

ShowdownVR
Frontseat Studio · September 19, 2016 · Action, VR
Buy ShowdownVR from WinGameStore at $1.09 — the cheapest of 2 stores we compare.
Where to buy ShowdownVR — official stores
ShowdownVR price by region
ShowdownVR costs £0.82 in the United Kingdom, €0.96 in Europe (EUR), $1.09 in the United States, $1.09 in Georgia (USD), CA$1.54 in Canada, A$1.55 in Australia, NZ$1.92 in New Zealand, zł4.18 in Poland and R$4.49 in Brazil right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| £0.82 −45% | £0.82 | — | 2 | |
| €0.96 −45% | €0.96 | — | 2 | |
| $1.09 −45% | $1.09 | — | 2 | |
| $1.09 −45% | $1.09 | — | 2 | |
| CA$1.54 −45% | CA$1.54 | — | 2 | |
| A$1.55 −45% | A$1.55 | — | 2 | |
| NZ$1.92 −45% | NZ$1.92 | — | 2 | |
| zł4.18 −45% | zł4.18 | — | 2 | |
| R$4.49 −45% | R$4.49 | — | 2 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About ShowdownVR
Choosing between five intensity difficulties and two playing styles offers a wide range of experience with a chance to gradually improve your skills. Compete as an individual while also representing your country and continent on the leaderboards.
ShowdownVR is shipping with some of the world’s first technologies used in VR: NVIDIA’s WaveWorks, Multi-Res Shading, Lens Matched Shading with dynamic versions of both (dynamic multires and dynamic lens matched shading), VR SLI. Everything built-in with an extended menu for full customization and benchmarking.
Key features:
- Immersive virtual reality carnage
- 2 × 2 km wide open world battle arena
- Five difficulty levels
- Two game modes: The One and Dodger
- Fully dynamic world
- Easy to play, hard to master. Comes with manual and master sheet.
- Leaderboards: Continent, Country, Individual
- NVIDIA WaveWorks for real-time ocean simulation
- NVIDIA Multi-Res Shading, Lens Matched Shading with dynamic shading options.
- NVIDIA VR SLI
- Benchmark
Heavily inspired by Matrix, Quake and Doom; fast, intensive, powerful, unforgiving.
Specific inspirations
- Matrix: bullet time, dodging, music style
- Quake: arena, competitive, fast twitch / accurate combat
- Doom: fast, intensive, bloody kills
Gameplay
There is a wide variety of approaches for players to use. The goal is very simple: score the largest amount of points possible in the time given to you. By dodging plasma projectiles you gain points and combos to earn action points. These can be used for the following perks: teleporting, attack, multi-attack, slowing down time. By killing your foes you gain additional time, which enables you to score more points. Enemies can be killed by your projectiles or can get run over by a ship that you can control at any time, even when you're not on it. They can also get knocked out and drown when hit by a larger wave. When you get hit, you don't gain a point and your combo progress decreases. This makes it harder to gain action points that enable the use of player's abilities - which in return enable player to gain more points.
Showdown: Virtual reality carnage
Every copy of the game comes bundled with an accompanying piece of work in a form of a book "Showdown: Virtual reality carnage". A personalized white paper about the implementation, customization and usage of features in Unreal Engine 4 during the development of virtualy reality game ShowdownVR. It presents a strong practical case of why open source game engines are the future. You can find it in game's directory under "Bonus content" folder.
Gameworks
Quick word on using NVIDIA's tech. The exact tech specifications are available in white paper "Showdown: Virtual reality carnage", released with the game. There is a very fundemental, objective reason for using these features: it's the best performing piece of code out there. It's important to remember that most problems with GM come with bad implementations. Showdown's water takes about 1ms on CPU and about as much on GPU, no matter the GPU brand! Everything is controlled by us in Unreal's source code, there is no over-tesselation or any similar bottlenecks. Multi-Res Shading, Lens Matched Shading and SLI work only on NVIDIA and are a bonus option.
Nejc L.,
Frontseat Studio
ShowdownVR — game info
- Platforms
- Windows
- Player modes
- Single-player
- Controller
- Full controller support
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
I've really enjoyed it! It's one big enviroment with little rock islands that you can jump from/to, also a ship that you can use to explore more. Every difficilty level is time limited, but I did notice that when killing enemies the countdown progress bar (red) decreases, so I guess you can gain more time this way! The attack style is actually pretty cool, I naturally thought, that I would have to aim somehow but when fired it seems to attack the nearest target... which is useful because you can just focus on dodging, that really brings you points, one dodge seems to be one point. The minimum difficulty is really slow and easy, but the DOOM (last one) is mental! No one can dodge that! The second or third difficulty levels are kind of where I feel comfortable right now. This feels like a game where you can bring a bunch of friends over and compete with each other, I'll give it a go this weekend! Also, I tried playing it standing and sitting and I personally prefer standing. Played it with Oculus Rift and used Oculus Remote. My friend has a Vive, we'll try it out in the next few days and see how that goes, but overall it's a really nice competitive game! UPDATE 23.09.2016: Works on…9 found this helpful
It's not visualizing properly on my Vive (unplayable). The game seems cool but please fix this asap. EDIT: developers went quickly at work to fix this, please consider this as a "neutral" review4 found this helpful
This was a really neat experience and it’s pretty nice to see a VR game that has something more to offer. It’s so realistically made, the feeling of standing there in the middle of a huge ocean and trying to survive each plasma attack is awesome! Dodging the “bullets” and then especially striking back gives you so much satisfaction … yeahh, alien dude, you been owned! The attack is nicely done, by the way, when you don’t have to actually aim precisely at the enemy to hit it. That would be pretty impossible cause of your own dodging and all the dynamic, too. I played with Touch controllers, so I gotta say the shield on your arm to protect from plasma bullets is a nice touch to the game. I used it as a last resort only and a bit more on higher levels (those are seriously crazy!), it’s a sweet perk! A big thumbs up was the score showing on these hand monitors of sort, cause you don’t have to lose time and focus to look around you to see your score. Also I must say, thinking that sickness level would be off charts was totally wrong. Teleporting is very smooth, even on the ship and when the waves get big I didn’t get sick at all. Steering the ship is really fun, and that fortress area y…3 found this helpful
Oh my GOD if you dont have this gome please get it its only 2 dollers yet its this good? i felt like some sort of kung fu master dodging all of those bullet things with my hands behind my back and the fact that there is no walking to dodge/retreat only intensifies the action definatly worth it im glad i bought it
The games does not look good or work well. The core concept of dodging slow projectiles coming from multiple directions in unfun. Others seem to agree, since I there are so few players that I topped some leaderboards on my first attempts. If you think dodging stuff might be fun, I recommend Holopoint. Plus, the dev got his friends to write a couple of those positive reviews.
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