Neos VR is a versatile metaverse engine based on a novel architecture that allows you to do anything in multiplayer VR: explore, socialize, learn, create, build, develop and share all in one virtual universe.
All Reviews:
Positive (28) - 92% of the 28 user reviews for this game are positive.
Release Date:
May 4, 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?

“NeosVR is a project with high ambitions and currently being developed by a single developer with the help of a business partner to handle the runnings of our startup and all the things around it.

As such, many of its features aren’t yet fully developed, others are still in prototyping stage and difficult to use and many of its subsystems aren’t yet accessible at all. A good chunk of the time is currently being devoted to creating some content for the system as well.”

Approximately how long will this game be in Early Access?

“We expect the project to continue maturing within the following year, especially with the help of the community. As we continue to work on it, it'll gradually keep becoming more stable and well rounded, usable for more and more applications.

Once we feel that a newcomers don't need the "This might have some basic usability issues that I need to be aware of" mentality when working with Neos, we'll put it out of the Early Access. However we expect this to be a very gradual process.”

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

“While Neos doesn't have a well defined "Full Version", as there will always be more features, content and systems to add, there are several major features that will be added to the system.

The primary one is powerful dynamic loading and synchronization of assemblies, instead of preloading them explicitly as mods. However due to security reasons, we have postponed this feature until we integrate Chromium’s sandbox.

We're also working on many other subsystems that will make Neos usable as a VR art and music studio, such as editing audio, animation, integration with more hardware, as well as interfacing with external languages, scripts and devices to widen the possible applications of the system.

There will also be many more performance and bandwidth optimizations and extensions to Neos' novel data model, which will make it easier to build a wider variety of networking applications with ease, increase their potential complexity and run them on wider variety of hardware.”

What is the current state of the Early Access version?

“Neos is already a very powerful system, allowing users to build, edit and experience in implicit multiplayer VR with a wide range of features (see the description section) that make it applicable to many scenarios, from entertainment to professional use.

The core has also been stabilized over the years, being able to run for hours without a crashes or synchronization errors, with only a few rare bugs remaining to hunt down.”

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

“Neos itself will remain free for non-commercial use in the future, however the pricing of the extra cloud services (like storage, networking or data processing) will be subject to change, as we figure out the usage patterns and how much these services cost on our end.”

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

“Community involvement is crucial to Neos. While we try to provide a variety of features and content ourselves, it is ultimately made to enable you to build new VR worlds, virtual tools and applications and share them with other users.

Whether you are an artist, casual user, scientist, hobbyist builder or seasoned developer, your experience with the system and feedback will help us shape its features, improve ease of use and set priorities for further development.

We want to support and feature your creations and contributions to Neos and use whatever resources we'll have at our disposal to reward the best and most promising creators among you.”
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Play Neos VR

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Recent updates View all (4)

August 15

Neos VR Beta 0.7 - Full body avatars (new IK), Inventory, Mirrors, daily updates for everyone and more!

Hello guys!

I’m Frooxius, developer of Neos VR and I’m happy to bring you the new 0.7 beta update. It’s different from what was originally planned, but it was certainly worth it! So what’s new?

New IK system for full body avatars

The support for full body avatars in Neos was pretty poor in previous versions and great pain for many of our existing users and newcomers. Because having your own character is important in virtual environment, I spent a few weeks porting and extending the excellent Final IK into Neos and build new avatar components on top of it.

In the latest beta, most 3D models with humanoid rigs are automatically setup with the new IK system on import and a new full body avatar driver when you create an avatar from it using the avatar creator (which was significantly improved too! :3).

I’ve put significant effort (and good chunk of my sanity) into making many different rigs work out of the box, but as with everything in Neos you can change and tweak any settings via inspector to your liking. If you still run into any issues, you can get help at our Discord server.

You can also now use the Vive trackers for feet and pelvis tracking for your avatars.

Inventory system

Another big feature is an inventory system, which allows you to save anything in Neos to your cloud account and immediately spawn it anywhere else. This is a great workflow improvement (and hoarder’s delight) as you no longer have to run off to another world to grab tools, assets or your cool items you want to show off to someone.

The inventory lets you organize your things into folders, so you can stuff it with hundreds or even thousands of items (although you might need to upgrade your cloud storage for that, hint hint ;) ).

