Contagion VR: Outbreak will immerse you in the middle of a zombie apocalypse. Relive the stories of multiple survivors in the Single Player campaign, take your time in Free Roam, collect resources, craft or check out the Firing Range, if you're in a Multiplayer mood, we have those as well!
Recent Reviews:
Mixed (19) - 52% of the 19 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (306) - 73% of the 306 user reviews for this game are positive.
Release Date:
Jun 29, 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?

“The VR based market is still in its infancy, the technology is still evolving and our expectations are that our game will evolve along with it. Being a relatively small independent game development studio, Early Access will help us commit more resources to development which will help reduce the development cycle time, produce a higher quality product and let our developers focus on creating the game you want and deserve.

With that said, we definitely want to include the community by gathering player feedback on current and upcoming features, which will help decide the types of features, game modes, weaponry and mechanics they want to see the most.”

Approximately how long will this game be in Early Access?

“Our current expectations based on our roadmap of planned features and content reflects a 12 month period of Early Access.”

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

“The full version will be polished with professional voice acting, full audio and visual pass. It will also be fully localized to as many languages as we can support. Ten+ hours for the Single Player campaign. Many more Multiplayer gamemodes (PvP and Co-op) as well as Non-VR support.”

What is the current state of the Early Access version?

“We have one Tutorial, one single player campaign mission (1~hour long), Free Roaming mode as well as have Hunted Gameplay Mode (PvP) ready to play. There is also a Firing Range to practice your firearm firing skills.”

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

“We plan to gradually increase the price as we ship new content and features.”

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

“We would like the community to get active on our Steam forums, Discord server, social media and contribute to discussions about any part of the game that they wish to voice their opinions on. Community feedback is important to us, and we want to ensure we are addressing the issues our players care about first and foremost. So whether it's through forum posts, comments, reviews, chat, etc, we will take everything into consideration to make sure we are growing together as a community and ensure we create something we can all be proud of.”
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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 (65)

December 7

Weekly Devblog December Week 1!


Greetings and salutations! Progress on Vacancy is moving right along, with some new and exciting additions coming into play which Alex will likely talk about in his update regarding a new pump action shotgun. The riot boss zombie is in, and packs a wallop if you aren’t careful to stay out of his way! Having completed an initial balance pass and gameplay review of his current state, we are well on our way to finish him off and get him released along with mission 2 very very soon!


Better late than never! The pump shotguns are confirmed in for the mission 2 update, working even better than they did in the demo. There's still some polish left to do, but overall they're feeling very fun to use. In the process of getting the pump action off the ground, I also fixed some long standing weirdness with the way the automatic shotgun was behaving; you no longer have to have the bolt fully retracted to add ammo, and the bolt itself is now properly springy, behaving much more closer to its real life counterpart. There are still some lingering bugs with the ammo system with-regard-to grabbing ammo from the belt (not due to the new weapon features, it’s just extra visible now that we're using it this way) but the shotguns are otherwise in pretty great shape.

Shotgun is back!

I also tracked down and fixed a bug related to a new keypad door locking mechanic (it was expecting the wrong password due to a race condition) that had been giving us some issue for the past few weeks.

Also, I recorded this while getting the shotgun footage. Can't confirm or deny that boxing zombies is in the game, but you can punch targets in my test map...

Melee W00T!


This week I have been working on the dialog audio for the new mission, optimising audio thread usage by taking advantage of some of the new features of WWISE, as well as working with Lawrence to get to the bottom of the audio crashes that were pushing back release of the new content.

Lawrence & Paul

This week we have been getting the vacancy l2 level ready for testers, hooking up dialogues and getting scripting locked down for the encounters in the mission. It's going to be action-packed for sure, hopefully it won’t be too punishing for the test team ;)
Also we got to the bottom of the audio crashes that were hampering development with the creation of a far easier to use and more robust dialog scripting tool.

4 comments Read more

December 2

Weekly Dev Blog November Week 4!


