Created exclusively for VR, In Death is a Roguelite Shooter set in the godless afterlife. Battle through procedurally generated levels and dungeons in intense ranged combat, coupled with a unique locomotion system perfectly attuned to your fighting style.
Recent Reviews:
Very Positive (14) - 92% of the 14 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (227) - 94% of the 227 user reviews for this game are positive.
Release Date:
Feb 1, 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?

“Creating a game exclusively for VR is an iterative and necessarily experimental process. We strongly believe that engaging with committed VR enthusiasts and core gamers early and taking on board your feedback will help make In Death a fantastic VR game.”

Approximately how long will this game be in Early Access?

“We have not yet set a target launch date, but will move from Early Access to full Release once we feel the game is ready. We hope to complete that journey during 2018.”

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

“Our goal is to continually iterate on In Death, which means adjusting and polishing the existing experience, while adding more content. As an early supporter and during Early Access, you will receive all updates and new content for free.”

What is the current state of the Early Access version?

“We have reached that moment in our development where we are confident that the core loop is solid, replayability is high and visual polish and performance is good. We are still very much in Beta and iterating on ideas and player feedback. We do have frequent patches planned so that players can expect the game to continue evolving throughout the Early Access period.”

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

“We do feel that the Early Access price provides good value considering the strength of the game today, and its replay value. As we near full Release, we will communicate our pricing plan after Early Access. Throughout Early Access, you will continue to receive all updates and content for free, ultimately enjoying the same game as if you had bought in at full Release.”

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

“Many of the Sólfar development team have worked closely with game communities throughout our careers, notably at CCP where we worked on EVE Online. We value your feedback via our official game forum on Reddit ( And please follow the dev team's progress on Twitter (@solfarstudios).”
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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 (32)

June 13

Patch 22922

  • Removed collisions on Familiar.
  • By player demand, occasional wacky ragdoll death animations are now a feature.
  • Fix for time dilation affecting frozen enemies.
  • Executioner score (Kill Sprees) now take correct play session duration. In very rare occasions, it was calculated incorrectly
  • Achievements that open up certain pits and add orphans to the world do so correctly now.
  • Holy Armor now persists across continue points.
  • Tutorial videos now loop correctly.
  • Gold collected and damage dealt were adding 25% of their value to Pit Dweller bonus. Killing spree and orphan kills were not adding to pit bonus.
  • During the Anakim boss fight, abominations and knights no longer count towards Executioner score.
  • With this patch, good players should on average see higher Pit Dweller bonus scores.
4 comments Read more

June 6

Patch 22842

Bug fixes
  • Teleportation onto islands is back with a proper fix to being able to teleport onto the sides of rocks (you shouldn't be able to anymore).
  • Orphan scoring should work now.
  • Fixing the fact that mobs would spawn/remain alive after Anakim's death.
  • Everyone was tossed into the highest graphic tier by mistake some patches ago. Oops! Fixed the default pixel density settings, so you may need to readjust them if you had them set to a custom value.
  • Knights no longer do melee damage after death.
  • Anakim exit portal should not open when you are teleporting around in the area where it spawns, only when you exit it to go get the loot. No more accidental moving on to the next level, hopefully!
  • Grace of God is less common now.
  • Very steep roofs are no longer reachable by teleporting.
  • Achievement text for the unscathed achievements should be clearer.
  • Huginn, Muninn and their murder of Crows now impart visions of the future?
Quality of Life
  • Arrow and quiver application should be more user friendly now.
  • Additionally, arrow pickups get automatically placed into free slots, if there are any, provided you do not already have an arrow of the same type.
  • Added a confirmation dialog for starting the tutorial so that you are less likely to accidentally exit a run into the tutorial. (This one's for you Gonzaxpain)
Visuals and UI
  • Scoreboard tweaks. Rounding error fix.
  • The Familiar in your hand now shows Gold, Score and Time left if you're in Challenge mode.
  • Proper single-player mode scoreboard!
  • Removed the experimental friends leaderboard for the time being.
Known Issues
  • Arrows will collide with the familiar (glowing orb) until you check your score (turn your palm so that it is facing to the sky) once in the run. Check your score and it won't be an issue. This will be fixed post-haste!
4 comments Read more
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“...on first impression it’s one of the most polished and engaging archery-focused titles I’ve seen.”
Upload VR

“In Death is not your usual fun, whimsical adventure where you can do your stats up slowly, learn the lay of the land and hopefully make it to the next checkpoint. Because there are no checkpoints, no joy to be had, no taverns to rest your weary head in, it’s survival at its deadliest.”
VR Focus

“Divinely Inspired & Devilishly Fun.”
Road To VR

Death Is Not The End.

In Death, In Early Access! (Dev Blog #1)

Glorious phantoms of the afterlife, welcome to In Death!

My name is Petur Thorarinsson (aka Scarpia) and I am the person responsible for In Death’s creative vision and game design here at Solfar Studios. Previously a resident at CCP Games for over a decade working on various titles and ultimately serving as game design director for EVE Online, before making a joyous leap to Solfar two years ago straight into the deep end of VR development.

After running an awesome closed beta since mid December, we are excited and proud to be bringing In Death to Early Access. This was made possible by our dedicated group of beta testers that helped us improve and refine our game to the point where it is ready for a much wider audience. There is still a lot to be done and more content to be added, and during this next phase we will continue relying on our players’ invaluable feedback to help steer us in the right direction and continuously evaluate what will make In Death the best it can possibly be.