You’ll also find two inventory folder links by default: Essential Tools and Neos Essentials. We’ll keep these stocked with useful things, but you can simply delete them if you want to organize the tools yourself.

Cameras, Mirrors, Portals

Another cool addition to Neos are cameras, which allow to render the scene into a texture, which can be used with any existing material and can be used to create wide variety of environments and items. We have built a functioning virtual DSLR (available in Neos Essentials, check it out!), functioning microscope and many other things with it. I can’t wait to see what you’ll build!

You can also spawn mirrors and portals, which behave as you’d expect (except for the portals, which are just visual and don’t let things pass through (yet!)). They’re useful in their own right (ever try edit your avatar in the mirror?), but can also be used as a building blocks for any of your tasks.

Dozens of other additions and improvements

As every update, there’s dozens of other new features, tools, improvements and fixes. Just to name a few there’s a Color Tooltip (lets you recolor anything or pick colors), Component Clone tool, reworked file browser, import progress report, moving/rotating grabbed things, area mode for material gun, user icon badges or spawn areas.

There have been some performance optimizations, resulting in 2-4 times performance increase in some scenarios (especially math heavy), fixed lingering developer mode, video textures not loading, session asset transfers getting stuck and many more.

If you’d like to keep up with the updates, I recommend visiting our Discord server, where I post updates daily in the nightly channel. Which brings me to another point…

Daily updates for everybody for free

For past three months, our Patreon supporters had access to the nightly channel with the latest features, which I often update several times a day. Because of the quick development on this branch, most of our active users ended up using the nightly branch.

However because it’s not compatible with the public one, the public build often ended up empty, which isn’t good for newcomers. Neos is really best in social setting, especially when you have someone show you around and show you its power.

From this update forward, the nightly builds are now default, available for free for anybody, to help to unify the community and help it grow. There’s an inherent danger having these builds as default, but after discussing this with ours members, I believe the benefits outweigh the risks, especially since the builds have been pretty stable over the past few months.

To mitigate any problems, I’m introducing a new set of branches that are now available on steam:
  • default - public build with daily updates and new features
  • previous-build - the build immediately previous to the current default. You can switch to it in case the default one is broken somehow
  • weekly - updated with a build every week, to provide more stability, while still getting new features
  • major-stable - updated with every major release of Neos, provides greatest stability (things won’t randomly break)
  • danger-nightly - if I’m changing something that’s likely to break things badly, I’ll push it here first, before promoting to default

Join our community and support on Patreon

Our community has been slowly, but steadily growing. I’m proud that we have many diverse users from different backgrounds using Neos for variety of tasks, from simple playing around and social setting, to education and research, to building awesome environments and interactive objects.

Neos is a project of passion for us, with the goal to build the proper metaverse, where creators, teachers, scientists, engineers and casual users all coexist within the same universe and are able to build and share together.

To achieve this goal we need your help. We need anyone who’s willing to use the system, whether you’re a talented creator or just want to have fun with other people.

And if you’d like to support us financially, you can do so over at our Patreon. You’ll get a bunch of cool perks, like increased online storage, feature requests, early access to some experiences we’re building or custom badges.

Recently we’ve also made available experimental Oculus Go builds, which are now an official Patreon reward. They’re very rough, but also very fun, as they run at the same codebase (with cross PC-mobile multiplayer).

What’s next?

Most of the features that were originally planned for the 0.7 are now rolling over to 0.8 after being displaced by the IK system.

I’ll be working on improving the Neos usability with better UI’s, exposing more control over who can join your worlds and what they can do and adding more social features, like friends lists. And of course, the long requested Undo!

Since the nightly builds are now available for everyone, you’ll be able to use those new features right as they’re added in, so stay tuned!
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June 8

NeosVR Beta 0.6.1 update

Hey guys,

Frooxius, the developer of NeosVR here. It’s been roughly a month since the launch of the public beta and we’ve gotten tons of great feedback from you, seen our core community grow (especially on our Discord server) and begin building awesome content in NeosVR.

Today I’m happy to announce the public release of Neos Beta 0.6.1, which contains dozens of usability improvements, small features, bugfixes and tweaks, many of them based on the feedback from you and requests from our Patrons (who also get to enjoy these new features right after they’re added). You can get it for free on Steam.

