviews:
Mixed (88) - 59% of the 88 user reviews for this game are positive.
Release Date:
Dec 5, 2018

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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?

“Sansar is a place where you can hang out with friends, play games, explore new worlds, and share incredible creations, but we can’t do that without you! Being in Early Access is important to us to make sure we're hearing directly from the community on what you'd like to see and do in Sansar. Come join us!”

Approximately how long will this game be in Early Access?

“We plan on staying in Early Access until Sansar is the very best it can be. We’re constantly making improvements, and we’re eager for your feedback.”

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

“We want Sansar to be the place where people can connect with communities and celebrate what they love through immersive virtual experiences, interactive events, customizable avatars, and easy creation. That’s why we plan to develop even more features around socialization, interactivity, personalization, and creation - elements that enrich the social experiences our platform enables. Plans will change based on your feedback, and we’re always listening and learning.”

What is the current state of the Early Access version?

“Right now, Sansar lets you host and attend virtual events, play games, explore user-created experiences, and buy and sell merchandise in the Sansar Store. Meet friends for a watch party and tailgate. Buy clothing and accessories for your avatars, or objects for the virtual experiences you build.”

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

“Free access to Sansar will remain a cornerstone of the platform. We have no plans to change that.”

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

“We respect our community deeply and listen to suggestions daily. We have weekly product meetups in-world where users chat with the developer team, or you can join our Steam community group.

You can also join us on our Discord server here:
Read more

Play Sansar

Free To Play

Recent updates View all (1)

December 11, 2018

Ready, Aim, Fire! - The Latest Update from Sansar

Ready, Aim, Fire!

As always, we are bringing you another one of our monthly updates. Each month we do our best to deliver one major, and one minor update - and this one is pretty major!
Not only are we adding a much better tutorial for Sansar controls, as well as streamlining a number of other features across the board, but we are also bringing emotes (custom or default) to VR and releasing “Project PewPew”.

What’s Being Added

Project PewPew
  • This is a whole suite of APIs and features that will allow for creators to explore gun-play in Sansar!
  • Scripts can now detect VR inputs, mouse clicks and what the player is targeting when any input is hit.
  • Even more script APIs for Ray/shape casting have been added.
  • Grab Points can be toggled to stay held when picked up (so you don’t have to hold your pewpewer the whole time)
  • Check out the new Game.Gun, Game.Target and Selector simple scripts to add these features to your scene!
  • Mouselook mode: allows desktop users to switch to a mode where you do not need to click and hold right-mouse to look around. You can instead hit the ESC key and just move your mouse round.
    • This a toggle-able feature
    • While active it will disable the menu

Avatar Emote Menu
  • New emote menu which is accessible in Desktop mode AND IN VR!
  • Full support for emotes in VR!
  • Moving your arms or head will no longer cancel an emote. To cancel an emote in VR, walk in any direction.
  • Desktop mode: keyboard shortcut CTRL+E to open the emote menu
  • Friendly reminder that CTRL+T opens and closes chat.
  • Better sitting camera support for “/sit” and “/sit2”
  • The /commands in Chat are still supported e.g. “/dance”

Sit Points
  • Much like “Grab Points” creators can now designate “Sit Points” on object, while in Edit Mode.
  • This works with Static objects only.
  • Clicking on a sit point will teleport your avatar to the location of the sit point, and the orientation that has been set.
  • There is no animation for sit points.
  • Scene level settings
  • Free-cam & Teleportation distance limitation options
  • Free-Cam for Desktop users can be turned off in an experience in Edit Mode
  • Teleportation (VR & Desktop) distance can be limited or turned off in an experience in Edit Mode.
  • Available in Scene Settings in Edit Mode

What’s Being Fixed
Teleport to Friend
  • Teleport to a Friend will not be available if your friend is in an “unpublished” experience.
  • If a user is in an unpublished experience, or is in an experience where they have limited user access to the experience (Ban list / Allow list), then the experience name will not appear in your profile.
  • Experience names are now correctly formatted.

Chat improvements
  • You can now start a new conversation with a Friend directly from the Chat app
  • The Chat app now displays the name of experience you are in, as well as the name of the Friend you are chatting with
  • Timestamps have been added to Chat
  • The Chat app now supports 72 more languages. You can now freely type in Japanese, Korean, Greek and even Klingon. Qa’pla!

Tutorialization and Onboarding
  • All users now land in a home space when logging in.
  • Controls and UI have a new tutorial that will start in the home space when first logging in, you will also receive one-time prompts as you visit experiences.
    • This will impact both new and existing users.
Passing objects between VR users
  • Re-enabling the old behavior where people could grab things out of the hands of another VR user.

Cancel loading
  • Users can now cancel loading into an experience by clicking the “X” near the loading bar.

What’s Being Added to Scripting
There is a lot, so scripts are getting its own section!
Script updates
  • The Simple Scripts automatically provided in your inventory are now a single inventory item - but all the scripts are still there!
    • Add the Simple Script Library to an object and use the second drop down menu to select which simple script you want to use.

