
Scan, serve & pack produce whilst shooting guns to defend your store from mutant fruit! A multi-tasking shooter only possible with VR & motion control. Scan! Shoot! Repeat!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About


Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain, Japanese*, Russian*languages with full audio support
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 240reviews | 89% | — | $152K |
| $19.99 | 768ratings | 90% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I REALLY WANT TO RECOMMEND THIS GAME. Wow, it has soooo so much potential. But the controls are just absolutely awful. There's so many small things that pester me about this game. 1) Index controllers are just not supported at all. Grabs are done with trigger, dropping a weapon is done with a button press. It's psychotic controls for knuckles users, very immersion breaking. 2) Guns also feel misaligned, I'm craning my arm down to fire straight, also could be a knuckles issue. 3) Settings are threadbare at best. Also making someone teleport in the main menu and 'insert a coin' is a charming, if TERRIBLE design decision. I just want to change my settings. I thought the 'coin' on the arcade cabinent was a glowing yellow button, it looks actually nothing like a coin. 4) You can't 'reload' but during downtime, I threw my guns backwards to pick up a new one. ALL of them stay because the game expects you to waste all the ammo THEN throw the gun? It's very strange. The guns just sit there forever, and every time I did it, they continuously made 'clanking' sounds while not moving. It was very distracting. 5) Guns are so weirdly far away. Your counter is in a good spot, the guns are so far away... I'd much prefer them to be higher, but much closer to above your head/above the counter, not past it like they are. 6) THE ANNOUNCER NEEDS TO SHUT UP, on my GOOOOD. I was trying to read the controls/tutorial paper at the start of the game, and she just kept TALKING and TALKING, it was like a mind jammer. Let players hit a button or something to start the narration similar to the tutorial printouts. Outside of my gripes, there's so much polish and charm, the visual style is great, and it runs very well. It's just such a weirdly mixed bag of quality. It's like a mobile port of a VR game or something, that's the vibe I get. It's so good at some things, but feels like shovelware in other regards. If it was polished and got an update or two, it could be a very good VR title that makes good use of what VR is capable of.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
was good on the OG PSVR, still really good on PCVR years later
game no longer playable on meta quest 3. Can't fire my weapon to play game. Used to work fine on a Rift S i used to own.
fantastic! adorable, great physics
So much fun. Shooting giant advancing fruit with automatic rifles while scanning stuff at the checkout. What more could you want?
I hate fruits
Sehr geiler Waveshooter. Nicht nur geballer, sondern auch Kassiererarbeit und viele Waffen zum freischalten. Wird später echt sehr hecktisch und man kommt ins schwitzen. Grafik ist ok. Die Cheffin die ins Mikro labert ist auch sehr lustig. Alles auf deutsch. Kann das Spiel sehr empfehlen. Gerade für Anfänger weil keine "Motion-Sickness". Zeige ich neuen Freunden gerne zum Start.
This game is really funny and addictive.