You can see the full list of changes below. One of the bigger changes was a complete redesign of the cloud asset management infrastructure, which is now based on reference counting, rather than original intended garbage collection.

This means that your cloud storage will update nearly immediately after removing assets and your existing usage has been recalculated to exclude “official” assets (such as in the Scratchspace template). This should make it easier to manage your cloud usage.

Other than that, there’s dozens of smaller additions, such as Discord integration, new materials, Standalone 360 mode. However because of no big major features, I’m keeping the 0.6.x version number, but I hope that you’ll enjoy it regardless!

Community highlights

This probably deserves its own post, but over the past month and half, I’ve seen so many amazing things done with Neos, that I just have to mention them, because there's nothing that makes me more happy than seeing people build cool things.

0utsider and Nexulan have built a playable three player chess that they bring anywhere with Neos’ item panels. They have also made a beautiful animated 3D version of Neos logo, which you can now find in the content hub or a controllable plane (the first vehicle in Neos!)

People have also built great environments. I recommend checking out the Klub Karel by sirkitree or the disco club (with awesome lasers!) by 0utsider. Sirkitree also found an ingenious trick to implement basic tool inventory – he put a toggleable panel with all the tools on the hand model of his avatar!

The SHFR group at the University of Sydney has also recently used NeosVR for their presentation at the science forum. Needless to say it was really awesome and I found it ingenious the way they have utilized many of Neos’ features. You can see the video from the event here.

To my surprise people have already started experimenting with the C# plugin programming to add new behaviors (like extending the keyboard). I’ve published some more code examples on GitHub and started a new Discord channel for plugin development, come check it out if you’re interested!

What’s coming in Beta 0.7

With the cloud update out of the way, the focus of the next major version will be on social features that will make it easier to interact and connect with your friends and make it easier to build and share things in Neos.

This will include a friends list as well as user profiles, so you can see what your friends are up to directly from within Neos and visit them directly, invite them to your worlds or send them items.

Another major feature will be a personal inventory in which you can store arbitrary items, tools or even entire worlds and bring them up anywhere you go, without having to pick them up every time from your home or other places.

There’s also going to be more work on the UI friendliness and exposing more options in a clear way, for example giving you control over who can join your active sessions.

And last, based on our last Patreon poll, I’ll be working on the Undo/Redo feature, which was the most popular choice. Not to mention that there were many times I wished I had it too!

Other than these major features I’ll be continuing to work on many other small additions, improvements and tweaks, so keep tuned! If you’d like to use these new features before the next public release, consider becoming our Patron and getting early access to new builds.

Changes and additions from Beta 0.6

New features
  • New cloud asset management infrastructure based on reference counting for quick storage usage updates and better responsiveness
  • Discord Integration – features rich presence (shows what public world are you in on your profile), allows ask for join or sending an invitation to channels
  • Support for live stream video playback – for example you can now watch Twitch live streams in VR
  • Standalone 360 mode – allows to interactively use Neos with equirectangular 360° rendering mode (useful for using in domes)
  • Folder import support – includes two new batch importers and support for importing multiple models, images and videos with the same settings
  • Import images/photos referenced by name in the 3D model hiearchy
  • Vertex color PBS materials (automatically used on 3D model import if it has vertex colors)
  • Double sided PBS materials (including transparent ones)
  • Triplanar PBS materials
  • Cookie support for spot lights
  • Material gun can now extract/apply skybox materials
  • Added “Edit Reference” button to bring up inspector for any reference
  • Basic controls for 360 camera mode
  • Basic support for permissions in the world – CommonAvatarBuilder can now be configured to restrict locomotion methods, saving worlds or transferring objects to/from particular world
  • Added DateTime LogiX nodes
  • Added RawDataTooltip component for interfacing LogiX with the tooltip system and allowing to more easily build new tooltips from scratch within Neos.
  • Added option to auto-join and auto-follow LAN sessions only by specific user
  • Added GrabbableUserVoiceModifier component, which allows modifying the voice setting upon grabbing an object (such as a microphone)


