
GERONIMO is an immersive, tactical CQB shooter built for Virtual Reality that depicts a modern-day world in which Tier 1 operators are called to implement unconventional operations as members of elite teams. Breaching, in-depth character and weapon customization and more! "Who Dares, Wins"
Modeled estimate, not a reported figure. How we estimate →
About
Inspired by games such as: Ready or Not, Ground Branch, CoD: Modern Warfare and Insurgency: Sandstorm. GERONIMO is a highly realistic, tactical and immersive CQB shooter that has been built from the ground up for Virtual Reality. Play Solo, or with your friends and carry out your operations through our missions, some even inspired by real world raids.
Whether deploying solo or with a full 6-player squad, Geronimo brings unforgiving tactical shooter gameplay into VR, where careful movement, clear communication, and calculated teamwork are essential. Train with your team in dedicated practice environments, including shooting ranges with dynamic targets and customizable killhouses built for refining your tactics before the real mission begins.
In GERONIMO, your equipment is built around how you want to operate. Shape your operator’s look, choose your clothing and armor, then fine-tune your weapons and rig with a high level of control. Position pouches where they make sense, configure your vest for the role you’re playing, and set up each weapon platform with the attachments and layout that fit your style.
Every choice has a practical impact once you’re in VR. A heavier setup can slow you down and make long engagements more demanding. Poor optic placement can make target acquisition harder. A full-length rifle may give you reach in open spaces, but become awkward when clearing tight rooms. Your loadout is not just cosmetic — it defines how you move, fight, and survive.
Every weapon is built with a focus on physical interaction, mechanical detail, and believable handling in VR. Firearms are not treated as simple props — they are systems you manipulate by hand, with actions such as manual bolt locking, magazine changes, charging, and slide operation designed to feel deliberate and responsive.
A high level of animation and interaction work supports each weapon platform, from carefully authored hand poses to moving parts that behave as expected during operation. Slides cycle with accurate barrel movement, controls are placed and handled with intention, and small details are modeled so that using a weapon feels tactile rather than abstract. The result is a gunplay system where precision, familiarity, and muscle memory matter.
Sharpen your skills outside of live missions with dedicated IPSC-style courses and a range of killhouse options built for practice, speed, and friendly competition. Run timed shooting challenges to test accuracy under pressure, compare routes with teammates, and refine the fundamentals that matter most in VR: target acquisition, weapon handling, movement, and control.
Killhouses offer a more tactical way to train, with layouts suited for room clearing, angles, communication, and close-quarters decision-making. Whether you are warming up before an operation, drilling with your squad, or competing for the fastest clean run, Geronimo gives players flexible training spaces where improvement is measurable and rivalry stays friendly.
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Engagement
Reviews
Themes across 715 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great potential and I would love to see the Devs fully flush this out, but the VR controls (bread and butter of this game) are awful, the offsets for the angle of the controllers are not a natural angle (quest 3) forcing wrists to point down, there is no physical gun stock option (this is a must for a modern sim shooter), I found reloading handguns almost impossible as the real life controllers hit before the game considers the mag home, huge stick drift issues with this game (could be my controllers yet no other VR game in my collection has it). The most frustrating part of the gun play is that you can move your hands to a point and then the in game gun follows a second behind to simulate weight, this feels horrific and means snapshooting is impossible as enemies can run faster that the drag delay (also very unrealistic as my physical gunstock is weight accurate to a AK and I can move it 3x quicker than the in game gun). There is an emphasis on CQB fighting with AI issues (well known at this point) meaning most of the VR community isn't interested in it, PVP and PVE modes with very little CQB sections would make great additions. honest feedback for the devs would be look at Onwards VR controls and copy them in your own way, onward is still the gold standard of VR controls, also modes in that game may give you inspiration and seize a good player base. I will continue to try this game as its updated but for now its unplayable for me
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Languages: English**languages with full audio support
Hours played at review time, across 715 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's a bit buggy but it's a really good game with good potential. Please don't mess it up developers.
całkiem spoko
I have to say, its pretty fun sofar, no issues found, runs smooth. Only sometimes when you drop your gun in the lobby, it may glitch into the ground. While moving towards the range, over the door frame you may get it back. Besides, fun to play, great phisics and realism. Worth to play!
就不能整个中文吗???文本量很大吗?看都看不懂画质都调不明白
Laging guns it good but it is bad at the same time.
amazing game the guns are amazing the only the it needs work on is the nvgs and the bug but other than the the game is amazing
this game could be amazing i love the mission styles..... but with how early it is, its just too laggy on the quest 3 for a smooth and comfortable play. the head shakes consistently in the op room, the gun is clunky, and the ai needs work to not shoot through walls
♥♥♥♥♥♥
amazing
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