By the end of 2016, after the initial launch of Everest VR, we decided to incorporate some of the learnings we had received to hone our plans for our first VR game. We felt like the current sentiment in the VR gamer community was that people were starving for a hard core VR game, with high replay value. An old school game that was unpredictable, tough as nails, kill-me-plenty demoralizer and unapologetic destroyer of dreams. Incidentally, this was also the game we wanted to play ourselves, so we pivoted to explore a new concept which ultimately became In Death.

We have a deeply rooted passion for building immersive experiences; worlds filled with beauty and lush environments. For increased immersion we wanted to rely on physical skills and real-world metaphors as much as possible to minimize the game’s needs for immersion breaking UI elements. To this end, we started looking for fun and strategic solutions to incorporate locomotion into the core game loop.

The defining prototype was tested and reviewed by the whole team on our last day before breaking off for the holidays in 2016. We had made a massive procedurally generated world in the sky that was crawling with wraiths. As a player, you had a bow and a shield, and two types of arrows. One arrow to kill enemies with and one arrow to teleport with.

The ‘aha’ moment came when we realized how impactful and rewarding it was to weave these simple mechanics together to beat tough situations. Since the player only moved once the teleport arrow made impact, meant that they had a moment to block, retaliate or ready their next arrow while the teleport arrow was still in the air. Upon a successfully aimed teleport, a skillful player could already be lined up perfectly for his next shot when the movement happened to score a point-blank headshot in the back of his enemy’s skull. Furthermore, a poorly aimed teleport arrow could trap the player in hellish situations.

We felt like the game genre that would synergize best with our prototype and creative vision, was to design In Death as a Dantean journey with heavy rogue-like elements, supported by a deep achievement-based progression system that gradually unlocked new gameplay options and greater challenges for the player from one playthrough to the next.

True to rogue-like games, In Death has procedurally generated worlds, filled with random enemy encounters and loot. When you die, apart from an entry to the global leaderboard, your progression in that playthrough is permanently lost. Your account progression however is persisted in the form of achievements you gradually unlock (sometimes over multiple playthroughs). All achievements in-turn unlock new items you can find in subsequent playthroughs and higher baseline character stats. Additionally, new and tougher enemies will start populating the world as you unlock more achievements. If you let an inexperienced friend try out In Death using your high-level account, unless you want them to transform into a blood-soaked pincushion within the first few seconds, make sure to launch the game in demo mode and have them play through the tutorial.

In Death is not for the faint of heart, but we hope you’ll muster up the courage to plant your feet in the afterlife.

Yours In Death and beyond,
Twitter: @pthorarinsson

About This Game

In Death's dream kingdom, Heaven is abandoned. Amongst its crumbling ruins, forsaken souls, angelic creatures and demons alike have run amok. Only a courageous hero that dares to venture deep into the Afterlife will be able to restore Harmony.

A VR shooter with roguelike elements, In Death´s surreal medieval setting is presented in a procedurally generated world with monsters, mysteries and loot. Driven by an achievement-based progression system that advances between sessions, each run is unique, with unpredictable outcomes.

Features and Highlights:

A VR Shooter with Roguelike elements:
Inspired by classic Roguelike dungeon crawlers, In Death pays homage to this merciless genre favoured by core gamers. With no save points, each procedurally generated run uses a random seed to generate the map with randomized enemy and loot spawn points. Game progression is driven by an achievement system that persists across each run and scales the difficulty level of the game in lockstep with your mastery of it.

Ranged Combat, Perfected:
Make intense kills with your longbow, while using your shield to both block ranged attacks or defend against short-range melee threats. Shield bash enemies threatening to swarm you and buy yourself precious time for that short-range headshot.

Upgrade your bow with a host of special arrows gained by looting monsters, finding pick-ups or by visiting in-level Reliquaries where you can power up with a range of intense special arrows to help you blast through ever harsher enemy encounters.

Unique locomotion system:
In Death introduces an innovative, fresh movement system tailored for VR comfort and perfectly coupled with your fighting stance. Switch instantly from combat arrows to a magic teleport arrow to navigate anywhere you can shoot. If you prefer, throw the single-handed teleport shard to perform short strafes, dash around corners or quickly retreat from overwhelming opposition.

And if you prefer free movement, In Death allows you to opt for a classic free movement style of navigation that layers onto the primary combat locomotion afforded by your teleport arrow and shard. The choice is yours.

Global, Cross Platform Leaderboards & Personal Stats:
Fight your way to pole position on the global leaderboards, competing for placement in the all-time top 10 rankings or the 24 hour leaderboard. All VR players compete together, irrespective of their VR rig of choice. And track your own progress with statistics showing your current run stats against your personal best performance.

Beautiful, Medieval Setting:
Powered by Unreal Engine, In Death pushes the boundaries of visual performance in VR. Optimized to scale performance to take the best possible advantage of your PC, we strive to bring a high level of visual polish to your experience, with more to come as we progress through Early Access to Full Release.

Convenience Settings for Your Playstyle (and Friends):
Play right- or left handed, seated or standing, and with or without snap rotation depending on your sensor setup. And switch into Demo mode without sacrificing your progression if your friends want to jump in.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1 +
    • Processor: Intel® i5-4590 or greater
    • Memory: 8 GB RAM
    • Graphics: NVIDIA Geforce® GTX 970 / AMD Radeon RX 480 or greater
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel® i7-4790 or greater
    • Memory: 16 GB RAM
    • Graphics: NVIDIA Geforce® GTX 1060 or greater
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • Additional Notes: Recommend installing to SSD for faster performance
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