
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 715 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dear GERONIMO-Team First of all: thank you for this game. Since ArmA I wished for a game with this kind of depth into weapon handling, I just absolutely love it. In most shooter games I like to play as a sniper, so a few points on this subject: - The eyerelief on all of the high power optics is a bit flimsy.. Especially if i crank it up all the way to e.g. 25 power on the pm 2. On max power, I cant see trough the optic. I love your approach on the eyerelief and how it gets "tighter" with more magnification, but i think the effect is too harsh and on max power, I havent been able to see through the scope, my hands were all over the place in my face but no sightpicture. - With a bipod: it still shakes a lot and the sightpicture jibbers a lot while prone. Can you fix this, when the bipod is deployed, so that the sniper rifle is more stable? - Can you add a grip point while deployed on bipod so that you are able to grip the buttstock with the offhand to stabelise it against the shoulder? - The weapon has collision with the environement, so I was able to rest the sniper rifle on a tree/bush branch the other day. How about an L-Shape grip to rest the weapon on when near environement (walls, bushes, trees etc.)? - Sling carry your sniperrifle on the back. Some sniper rifles are very long and hanging it in front of you obscures the view with the buttstock in your face/chin. Alternative weapon sling positions on the avatar like carrying it on the back? - I know you are still in early access and other things are on your to do list but since you made those weapon handling mechanics and the kryptek highlander camo and my gamerheart was terribly fullfilled, what about those two assets?: M14 EBR and Ghillie Suits And for the moment last question: do you intend to add functionallity to the scopes, that it will be possible to range a target and click the values on the scope turrets? Thank you and with kind regards
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
You're gonna see alot of reviews split down the middle here, and for good reason. The game legit plays great, the gun handling is some of the best (albeit a bit buggy at times) next to h3vr. The playerbase is decent too, you'll still get some kids here and there but it's nowhere near as bad as TAVR. Most lobby's are chill with some decent tactics with randoms. The online servers are surprisingly solid too with very little desync or rubber-banding. That's about where the good things end though, the maps are serviceable and the AI can be hit or miss, performance seems to be ok but you can have some rough spots on some of the larger maps. All around though for just 2 devs, this is an incredible feat and the game itself holds alot of promise. If you're a fan of Tactical Assault VR I think you'll be impressed, as for someone new to the Tactical space I'd keep an eye on the game and wait for future updates.
The game has good bones, but needs work. Hopefully they can polish it, since it's a great CQC and breacher shooter. I should also add most people just spend their time killing each other in the lobbies, or you just get kicked when you join. Finding a group to play with seriously is hard.
Love it so far. Smooth weapon handling and graphics are gorgeous. Cant wait to see what the game beholds for the future!
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