
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"
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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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Reviews
Themes across 709 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
In my opinion the game is way too unfinished
One of the most jagged game that is released as an "Early Access" Bots are ♥♥♥♥♥♥♥ crazy breaching shotgun doesn't do ♥♥♥♥♥♥♥♥ the pistol reload is so ♥♥♥♥♥♥♥ bad that I need to probably ram it up the ♥♥♥♥♥♥♥ gun like a maniac instead of sliding it in, game came with ULTRA settings to surely crash upon booting up the game. and the UI let's be real we all hate it. On the slight positive side the gunplay is fun the detail to minor aspects is great. Right now it's way behind "PLAYABLE".
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Languages: English**languages with full audio support
Hours played at review time, across 709 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
pros: guns feel AMAZING, the customization for everything is great, the nvg’s are realistic, ragdoll physics are decent, enemies actually die when shot in the right places cons: there isn’t much to do yet(?) im fully aware it’s early access but i yearn for replayability which is something these levels don’t really have unless im just not creative enough which could very well be the case lmao the enemy ai SUCKS. they just sit in a corner and shoot anything with the slightest bit of movement even in COMPLETE DARKNESS. i went into a night mission and it was so dark inside the building i couldn’t even see with nods (yay realism) but they could see me perfectly fine. they can also shoot you through a wooden door that you for some reason can’t shoot through unless my game just hated me. another thing to note is they have really bad tactics in general. like i said they usually just sit in a corner and do nothing even when you’re actively in a firefight with them but if they DO move, they run like 10 feet and that’s pretty much it. they may yell “FLANKING ENEMY” at the top of their lungs but they don’t do jack. anyway i do wish this game the best and i do plan on getting it again sometime in the future but it’s not much of a game to me right now
This game is so ♥♥♥♥♥♥ up beyond belief that my whole playtime was just bugfixing with my wife, -10/10 Why isn't there sound options in the loudest game ever made?
game good! but a little rough, game crashed a few times aswell as some other bugs (particularly door physics replicating being annoying,,) but still very fun! give them a bit to fix things and it will be great!
Four years and.. yikes. Gun handling and customisation is great, I have no complaints minus the fact you are forced to use trigger to interact. Everything else is.. not great. Feels like a major major downgrade from the previews we got during development. Looks worse, sounds worse. Graphics look Quest level, makes sense considering they're going to port to Quest, still disappointing. AI is also next to braindead, a far cry from the dynamic AI they initially promised which could hide under beds or in closets. Current AI just stands and shoots the moment they detect you. I wonder what happened during these years of development. Doesn't look like much from where I'm standing. Can't recommend in its current state, unless you like faffing about with helpless AI. If you do choose to buy it, know that you're buying a tech demo, not a game.
Not bad, Just not good. Game is really clunky, the gunplay is alright, just not good, magazines feel aweful to handle, I dont know what is going on on my vest that i put together, the enemies can see through walls for some reason, it was also really boring, rather wait for more updates or a full release before buying. Game is very unfinished and it shows.
Gekauft, ausprobiert, zu viele Steuerungs-Probleme, zu viele Baustellen = Rückerstattung beantragt. Positiv: - Man kann im sitzen spielen. - Man kann per Klick laufen, und danach ohne erneut zu klicken laufen (linken Thumbstick nach vorne plus Klick) Also man muß nicht ständig bei der Bewegung den Thumbstick zusätzlich rein drücken um zu laufen. Negativ: - Heruntergefallene Waffen kann man nur aufnehmen, in dem man wie in echt halt mit der Hand direkt dran ist. Und das ist mega unkomfortabel. Besser wäre es, wenn man wie bei Ghosts of Tabor mit der Hand in die Richtung geht, sie aber auf einige cm Entfernung greifen kann. Auch im sitzen mußt du quasi richtig runter auf den Boden. Das nervt und gefällt mir gar nicht. Insgesamt gelingt das greifen der Waffen oft nicht sofort. - Ich kann nur in die Hocke gehen, in dem ich permanent den rechten Thumbstick nach hinten ziehe. Also kein umschalten per Klick in die Hocke und in die aufrechte Haltung wie man das sonst kennt. Man kann das in den Optionen auch nicht umschalten. Und weil man den Thumbstick permanent nach hinten ziehen muß um in die Hocke gehen zu können, dreht man sich dabei auch noch, weil man mit dem rechten Thumbstick ja ansonsten die Richtung steuert. Das ist wirklich nicht gut gelöst und nervt. Es gibt auch keine Option das zu ändern. Also ich will in der Hocke nicht permanent den rechten Thumbstick nach hinten ziehen müssen. - Magazin entfernen: Mit gedrücktem Trigger ziehen und zusätzlich nen Button am Controller gedrückt halten. Auch beim einsetzen. Warum muß man zusätzlich einen Button drücken ? Das einsetzen der Magazine ist dazu sehr fummelig. Sowas sollte gut von der Hand gehen - tut es aber nicht. Es gelingt nicht so gut wie bei Tabor, Contractors und Forefront zum Beispiel. - Waffe für den Einsatz zusammen bauen: Im Grunde nicht schlecht die Idee - aber sehr schlecht umgesetzt. Per Try and Error versucht man teils vergebens Attachments wie Visiere, Griffe, Schalldämpfer usw. zu montieren. Gelingt leider oft nicht, wenn die auswählbaren Attachments gar nicht auf die Waffe passen. Es wäre doch toll wenn man nur die Attachments vorgeschlagen bekäme, die an der ausgewählten Waffe einsetzbar sind. Vielleicht hat man das irgendwann raus. Aber so war ich wild am durchprobieren. Fazit: Dieser Titel macht für mich keinen Sinn, wenn die Steuerung-Basics schon einem die Lust vermiesen. Hier bräuchte man mehr Freiheiten die man von Genre-ähnlichen Titeln kennt. Das Spiel behalten und hoffen das die Steuerung für mich noch gut wird ? Das kann ich nicht. Ich habe keine Glaskugel die mir sagt das sich das Spiel noch so entwickelt, das ich damit leben kann. Aber ich gebe dem Spiel noch mal später eine Chance wenn ich mit bekomme, das es sich positiv bei meinen negativ aufgeführten Punkten geändert hat. Noch was zur Grafik und in den Leveln: Hier war ich auch nicht wirklich begeistert. Ich hatte auch Performance-Probleme, die ich sonst nicht habe. Mir ist bewußt das es ein EA-Titel ist. Aber ich finde es wurde viel zu früh releast. PS: Verwendetes VR-Headset: Quest 3
I think the game has a lot of potential. But I don't know if I recommend it right now. I like the mechanics and physics. The door interactions are pretty good. The maps are simple in a good way in my option, no getting lost in a confusing maze looking for the last bad guy or civilian like in RoN. A solid amount of weapon and optics choices with a cool workbench to set up your guns with optics, flashlights lasers and other attachments exactly where you want them on the rail. You can set up your vest and belt with magazine and grenade pouches exactly where you want them as well. The ATAK and its options are very cool too. Unfortunately, the AI is pretty bad right now and makes the game kind of boring. I think the only time they've killed me is randomly shooting me through doors, besides that they have very slow reaction times or they completely whiff shooting at you from 3 feet away. They also seem to spawn in the same exact spots every time making replaying maps kind of boring as well. The game is good for a little bit of fun, but kind of gets boring pretty quick. I think it has a lot of potential, so I hope the devs stick with it.
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