  • Significant compatibility improvements to biped rig detection and setup of IK for variety of rigged models, but still needs further improvements
  • Refactored rigged model metadata into separate “Rig” component to support for multi-mesh rigs
  • Improved locomotion and controller mapping for Touch controllers, Windows MR Controllers and Vive as well
  • Implemented asset cleanup for the world hierarchy, removing no-longer used asset providers and running this automatically on save – this can offer significant performance improvements for some worlds
  • Locomotion method is now synchronized between worlds
  • The material list when creating a new material orb is now built using reflection and automatically contains all available materials
  • Switched to a different MP3 decoder with better compatibility, but still has issues. Will switch to native decoding library in the future
  • “Official” Neos assets no longer get counted against user cloud quota
  • Changed dynamic world orb spawners so only the root is marked as non-persistent, rather than the world orbs themselves (this made them disappear if they were taken elsewhere)
  • Fixed up importer clogging the hierarchy with “Import” objects
  • Touch events outside the user’s field of view are now ignored
  • Opening login dialog automatically switches to a private world, so secure information cannot be potentially inferred by watching the user’s controller motions
  • Created new login and registration dialog, also with support for lost password recovery
  • Added ability to show/hide keyboard
  • World switcher, logo menu and keyboard positions are now persistent
  • Added new presets for the DroneCamera script, including a manual mode which allows to fly around with mouse + keyboard
  • Added ability to save/load current position of the DroneCamera by pressing numbers on the numpad (hold shift to save)
  • Rotation transform operations now work correctly when there’s negative scaling within the hierarchy
  • Added blank video player to the “Create New” dialog
  • LogiX tooltip now shows names of inputs and outputs when hovering over them
  • All sync references now return null for destroyed elements in the data model, ensuring better behavior consistency
  • Refactored sync lists so derived classes can unambiguously implement IEnumerable<T> to iterate over their elements, rather than container nodes
  • Reduced the size of grab references for the Grab World locomotion mode
  • Included Slices2VolumeTex utility for converting series of image layers into a volumetric texture that can be imported into Neos
  • Included NeosDataTreeConvert (and GUI version) for converting from Neos’ compressed serialized worlds/objects to JSON and back
  • Fixed resetting of object’s scale when equipped as an avatar
  • Added -ForceNoVoice command line option to globally disable voice in all hosted worlds
  • Added -ForceLANOnly command line option to globally set hosted worlds to allow only LAN connections
  • Added support for Patreon only worlds
  • Added notification message when trying to open world without permission to do so
  • Added sample options when spawning a new NeosHorizontalChoiceBar
  • Added exception guard to Coroutines
  • Added ability to call MarkChangeDirty() from within OnChanges() functions to schedule object for the next update cycle and avoid an infinite loop in some cases
  • Fixed DPI scaling on the Neos Launcher
  • Added version info to the Logo Menu
  • Destroying a bone of a rigged 3D model now destroys the whole model
  • Destroy/Duplicate options are now grayed out when not holding any item

    Bug Fixes

  • Assets under non-persistent hierarchies now get saved if they’re used by persistent components in the world
  • Fixed race condition in the particle collision worker which broke all subsequent collisions
  • Fixed Patreon supporter names spawning for each user in the session
  • Fixed perpendicular distance meter going through the same mesh collider it was placed on
  • Fixed crash importing unsupported JSON files
  • Fixed Neos not saving homes when exited via the SteamVR menu
  • Fixed file orbs getting duplicated when placed on the item shelves
  • Disabled FixInFacingNormals postprocessing step on import, which incorrectly flipped faces on some models
  • Fixed LogiX nodes keeping connections to inputs when duplicated
  • Fixed duplication of UI items in the scene hierarchy explorer
  • Fixed import error where a texture in the model was set to null
  • Optimized stack usage when doing a raycast query against a mesh collider acceleration structure, which caused stack overflow exception for highly suboptimal meshes
  • Fixed exceptions in the session asset gatherer on invalid requests
  • Fixed duplicate loading of unsynced records for records that were currently in the synchronization queue
  • Fixed developer tooltip opening inspector for deselected object
  • Fixed incorrect texture offset in UVAtlasAnimator component
  • Fixed saved world becoming inaccessible when the saved world asset had exact same hash as the one already in the database
  • Fixed generating incorrect LogiX cast node variant for Uri datatype
  • Fixed incorrect input on the Substring LogiX node
  • Fixed crash to the matchmaker server on early termination of the connection
  • And many more…
  • Fixed the 360 realtime camera stopping rendering in some cases
  • Fixed incorrect triangle index in RaycastHit against a MeshCollider (this fixes material gun applying/extracting materials to the wrong submesh)
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About This Game

Neos is an innovative metaverse engine designed to accelerate the development of social VR applications. It is built on top of a novel scripting engine that integrates engine logic, synchronization and asynchronous job and asset processing into a seamless whole.

