The critically acclaimed, humor-filled shooter High on Life is being adapted for virtual reality platforms, with a version currently in development for Meta Quest 3 and 3S headsets. The project, helmed by the Flat2VR team in collaboration with Squanch Games, aims to prove that substantial, complex games can thrive on standalone VR hardware.
Eric Masher, co-founder and chief operating officer for Impact Reality and Flat2VR Studios, highlighted the growing VR user base, noting that millions of Quest headsets are in circulation. He pointed to the success of free-to-play titles like Gorilla Tag, which has generated over $100 million in revenue, as evidence of a maturing VR audience seeking more depth and playability. "We want to bring them those high-quality games like High on Life, that [have] more teeth, more depth, and more playability as an actual game," Masher stated. The Flat2VR mission is to deliver familiar console and PC experiences to VR in a way that feels both new and authentic.
Adapting High on Life for VR presents significant technical hurdles, according to High on Life VR game director Emily O'Neal. The original game's massive scope, with its numerous animations and diverse worlds, poses a challenge for fitting onto standalone hardware while maintaining smooth performance. "All of that optimization represents a cluster of problems our tech-art teams are chipping away at from many angles," O'Neal explained. A key aspect of this process has been upgrading the game to a more modern version of Unreal Engine, which provides the necessary toolsets for optimization.
The game's unique Gatlian firearms, which function as sentient characters, are a central focus of the VR adaptation. O'Neal emphasized that the design goal is to make players feel as though they are interacting with living creatures. "The core question we continually return to with every feature is: Do you feel like you're holding a living creature in your hand, and when they speak to you, do you feel like you're truly interacting with them?" This focus extends to the gunplay, where reloading mechanics are being tailored to the distinct body shapes and personalities of each Gatlian.
Knifey, the bloodthirsty melee weapon, is receiving particular attention. The development team is creating new VR-specific systems to capture the visceral experience of using the knife, while maintaining the game's signature humor. O'Neal confirmed that a Knifey-focused playstyle is intended to be a genuinely viable option for completing the game.
Addressing motion sickness, Masher stressed the importance of performance and comprehensive accessibility options. "The first piece of that is performance: It has to be stable, responsive, and hit its target frame rate," he said. The team is implementing a full suite of comfort settings, including snap and smooth turning, to allow players to customize the experience to their individual needs.
Masher also expressed optimism about the future reduction of motion sickness in VR, suggesting that younger generations growing up with the technology are becoming more accustomed to immersive gaming. "They know nothing but gaming inside a VR headset, so by the time they grow up, it's completely normal for them," he noted. Improvements in hardware and higher achievable frame rates also contribute to a smoother player experience.
High on Life VR does not yet have a release date but is available for preorder on the Meta Horizon Store.