  • Script Projects: You can now bundle multiple scripts, or include multiple files, into a single script upload using a .json project file. The bundled scripts will show as a single inventory item and when applied to an object a second drop down will let you choose which script from the bundle to apply.
    • Use [EditorVisible(false)] on a class in a script project to hide that class from the drop down shown when choosing a script, mainly useful for base classes. Abstract classes are hidden automatically.
    • The .json file should be a json object containing a "source" entry with an array of file names:
      { "source": [ "File1.cs", "File2.cs", ] }
      The paths may be absolute or relative to the json file.
    • The [DisplayName] attribute can be used on script classes to change how they show in the script selector.
    • The [DefaultScript] attribute can be used to control the script which is applied when first adding the project to an object.

  • Drag and Drop behavior change: When dragging a script from inventory onto an object it will now ADD the script to the object and will no longer replace the existing script if there is one.
  • Script properties and script projects can now have tooltips. Use the [Tooltip("Helpful text")] attribute to give your script properties tool tips. All Simple Script properties have tooltips now!
    • Use [assembly: Tooltip("Script project description")] to add a script project tooltip.
  • Cast Ray APIs phase two: CsCscene now has CastCapsule, and non-axis-aligned CastBox. GetXXXClosestPoints for Box, Capsule and Sphere expand a simple shape and return collisions, useful for placing objects without overlapping and effects like explosions.
  • Relaxed throttles on CreateCluster, SendChat, MessageAllUsers, OverrideMediaSource and HttpClient.Request
  • AgentInfo.Handle to get a user's handle.
  • Added RightVector and UpVector to ObjectPrivate and ObjectPublic
  • Grab points now have an option to be "sticky" where they will not be released when the grab button is released.
    • In desktop mode mouse clicking on a grabbable object will pick it up. Regular grabbable objects will be dropped or thrown when the mouse button is pressed a second time or the F button is pressed. Sticky objects can be dropped or thrown by pressing F. In both cases holding the button longer on drop/throw will increase the distance it is thrown.
    • On Oculus Touch the Grip trigger can be used to pick up objects. Regular grabbable objects will release when the Grip trigger is released. Sticky objects can be dropped or thrown by pressing the Grip trigger a second time.
    • On Vive wands the trigger will pick up objects. Regular grabbable objects will release when releasing the trigger. Sticky objects can be dropped or thrown by pressing the Grip button.

  • New "Trigger" command for SubscribeToCommand. This command is sent on mouse click and VR triggers.
    • "PrimaryAction" (Grip), "SecondaryAction" (A/X), "Confirm" (B) and "Cancel" (Y) have been mapped to oculus touch controllers.
    • "PrimaryAction" (Grip) and "SecondaryAction" (Center Click) have been mapped to Vive wands

  • CommandData from SubscribeToCommand now contains Targeting data. Targeting data is sent for all commands. If the command is from the keyboard or mouse then targeting data is what the mouse is targeting. If the command is from VR then targeting data is from the device or hand used.
    • TargetingPosition: The point in world space that was targeted.
    • TargetingOrigin: The origin of the action. In desktop this is the camera position; in VR it is the center of the hand used.
    • TargetingNormal: The surface normal of the object at the point that was targeted.
    • TargetingComponent: The component id of the object part that was targeted.
    • SimulationFrame: The simulation frame the action was done, according to the client.
    • ControlPoint: The device used for the command. For VR compare to HeldObjectInfo.ControlPoint to determine if the hand holding something was the same hand the object is held in.
    • MouseLookMode: True if the user was in mouselook mode when the command happened. Mouselook mode ties the camera to the mouse cursor. Some game types are trivial outside of MouseLook Mode in desktop and this flag can be used to ignore inputs from that mode.
    • CameraControlMode can be FlyCam, FirstPerson or ThirdPerson and can be used to further restrict game play by ignoring or warning if the command is received in an undesired mode. Creators should also consider the recently added options to disable flycam and restrict teleports in their game experiences.
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Feature List

  • Connect with the communities you love, wherever they are in the world.
  • Join friends for live events - virtual meet-ups, game nights, and so much more!
  • Explore thousands of virtual experiences, and create some of your own while you’re at it.
  • Shop for virtual merch on the Sansar Store!
  • Express yourself with a custom avatar. Be the pirate, astronaut, or dancing chicken you always dreamed of.
  • Full head and hand tracking mean your avatars move and talk in VR just like you do!
  • Host events for your fans and followers - AMAs, meet-and-greets, watch parties, the sky’s the limit.

About This Game

Welcome to Sansar - the best place to hang out with friends, play games, and stay connected with your favorite communities!

Host and attend virtual events: concerts, watch parties, meet-and-greets, and more. Create and share virtual spaces with your friends, and explore the thousands of experiences our users have already created. Cheer for your favorite players and teams WHILE playing any number of fun virtual mini-games: cornhole, shuffleboard, pong, bowling, and more. Shop for new items and sell what you create on the Sansar Store.

Dive in today and be a part of shaping the Sansar experience. We’re growing all the time, and we can’t wait to see what you build and hear what you think.

Keep in Mind

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: 64-bit Windows 7 SP1
    • Processor: Intel i3-6100 / AMD FX4350
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 960 / AMD RAdeon R9 290 or greater with 4 GB dedicated video memory
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Sound Card: High-quality headphones recommended for an immersive spatial audio experience. Microphone required for voice chat.
    • Requires a 64-bit processor and operating system
    • OS: 64-bit Windows 7 SP1 or newer
    • Processor: Intel i5-4590 / AMD FX 8350 equivalent or greater
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 970 / AMD Radeon R9 290 or greater
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Sound Card: High-quality headphones recommended for an immersive spatial audio experience. Microphone required for voice chat.

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