This gives creators, engineers, developers or scientists the ability to focus on the behavior of their creations and what makes them unique, with automatic support for a wide variety of VR devices, online collaboration/multiplayer and cloud functionality, both for the development and the project.

As an end user you can explore a rich virtual universe full of diverse creations with your friends, colleagues or classmates and use the virtual tools and devices you find for fun, art, education or content production.

What can you do with Neos?

Neos is designed to be a highly flexible and universal system that can give you a head start for wide variety of social VR activities. Here are examples of some things you can do with it and some key features it offers right now:
  • Dynamic multiplayer VR worlds - explore with your friends and edit/modify anything you see in real time
  • Explore a hub of rich and diverse experiences and things created in Neos by us and other users
  • Run multiple VR worlds at once - both hosted and joined sessions and switch between them like tabs in web-browser

  • Play with your friends or communicate with your colleagues
  • Meet random people in the virtual environments
  • Have fun with a wide variety of silly things that you can do thanks to Neos’ flexible system - like mapping your voice to the size of someone’s head
  • Use drawing and measuring tools or any other form of visualization to help you communicate your ideas to others
  • Build a virtual presentation of your company or product and communicate with your customers in real time

  • Grab anything in any of the worlds and seamlessly transfer it to others - want to bring a paintbrush into an MRI visualization? Why not.
  • Integrated cloud service - save your worlds and creations to your personal cloud home or share them publicly
  • Render and record/stream real time perspective, 360 or mixed reality video from your worlds and sessions using another machine
  • Export 3D models and images (including 360 captures) from Neos
  • Everything works with everything

  • Neos has its roots as an educational software and building educational experiences is still a priority for us - check them out in the content hub!
  • Bring a variety of educational models and visualizations from various sources and create interactive, social learning environments
  • Learn to build VR multiplayer experiences with Neos with video tutorials and example experiences right within Neos
  • Project from VR onto a projector or dome in real time using one of the camera client modes

  • Import 40+ 3D model formats, including rigged and animated (based on Assimp)
  • Import 5+ audio formats
  • Import 30+ image formats (based on FreeImage)
  • Import 20+ video formats (based on VLC)
  • Import 3D volumetric textures (such as MRI scans)
  • Project videos with depth map in 3D space to create holograms
  • Project images and videos as stereo, 360 panoramas (or lower) or combination of both

  • Use a wide variety of brush tools prepared by us or other users (or build your own!) to create art and beautiful environments in VR
  • Create new materials at runtime, apply them to objects with the material gun or dip the brushes into them
  • Create avatars from absolutely anything
  • Import 3D models and add descriptive labels
  • Glue things together

  • Visual content building and editing tools
  • Use Neos to build your own VR home experience, using all the available features of the system and sync it to the cloud
  • Advanced, highly configurable, extensible and programmable brush system that allows you to make new kinds of brushes right within VR
  • Inverse kinematics for arbitrary rigged models. Optimized setup for full body biped rigs.
  • Use particle systems to create a wide variety of effects

  • Advanced Implicit networking model
  • Our in-house Visual programming system (LogiX) for everything
  • Scene and component inspector that gives access to the entire raw data model and scene hierarchy right within VR
  • Create and load CLR (C#, VB .Net…) assemblies to add new functionality (not dynamically right now for security reasons, see Early Access section for more info)
  • First class procedural generation - easily generate meshes, textures or sounds
  • Heavily multithreaded architecture to utilize all your CPU cores and prevent hiccups
  • Asynchronous texture uploading for any texture - continuously regenerate 8K RGBA textures without a single hiccup

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7
    • Processor: Intel Core i5-4590 AMD FX 8350 (equivalent or better)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 970 AMD Radeon R9 290 (equivalent or better)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Requirements vary depending on content. In on-screen mode they can be lower.
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1060 AMD RX 570 (equivalent or better)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 10 GB available space

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