Amazingly fun VR game, played on my HTC vive pro and worked great, however cant get it to run on my Pimax. seems to be a issue with the game as FPS is choppy no matter the settings
Shooty Fruity, developed by nDreams and Near Light and published by nDreams, is one of those virtual reality titles that immediately distinguishes itself through sheer absurdity. At a glance, it appears to be a bright, cartoonish wave shooter, but it quickly reveals a far more inventive core concept: you are not just blasting enemies in a static arena, you are working a retail job while doing it. Set inside the colorful chaos of Super Mega Mart, the game transforms a grocery store checkout counter into a battlefield where mutant fruit attempt to overrun your workstation. This unusual fusion of first-person shooting and task-based job simulation gives the experience a rhythm that feels uniquely suited to VR. The central gameplay loop revolves around multitasking under pressure. Players physically scan groceries, stamp receipts, sort products, and manage conveyor belts, all while preparing for the inevitable onslaught of aggressive fruit. These enemies range from waddling watermelons to acrobatic citrus attackers, each behaving differently and demanding quick reactions. The brilliance of Shooty Fruity lies in how it forces you to divide your attention: neglect your cashier duties and you risk losing efficiency bonuses and upgrades; focus too much on work and you may be overwhelmed by produce charging your counter. This constant tug-of-war creates tension that feels organic rather than scripted, and it keeps every shift engaging. Weapon progression adds another layer of strategic depth. As you perform well in your assigned tasks, you unlock access to an increasingly diverse arsenal, including pistols, SMGs, explosive launchers, and even more extravagant heavy weapons. Choosing the right loadout for a stage becomes an important consideration, especially as levels grow more complex and fruit spawn patterns intensify. The game also incorporates modifiers and slow-motion abilities that can temporarily ease the chaos, allowing you to regain control during overwhelming moments. Because the gameplay is so physically interactive, swapping weapons, reloading magazines, and tossing grenades feel satisfying in a tactile way that flat-screen shooters cannot replicate. Visually, Shooty Fruity leans fully into its playful tone. The supermarket is bright and exaggerated, with oversized produce and cartoon splatter effects covering surfaces after firefights. The vibrant art style ensures clarity during chaotic waves, making it easier to track targets while also reinforcing the comedic premise. Rather than attempting gritty realism, the game embraces its silliness, turning every defeated fruit into a burst of colorful juice. This aesthetic choice prevents the experience from becoming stressful in a negative way; even at its most frantic, it remains lighthearted and accessible. Audio design enhances the atmosphere with a tongue-in-cheek narrator who comments on your performance in a dry, corporate training style. The juxtaposition of corporate encouragement with absurd fruit violence amplifies the humor. Gunfire sounds punchy and distinct, and enemy audio cues help telegraph incoming threats, which is essential in a VR environment where spatial awareness matters. Together, these elements create a soundscape that supports both immersion and clarity, helping players stay oriented during hectic sequences. Level variety helps maintain momentum across extended play sessions. Beyond the checkout lane, players unlock new workstations such as cafeterias and warehouse areas, each introducing different task mechanics and environmental layouts. Conveyor belt speeds change, object types vary, and enemy density escalates, ensuring that no two shifts feel identical. While the structure is inherently arcade-like—focused on replayability, score chasing, and performance optimization—the layered progression system encourages continued engagement rather than short-lived novelty. In terms of VR implementation, Shooty Fruity demonstrates thoughtful design. Physical gestures such as grabbing items, aiming down sights, or quickly juggling tasks are intuitive and responsive. The requirement to physically turn, reach, and coordinate hand movements enhances immersion and turns multitasking into a genuine physical challenge. This design makes the game especially rewarding for players who enjoy active VR experiences that test reflexes and coordination rather than passive observation. Although the concept may initially sound gimmicky, Shooty Fruity’s execution ensures it feels cohesive rather than experimental. The merging of mundane retail simulation with frantic shooter mechanics forms a gameplay loop that is surprisingly compelling. It encourages efficiency, precision, and adaptability, rewarding players who can remain calm and organized amid escalating chaos. While extended sessions may reveal repetition inherent to wave-based structures, the progression systems and increasing difficulty tiers provide enough variation to sustain interest. Overall, Shooty Fruity stands as a creative highlight within the VR shooter space. By transforming everyday supermarket labor into a high-energy battlefield against absurd enemies, it offers a memorable and physically engaging experience. Its colorful presentation, tight multitasking loop, and satisfying weapon mechanics combine to create something that feels distinctly at home in virtual reality. For players seeking a VR title that blends humor, action, and dexterity into one cohesive package, Shooty Fruity delivers an energetic and refreshingly unconventional adventure. Rating: 8/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.9K | 55 | 87% | $2.99 | |
| $621K | 1.1K | 91% | $19.99 | |
| $20.2K | 60 | 73% | $9.99 | |
| $5.9K | 17 | 100% | $9.99 | |
| $859 | 43 | 93% | $0.99 | |
| $168 | 2 | 100% | $4.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $152K | 937 | 96% | $5.99 | |
| $151.9K | 640 | 84% | $14.99 | |
| $151.9K | 1.2K | 92% | $6.99 | |
| $152K | 293 | 89% | $19.99 | |
| $152.1K | 669 | 91% | $4.19 | |
| $152.1K | 721 | 85% | $9.99 |