
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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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 715 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pretty great from my short testing. AI could use a bit of improvement but not because it's bad, but because it would be interesting to see considering all the tools in the game they could potentially use. Really enjoying it so far and looking forward to updates.
i have been waiting 2 years for this game to drop and now that is here its has really impressed me being that they didnt have a full team to make this game it is worth the money even tho it is a little janky it has only been out for 30 days from the time i wrote this its prolly the smoothest vr shooter out there and i advise that you get it if you like milsims have fun
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $643.9K | 1.4K | 76% | $19.99 | |
| $643.8K | 1.9K | 83% | $14.99 | |
| $643.8K | 1.2K | 81% | $24.99 | |
| $643.8K | 1K | 90% | $12.34 | |
| $643.7K | 1K | 87% | $29.99 | |
| $643.6K | 848 | 69% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.9K | 43 | 53% | $9.99 | |
| $7.3K | 18 | 56% | $12.99 | |
| $4.7M | 9.4K | 76% | $21.99 | |
| $346.8K | 540 | 73% | $29.99 | |
| $265.1K | 585 | 57% | $19.99 | |
| $47.6K | 133 | 76% | $12.99 |
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
Super buggy fun! We need this game fixed, but man, this is what we want!
Fort potentiel, hâte de voir la suite avec les futures mises à jours.
So, i have a bit of both in terms of Positive and Negative aspects, and i usually like ending on positive notes so i guess I'll start with the negatives. The Bad: - Clipping: Breaching tools seem to have issues getting stuck in doors often (more with the sledge hammer), though from what I've been able to see if you use the broad side, it's less likely to happen. Magazines and weapons will clip into the ground in the kit cages from time to time, though you can grab it and walk away a bit and it'll come out. - Lighting: Even after the fix, some AI will still be super bright for no reason, the most common one is a 3rd floor AI on the embassy game that is hiding (i wont be too specific as to not spoil for those who haven't played yet) that is glowing like it's mid day for him alone. The IR light on the laser/light attachment will sometimes show up without NVGs toggled after a respawn, which is more of just a training/lobby issue. - A.I.: For the negatives, the ones that prone/lay down tend to flicker around as if they want to turn, but are stuck in place, then move normally once going to engage a player. The fixed placement of spawns can be good and bad, mainly bad when their rifles can clip through walls, which can ruin immersion (and also lead to some comedic moments) and that can also sometimes lead to A.I. attempting to shoot through a wall, though every time I've had it happen, the bullets seem to not clip through hard cover at least, so that's a thing that makes it short of being really bad. I also think the A.I. is too talkative, I've had a bit too many times where they'll yell just because and now i just know where they'll be set up at it. - Grip/Grab: I use the Index, so the grip toggles will vary from other platforms, so I'll have a bit of jank just because I'm not fully releasing my grip, though i do have issues often where I'll grab my breaching equipment, and my gun will teleport as well, and I'll end up having the gun and equipment in the same hand which makes it awkward to fumble and readjust things. - LOD's/General loading: This could be due to my PC, but i have a decent above recommended rig, 3070 ti, i9, 64 GB of DDR5. first time using NVG's in a mission, there is a frame drop when loading in, then it usually doesn't happen after the first time, though it can happen more than once per mission. Tunnel Rats, Whenever i load into the area with tunnels, my game tends to freeze for about 10 ish seconds while entering/leaving the building above. I don't have stutter issues with more high end games, and this being in Unreal engine, i know it's notorious for LOD/in game loading issues. - Dynamic Rig Placement: Something most VR games have issues with, and i hope to see addressed soon in this game is how when you're doing dynamic positioning (i.e. crouching/going prone), being prone while sniping is a bit annoying since you have to almost get back up just to reach a magazine since it goes into the ground. Adding Full body tracking support could also be nice just to make positioning easier for those willing to drop the cash for it. -Doors: Doors seem to be smoother on other maps in comparison rather than instance based. By far the worst map and door hitboxes is the Embassy map, with the stair case the doors constantly want to push themselves into the ground and have lead to near failures when i cant push in like i need to, though thankfully there is more than one for most floors to access the stair well. Also, I think being