
Grab your rifle, gaze down the scope and take aim in this stealth-action WW2 first-person shooter built exclusively for VR. With an explosive campaign, astonishing immersion, authentic weaponry, and signature gunplay from the award-winning Sniper Elite series
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
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 | $4.49−85% | 955reviews | 55% | — | $67.9K |
| $29.99 | 708ratings | 68% | — | 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 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A lot of bugs. Poor ballistics. Enemies can see you and kill you through the walls. Everything is blurry after 50-70m at max settings.
[h1]The game has reasons to have such reviews.[/h1] I've put together this little compilation of the most widespread and personal complaints about the game in one place. The list will go from the most to the least critical issues: Maps, Movement/Comfort, Local AI, Firearms handling, Cosmetics and Achievements. [h3]Map variety:[/h3] There are 19 levels in total, but with one huge caveat: the majority of levels are reused throughout the game, with changed gameplay focus. For example, one level in this game got used 3 times in different settings. Most levels are going to repeat at least once, leaving you with around 7-9 unique maps. Therefore, some people see a lack of unique objectives throughout the levels. Some grind in progression: Level progression is locked behind a star system. You need an N-count of stars to progress. The stars are received through mild and boring tasks, so unlucky folks eventually have to revisit the same levels with the same repeating maps. [h3]Movement[/h3] BOUNDARIES: There's widespread concern about cover and awkward positioning in this game. Imagine a simple scenario: you took cover behind a stack of boxes and one box to your right. You might not clip and be far away from an object, but the game will completely black out your screen until you move yourself. It also can happen randomly to you, so you end up moving out of your cover while trying to fix yourself. It is an unintuitive, annoying feature. Collisions: Your firearms don't have world collision, you can't mount them. Yet the game doesn't let you position yourself weirdly without blackscreening you, which I think is particularly bad for a game about sniping, as well as your own comfort. [h3]AI[/h3] The certified #1 dumbasses of VR, easily some of the worst AI out there. Perception of player: Those very ambitious guys can try to shoot you through a 20 cm concrete wall for days without success. Once you trigger their detection, they seem to know your exact location at any given time, so they may continuously try to shoot you through everything. Precision: They can shoot precisely at any distance, from anything they handle, with only their heads exposed out of cover, which means they can peek their heads for 1-2 seconds from cover, hit you and take cover again for nobody knows how long. Pure ragebaiters. Also I don't think they have aim time. The instant you enter their sight, they will start shooting (if you're discovered). Animations: They have pretty snappy, near-instant animations which will make them much harder to hit. [h3]Firearms Handling, Aiming & Ballistics[/h3] Sluggish Inertia: The firearm handling feels too smooth for people who played a lot of VR. It feels as if your hands are moving through thick liquid. As a result, weapons feel sluggish, unresponsive and hard to maneuver. Hand Offset: Some guns have issues with your hand on the handguard. The handguard often sits higher than your real hand, which can give you a sense of discomfort. Motion Smoothing: Good luck with shaking when you're aiming through a scope, there's no way to get any kind of stabilization. Steady aim is pretty difficult if we add wind to the projectile. Absurd Pistols: Pistols... You'll feel like a freaking medieval archer with a pistol in your hands. Actually, I'm sending my apologies to archers, since the arrow will have a much flatter trajectory than pistols in this game. Absolutely useless, low damage stuff. SMG spread & recoil: When you shoot with an SMG, it feels as if you're trying to gamble with an enemy rather than aim. It creates a wide cone of bullets, which then get blown by the wind to the side. Recoil on them is done in a pretty weird, uncontrollable way. Nothing critical, but worth noting. [i]Quick recommendation: Don't play this game on the hardest difficulty. You will be very, very upset with the wind mechanic. SMGs and pistols become basically useless after ~15 meters, because they almost perform a 90° turn to the side in the air. You will struggle to hit anything. Even your primary rifles are going to feel toy-like with those "authentic difficulty" ballistics. There's ridiculous horizontal bullet drift. Probably it's a good idea to turn off most of the ballistics for a pleasant experience.[/i] [h3]Cosmetics[/h3] Dark Optics: Your optics can be too dark sometimes in a really bright environment, so you may struggle in attempts to find an enemy occasionally on some maps. HUD elements you can't remove: You can't turn off help with reloading. You'll always see a white circle even on your handguard when reloading. Mechanical Inaccuracies: If you're a bit of a nerd and like to stare at guns, then you're gonna throw up looking at how they function in-game. A good amount of them have some type of visual issue. I'll name a few: STG44: Features a static, closed dust cover. Spent casings are spawned somewhere outside the gun for some reason. M1911: Looks like an oversized toy. Lacks a functional slide catch that you can release by pressing a button. Bolt-Action Rifles: Bolt actions usually clip through the cartridge, while the cartridge itself remains static and hovers inside—it doesn't even move with the bolt. Full-Auto Animations: On select automatic firearms, the bolt cycles backward upon firing and then instantly teleports to the fully closed position once it hits the rear buffer rather than playing a smooth return stroke. [h3]Achievements[/h3] They are mostly fine, except for a few. Grind: One achievement requires you to grind for ~5-8 hours on the same level over and over again with different rifles to master them. If you wish to 100% the game, you need to suffer. Frustrating Difficulty: There's another achievement which requires you to beat the game with nerf-gun ballistics (so-called Sniper Elite difficulty), which is a very frustrating thing to do. The developers released hotfixes for around 4 months after release, then went radio-silent with QOL and bug fixes. Those issues are going to persist. Well, that should be it from cons. The good sides of that game are covered by someone more enthusiastic than I am.
