We’re excited to announce that the VR Update for Escape Simulator 2 is now available and completely free for everyone!
We learned a lot from working on VR for the original Escape Simulator, and we’ve used that experience to make VR in ES2 even better. We’d also like to give a huge thank-you to all of our amazing testers who helped us find bugs, share feedback, and make the VR experience better.
We’ve tested the game extensively on some of the most popular headsets, especially Meta Quest 2 and Quest 3, and we’re also happy to say that Escape Simulator 2 works great on the newly released Steam Frame! We want you to be able to play in whatever way feels most comfortable. There are plenty of VR options to mix and match, including teleport or smooth movement, cursor or no cursor, visible hands or no hands, and much more. Pick what works for you and start escaping! We are also very proud to be a part of Steam VR sale!
Alongside the VR update, this release also includes our biggest hotfix update yet, with more than 100 fixes, improvements, and polish changes across the game.
There’s a new mirror shader, beard options for characters are finally here, plus UI fixes, multiplayer optimizations, and a large number of fixes and quality-of-life improvements for the Room Editor.
You can check out the full changelog below for all the details.
Yes! All official Escape Simulator 2 rooms currently support VR.
You can play the entire game solo in VR or jump into multiplayer with friends.
Not yet. We’ve run into some technical issues with Workshop rooms in VR, so for now we’ve decided to disable them completly in VR mode.
We’re still working on solving these issues and hope to bring Workshop support to VR in a future update.
Yes! Cross-play is fully supported.
VR players and players playing the regular flat-screen version can join the same game and solve rooms together.
Please let us know on our Discord or email us at [email protected]
VR can behave differently across headsets and setups, so reports from players are extremely helpful as we continue improving the experience.
Our first DLC, Escape Simulator 2: Apocalypse, launches next week (September 21st), and the entire DLC will be fully playable in VR from day one. Wishlist now:
Thank you to everyone who helped us test VR, report bugs, and send feedback. Have fun escaping in VR!
- Pine team
Changelog:
VR fixes
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Added proper VR character models that track head and hands movement and are separate from 2D characters.
Added additional light in VR so you can see your hands in character customization screen in Lobby.
Added support for hand and character coloring in Lobby.
Added "Readjust Height" to VR options to easily fix default head height if needed.
Improved face animation picker in finish level screen.
Support for rotating character with controller thumbstick in Lobby.
Fixed general bug where taking finish screen screenshot would make hand stuck in trigger animation.
Exiting character customization in Lobby now properly restores position and look direction.
Fixed bug in Lobby where pressing back would quit to menu (restart scene).
Fixed bug where hands were sometimes not visible after coming back from in-game menu.
Disabled character fading in all mirrors when you are close by.
Updated in hand item poses for many more items in all levels.
General fixes for items and inventory in multiplayer.
Added better, more optimized way to handle anti-collision system (that works with multiplayer items also).
Fixed anti-collision bugging out when other player throws item on the item local player is currently holding.
Turned off VR heads in prefab so they dont show in poses and finish photos.
Other players' hands now also fade with distance from camera (like the rest of the body; head and torso).
Fixed bug where jigsaw piece is disappearing when placed by hand.
Improved UI in Lobby (better size of some buttons and texts).
Fix for wrong pose camera position/rotation on client when spawning in the level.
All tokens are now collectable in VR.
Defined out-of-bounds sphere color for all levels.
Hovering over jigsaw (in Lobby) that has exclamation now hides that exclamation so it doesn't interfere with interaction.
Clicking on obelisk in darkest levels teleports player to spawn point so that options dialogue wont intersect with obelisk.
Fixed other VR characters not being visible after pressing "Stay" in finish screen.
Fixed invisible items when other VR player grabs them from inventory.
Fixed sparkles particles going crazy speed when item is grabbed.
Fixed items in hand lagging 1 frame behind. This was especially annoying when fast hand movements were done.
Better syncing of VR characters that are in moving poses (such as Space 3 elevator).
Fixed a bug where thumbstick UI scrolling would sometimes stop working after some time.
Community rooms are now disabled in VR because they are not yet fully supported.
Core fixes
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Tool item type displayed properly when hovered over (UI that appears on top when you examine item).
Fixed item type popup (no visible gap between triangle and text panel).
Fixed inconsistent spacing between settings sections.
Added global optimization that reduces memory allocations (should see small general performance improvement).
Fixed item UI not showing in zoom after getting a new hint.
Disallowed targeting Draggable if you are currently in pose that is parented to that Draggable.
Fixed bug where saving while NPC is opened would not properly load that NPC.
Fixed issue with underground item respawn system.
Fixed issue with syncing of item clones (sometimes cloned items would appear different from original).
Controller - Fixed issue where going back to theme selection would not allow navigation.
Controller - Pressing left while on leftmost level button goes back to pack selector.
Level fixes
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Lobby - Optimized loading of images (about 10% decrease in CPU time).
Lobby - Better colliders around fireplace.
Lobby - Fixed a bug where pressing mirror with both VR controllers would fade in and out many times.
Tutorial - Multiplayer fixes for VR.
Dracula 1 - Better VR shovel interaction and fixed shovel not syncing digging properly.
Dracula 3 - Improved Mirror in VR.
Dracula 4 - Fixed other VR players interacting with level while hanging.
Pirate 3 - Fixed fishing rod VR interaction in multiplayer.
Pirate Darkest 1 - Better graph interaction speed and better spawn rotation in VR.
Space Darkest 4 - Hide random flying nail objects.
Space 1 - All pods are now made bigger in VR for better comfort.
Space 1 - Better nav-mesh around captain pod.
Space 3 - Much better interaction with elevator in VR that allows you to freely move head.
Space 3 - General fix for client not being able to enter elevator after drop-in when host is on elevator.
Extra 1 - Fixed positioning of telephone NPC UI in VR.
Extra Darkest 1 - Better spawn rotation in VR.
Room Editor
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Fixed a bug where changing room while there are hidden props would not clear those hidden props.
Fixed a bug where hidden object would still show overlay if parent was hovered.
Fixed a bug where gizmos would affect how pinned item on-screen position calculation.
Fixed some missing Room Editor messages when failing to load community room.
Level fixes
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Dracula 1 - Improved size in VR hand of book from the bag.
Dracula 2 - Better nav-mesh around the chair near fireplace.
Dracula 4 - 3 slider puzzle is now not finished until slider is released.
Dracula 4 - Slightly improved nav-mesh area to more easily access some puzzles in VR.
Space 3 - Vignette on elevator now respects player vignette settings.
Space 3 - Added better visibility for weak points puzzle.
Space Darkest 4 - Improved VR height and pieces interaction.
Pirate 3 - Better interaction with telescope.
Pirate 3 - Stone sun key is now marked as key item.
Pirate 3 - Added blockers for islands are not yet unlocked to prevent interactions.
Pirate 3 - Slightly improved nav-mesh area to more easily access some puzzles in VR.