able to move the door with your hand would make things a lot better as well, very obnoxious having to use equipment to shove doors after breach/soft open. There are some smaller things, but if these get addressed and fixed, QOL will be much better off. I hate having to say this, but this should've been more play tested for these kinds of things. Though Indie games have a more complicated vetting unlike larger studios having hundreds at a time play testing. The Positives: - Weapon Feel: I think the gunplay is amazing, from loading weapons, firing, and while sniping, the rifles themselves feel nice, the bipod function is basically perfect in my opinion. The force of the recoil is comfortably reactive. - Scopes and grips: The view lens effects for sights are pretty nice along with controls to adjust zoom on those that have the application. Grips have good/realistic change of leverage based on where they position. - Customization of Kit/Weapons: CRAZY in depth, i like the variety and cant wait to see it be expanded. being able to change the pouches vertical position is a nice touch, and i think it works pretty well. - Mission Variety: Being able to have different modes and time of day is pretty nice, i don't know if I'm crazy or not, but it seems like during day ops the suns position shifts to different hours of the day? Or maybe the lighting changes made it look to seem that way? Either way, i like the fact there are different modes within the missions as well. - A.I. (The good parts): A.I. is pretty responsive to suppressing kill zones like door ways and the like, and i think that's pretty nice. The dynamic positioning on throwing people off when trying to breach is also a good positive. Whether intentional or not, the moments where A.I. will attempt to move and flank while fights are going on in other rooms are nice. Final thoughts on A.I., my guess of A.I. not moving too much unless shot at is to avoid A.I. bomb rushing the player and leaving rooms, in order to make players actually move in on target buildings. Though I've seen a couple times where they'll stand on top of each other and either give me a heart attack or resort to just nading a room to play it safe. Things I'd think would be cool to see: - Dynamic Furniture placement: Just to make the breaching of same maps have a bit more content to them, this will make breaching less reactive and would keep me and others on our toes instead of just playing with a group, then after the first time not having the same amount of excitement going to breach again. - QRF?: Since this is a military setting rather than civilian like RoN, having a QRF function would be interesting to see, where if time on objective is spent too long and enemy are still alive, enemy QRF will react to the location in distress if possible. Potentially having a Comms room placed that can eventually be activated by the A.I. using it to request help? Giving it a way for players to ensure that QRF can be negated instead of a guarantee after time is spent. - Enemy Patrols/Mission Flow: Having outlooks on some objectives are cool, but having a duo walking around either inside the objective fence or on the surrounding area would be nice, keeping players on their toes instead of just striding up and not worrying about anything outside of the walls. I just like the idea of a more cautious/thoughtful approach on objective instead of a "Spawn here, and walk" kind of mindset. This may result in longer time to move in on OBJ, but the immersion would be a lot better, and possibly help shift the community to those that have less of an arcade mindset and more of a realistic/milsim play style, which could help with the issues I've seen regarding people there to just mass TK, which is one of issues that have killed a lot of the more "simulation" style VR games (RIP Onward). - PTT function: I'd like for the PTT's on our rigs to be usable, the headset toggle like other shooters is just a bit weird, I know there is plenty of toggles on the kits already, but having it there or just as an additional PTT function would be much nicer/convenient in my opinion. -Potential Mod Support?: Having a Steam Workshop would help sustain the community without relying on dev missions the whole time, just a thought. I have some more ideas, but i believe that the building of immersion and mechanics are more important. I'm also not really a game dev so all i can do is voice my complaints and compliments, hope it helps!
exactly what was promised, no beyond scambox situation. very fun game :3
very AMAZING game
peak game
really great game, i enjoy it its very realistic and fun to play with others and friends.
I REALLY want to like this game. The Gunplay is excellent, The customization is supreme. The graphics are good It lags too much for it to be playable, To the point of unplayability, where realistically it shouldnt. I WILL return when this game is fixed, however I cannot play the game in its current state
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