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.
All Reviews:
Very Positive (264) - 93% of the 264 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 (36)

September 17

On October 2nd, In Death Leaves Early Access

Dear Players,

The Sólfar team is incredibly excited to announce that In Death is leaving Early Access on Tuesday October 2nd. Its been an amazing journey with those of you who chose to support our efforts to perfect this game after we first went to Early Access last February. We’ve been hard at work adding new content and balancing our full release based on the frankly incredible hours our players have logged in game over the past few months.

On October 2nd, we will formally leave Early Access and deliver the new chapter, Paradise Lost that we teased a couple of weeks back at Gamescom. The all new Crossbow is ready and waiting for your shooting pleasure in Sanctuary, and we hope you enjoy close quarters combat with it as much as we have. The scoring system in Challenges, our async multiplayer mode, has been tweaked and balanced with the great feedback you’ve given us, resulting in what he hope is a fair shot for all play styles to reach the pinnacle of the Ladder. And In Paradise Lost, you’ll encounter a fresh host of angelic and demonic antagonists, culminating in an epic boss fight with Gabriel the Fallen.

We also want to let you know that at Full Release on October 2, the retail price of In Death will increase from $19.99 to $29.99. If you’ve already purchased the game during Early Access, you will of course receive all of the new content at no additional charge. This does mean that if you’ve been thinking about jumping into In Death’s dream kingdom but haven’t crossed over yet, now would be a good moment to do so. And if you have friends that might like to get in on our game at the Early Access price, they can do so until October 2nd.

Thanks again for playing, we can’t wait to see you in the Afterlife!
2 comments Read more

August 20

The Afterlife is Getting Bigger

Dear Players,

For the last 6 months we have been actively working on new content for In Death and here is a sneak preview, which we revealed today with NVIDIA at Gamescom in Cologne. We are adding a whole new chapter to the game called Paradise Lost, which comes as a succession of Purgatory. There you will find new enemies in the form of cute cherubs harassing you from the air as well as banshees hitting your with their powerful magic. Finally, you will not get through Paradise Lost without dealing with the Archangel Gabriel that guards its exit.

To help you on this journey we also offer you the choice of a new weapon, the Crossbow. Dealing more short-range damage than the bow, you will appreciate its power but only when you get up close and personal. Yours is the choice.

We are fast approaching the Full Release of In Death, where you will as an Early Access player receive all of the new content for no additional charge. Expect more details on our full launch in the coming days and weeks. And thanks again for joining us in the Afterlife, your feedback has been a huge boost to our efforts.
10 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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