We’re getting really close to being able to wrap up mission 2, the whole of scripting is completed and now it’s time for balancing. Also we’ll be making sure all the dialogue is locked in so we can get some professional voice actors to record and replace the existing dialogue with new. I’ve been talking with some members of the team about some of the next mission (mission 3) and making sure we can hit the ground running as soon as Vacancy is released. Our goal is to be able to release mission 3 in significantly less time than it took for mission 2. No screenshots from me this week as we hope to have Vacancy out to the public before long, stay tuned!


My last few weeks were mainly focused on polishing up Vacancy Day 1 and putting together a turn-over for Lawrence. I’ve also added a few little easter eggs and cleaned up random code.

It’s been a pleasure working on this project and also interacting with the community. I wish the team and the project great success. While no game will be able to satisfy every single player out there, I hope that the majority will enjoy the final project. I very much look forward to it!

Peace out.


I was out of town the week leading up to this week, and most of this last week has been dedicated to some behind the scenes businessy stuff. But! I have been working on some art for the molotov cocktail and doing some light research into the best way to simulate the liquid inside without breaking all the budgets.

I’m also taking some time to finally learn Substance Painter so i can finally ditch (or at least expand past) my old photoshop/xnormal workflow. Looking forward to the time savings when I get up to speed with Painter.


This week I have been going full-out designing the audio for Vacancy, the map is huge and is therefore a lot of work to keep it sounding not only real, but also varied as you traverse around it. I have also added new sound events that are being implemented into our thrown weaponry, which many of you have noticed was a bit rough around the edges in places. All this, as well as resolving a few bugs we’ve had with WWISE.

Lawrence & Paul

This week we have been fleshing out the existing framework of the Vacancy: Day level and iterating on our existing level scripting to make this level all that it can be, and adding animations to our characters. Most notable is the new system put in place so zombies can treat other AI as players too, which was most definitely needed for some of the challenges you will soon face!

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About This Game

Contagion VR: Outbreak is a first-person shooter built from the ground up exclusively for VR. Fully immerse yourself in a world initially familiar to you, and witness it's transformation into something much darker as it rapidly changes right before your eyes.

Assume the role of one of our many characters and experience their stories first hand that would shape them in the mold of who they would eventually become. The end of the world as we know it is filled with horrors the likes of which were never fathomed, but in all the darkness lies a beacon of light, tales of heroism and sacrifices made so others could carry on. Explore highly detailed environments, search for scarce resources and see if you've got what it takes to survive a zombie apocalypse!

We've painstakingly developed every element from the ground up for HTC Vive, Oculus and Windows MR, Contagion VR: Outbreak drops you in the middle of the zombie apocalypse. Fight alone in our single player story driven mode and experience each characters past!

  • VR driven game-play mechanics: Perform physical actions true to life that immerse players deep inside the world of Contagion.
  • Single player campaign
  • Free Roam mode, where you can collect resources and craft new items while taking out zombies at your leisure!
  • Head down to the basement of the apartment in Free Roam to craft and test out weapons in the Firing Range.
  • Various weapons to help you keep the tide in your favor against the horde!
  • Challenge other survivors: Have a competitive itch? Hop into one of our PVP multiplayer modes and see if you're good enough to be king of the VR wasteland!

Try out the game before you buy! Hit that green DOWNLOAD DEMO button up top and let us know what you think so far!

Available for Arcades on SpringboardVR

Mature Content Description

The developers describe the content like this:

Lots of gore. Lots of zombies gettings their heads blown up, limbs falling off, grotesque and disturbing scenes throughout the game. In Player vs Player (PvP) mode, players shoot each other with life-like weaponry.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7
    • Processor: Intel™ Core™ i5-4590 or AMD FX™ 8350, equivalent or better
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce™ GTX 970 or AMD Radeon™ RX 290X, equivalent or better.
    • Network: Broadband Internet connection
    • Storage: 15 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel™ Core™ i7-7700K or AMD Ryzen 7 1800X, equivalent or better
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce™ GTX 1070 or AMD Radeon™ RX VEGA 56, equivalent or better.
    • Network: Broadband Internet connection
    • Storage: 15 GB available space

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