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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, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
After a 7-8ish h story, i can say I only enjoyed one mission. A mission that actually made it feel like a Sniper Elite game. I am so dissappinted in this game. On top of the most infuriating aspect of the game which I will go to soon, the game is suffering from a clear lack of Game Design skills. Even to the basic structure of progress. There comes a progress stop where it requires you to go back and complete additional (which slways were seemingly optional) objectives to collect stars to advance the game. I havent experienced that in a game in like 20 years. It was killed off for a reason. It hurts the pacing and is just frustrating having to endure more of this game. I have enjoyed this franchise as a flat games, some more than others. But as with the flat games, the gimmick wears off quick and what is left is a mid game in the end. But in VR what is left after the X-ray testicle shooting is... a very dissapointing, shallow and awkward game. And it all comes down to interactions and weapon handling. Something that should have been top notch in a percision shooting game. Coupled with the story/mission structure. No open levels, just very linear experience unlike other entries as flat games. First off, the sniping feels bad. There are a really good amount of settings to slightly adjust angle, trackign and smoothing of gun holding, but it all breaks down due to hard coded weapon sway. WEAPON SWAY IN VR?! Who thought that was a good idea? While it is done in flat games due to balancing, that balancing is done to simulate holding a gun in real life and going prone or crouched often eliminates that in a Flat game. In VR you hads are already swaying a bit, especially as not holding anything or just a light gun stock like I have. Essentially you need to fight against your own body movement AND the game's simulated movement. Sure I could use "Focus" ability for each shot but that takes away the feeling of skill. To add the horrible interactions of items, guns and all ontop of this, it just makes the whole experience miserable. For example, 3/5 times to "magnet" far grab thing to items just will not register or know what I am trying to grab. This was never an issue in pretty much any other game, even BREACH (a underrated gem) managed to do that very well. The gun grabs are in bad spots (eaay to detach magazine as it is the same crab button and hold spots are right on the mags) and are very strickt about how to hold the gun. The "pistol grip" hand will get off center when you hold the gun with two hands, OR if you bump the gun to something and it will stay crooked unless you let go of the weapon and the re attach the grip. Reloading shotgun is inconsistent, both pump action as well as the "til the gun to eject shells" from a double barrel, sometimes you need to shake the gun to do anything. Basically the gun interactions, the thing that should be the bread and butter, is very very extremely horrible, worst I have played in any decently budgeted or even 1 dev published game. It completely fails in a lot of cases, for example trying to pull the pin from a grenade, No amount of fiddling works, the game will just not recognize the interaction spot. But then out of the blue, the same interaction spots work arbitarily. This goes with all items in the game.
How to make an average and unremarkable game a total disaster? Just lock the campaign mission behind stupid achievment system, so the people will have to revisit missions with more challenging requirments to feel even more how badly VR title the game is. Why would you want the players to concentrate on the fact even more? Could have been an ok game if not for that. Just look at the feedback guys, you didnt make this game good enough to force people to play more.
Why do big AAA game devs not ever allow "Steam Cloud" saves. This ruins the experience
The control SUCKS. When I play H3VR, I can hold a rifle very steadily, but here my gun shakes like I’m being electrocuted. Whenever it starts wobbling all over the place, I pause the game, and in the pause menu my controllers are perfectly stable. So it’s hard to believe this is a hardware issue on my end. I even tried going prone and using a sniper rifle, but it didn’t help at all. When I raise the gun to aim, it feels as if there’s some kind of magnetic field around my VR headset that pulls the scope into a very awkward position in front of my eyes. I’ve heard this feature is meant to prevent tracking inaccuracies when the controllers get too close to the headset, but what makes it worse is that the scope’s position is fixed relative to the game world rather than to the headset. This makes the “peek out – take a shot – duck back” playstyle extremely difficult to pull off. The enemies always react faster than I do—in fact, it feels like they can see through walls. If I hold a doorway, I’m guaranteed to take several shots from enemies rushing in. Because the controls are so bad, the defense-type missions are especially frustrating. If anyone knows of a trainer that enables god mode, please do let me know. Honestly, the guns in this game are harder to handle than real firearms.
отличная часть, но к сожалению перестала запускаться
ЗА МОЮ ЖЕНУ
Listen, if you have a liking for rifles, go for it. Much better of an experience than I had expected. Decent textures for an older title, fairly good sound design an no technical errors. It took some time to setup and dial in the rifle setting, played around and now I'm rather satisfied. Got it on special, worth it.
♥♥♥♥♥ ♥♥♥♥♥♥
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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