Latest news

Update #15 – Player customization, massive graphics overhaul & more!

It’s been a couple of months since our last update.
During these months 2020 went bonkers, which understandably affected our development speed as well.
Despite all the circumstances though, we have been extremely busy behind the scenes!

Where to begin…

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Let’s begin with a disclaimer: the update is delayed in the Oculus store, because after updating the game’s engine to the latest version, we encountered an issue that would prevent players from creating Co-op lobbies. We are really sorry for the inconvenience! We are working hard to solve the issue as soon as possible.

The two major changes happened under the hood: game engine update to a newer version, and ditching deferred rendering in favor of forward rendering.
Both of these changes were necessary to make the game more stable, more optimized. The first thing you will notice is the much sharper imagery (perks of forward rendering).

We had to convert all the environments and light settings to fit in the forward rendering pipeline – and while we were at it, we spiced up the atmosphere across all maps.
The results are… stunning! Better frames, better, sharper visuals, smoother gameplay. What’s not to like? 🙂

These changes took a lot of time to make and test (especially in a remote working environment) and didn’t leave room for new content. Except for… the promised player customization!
You can now customize your character with a wide selection of armors, helmets and other accessories – look for the dressing room in the lobby!

We could go on and on rambling about the overhauled ‘Timber pt.1’ mission, the Index Controller finger tracking support, the UI improvements or the gazillion of new graphics settings but… let’s just see the detailed patch notes!




  • Player Customization – Find your style by customizing your character’s outfit in the new dressing room!
    It works just like the weapon skin system: you can unlock new items by progressing through the ranks. Look for special helmets hidden on several maps!

  • Implemented several UI improvements
  • Forced full screen – The game now starts (and remains) in full screen mode instead of windowed mode.
  • Optimized game performance – We changed and improved a looot of under the hood components and optimized almost every part of the game to achieve better frames all-around.
  • Huge AI- and AI weapon optimization
  • Charging enemies no longer run into the player
  • AI and their weapons no longer collide with the player’s weapon



  • Overhauled ‘Timber pt. 1’: new objectives, new enemies, new covers, better overall combat feeling. Replaying it is recommended even for seasoned Zero Caliber veterans!
  • Fixed bullet count for the USP extended mag
  • Fixed L85 ironsight flip
  • Fixed weapon rails
  • Kriss Vector detach fix
  • Balance changes for M4A1, AK47, P90, Colt 1911, Colt Python, AWP and Remington 870
  • Fixed an issue with grenade pins
  • Fixed overpowered enemies on ‘Lockup’
  • Fixed a pickup POI on ‘Canyon’
  • Explosive tank collision fixed
  • Several playzone fixes
  • Fixed rare issues of AI spawning in unreachable locations



  • Implemented finger tracking for Valve Index controllers. Need we say more?
    Pre-defined hand gestures still work.

  • Improved default Index controller bindings – ejecting mags is now the ‘A’ button
  • Reduced player speed for gameplay balance- and motion sickness reasons
  • Player height is now adjustable between 150-210 cm



  • Improved sync between the host and clients to reduce lag, thus resulting in a smoother and more stable Co-op gameplay
  • Fixed the sync of crouching and prone stances
  • Fixed an issue that caused extended magazines to be replaced with default magazines in Co-op sessions
  • Being able to pull off other players’ attachments is disabled (except for magazines)
  • Fixed various issues preventing the player from using force pull or grabbing weapons
  • Fixed multiple issues caused by respawning and reviving other players
  • Various fixes for client side issues and performance
  • Fixed intro subtitles being displayed multiple times in Co-op
  • Fixed scaling enemy numbers for different player counts
  • After a mission’s end screen, the game doesn’t throw players to another map automatically after 5 minutes
  • The server list and the number of players on the multiplayer screen now refreshes every time upon joining, not only after checkpoints as before



  • Sound is now forced on Oculus headsets
  • More immersive bullet impact sounds
  • Altered soundscape when low on HP



  • Customizable quality settings for better scalability – We reworked the graphics settings menu. There are now a ton of options to fine tune graphics settings. Choose the combination best suited for your system’s capabilities!
    The game still performs a benchmark test upon launching for the first time after the update, and sets the graphics accordingly. This is on point most of the time.

  • Switched to forward rendering from the previously used deferred rendering. This results in a sharper imagery and better performance all-around
  • Improved lighting and reworked atmosphere on all maps
  • Improved GPU performance thanks to forward rendering
  • Tweaked temporal anti-aliasing for sharper rendering
  • Introduced five new graphic quality presets to easily set up the game’s performance
  • New highlight system for interactable items/objects

  • Materials and lights are converted to forward rendering on all maps
  • More accurate light maps
  • Optimized textures
  • Several minor asset fixes


…and hundreds of other minor fixes.

Update #14 – Performance optimization and a lot of improvements!

This update is the continuation of the code optimization we’ve started in the previous content update.

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This time we’ve been focusing on the performance in Co-op as well as in single player – hopefully it is now significantly better across all game modes.
If you notice any fps drops, please let us know in the Bugreports section on Steam!

An important thing to note: we had to temporarily disable the game’s voice chat feature. We’re going to enable it after we overhaul it both functionality- and performance wise.

Besides optimization, we’ve also improved the Index controls: the ingame player hand is now correctly aligned to match the controllers’ actual position and orientation – plus we’ve fine-tuned the grip’s sensitivity based on community feedback.

You can read the full patch notes below:



  • Index controller aligned to match real life hand position (send us feedback!)
  • Improved controls, especially with the Index controller – better grip and ungrip sensitivity


  • Optimized AI animations for better performance
  • Enemy spawn fixes to reduce fps stuttering
  • Various small friendly AI spawn fixes


  • Improved pump action reload for shotguns
  • Fixed misaligned USP grip
  • Added missing skins for the Kriss Vector light stocks
  • AK-47 sound fixed
  • Several unlock icons fixed
  • Removed the wobbly foregrip from the Uzi
  • Fixed a client side shotgun clip bug (previously it could move randomly around the player’s hand)


  • Removed the ‘Tutorial’ map as a ‘Quick co-op match’ option
  • Fixed an issue where pressing the button inside the helicopter at the end of ‘Lockup’ before the narration could result in the player’s death
  • Fixed various minor multiplayer map selection issues


  • Fixed a rare issue where death sound could be heard constantly on the whole map
  • Fixed a client side sound glitch – sometimes enemy gun sound got stuck in a loop

Update #13 – New map, new weapons, optimization & much much more!

This update is huge. HUGE. Probably the biggest one in the game’s history.

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We’ve overhauled the ‘Tutorial’ for new players (replaying it is recommended even for seasoned Zero Caliber veterans), we’ve added the first part of the next story chapter, ‘Canyon’ and three new weapons (MK18, FN SCAR, USP). Shotguns recieved proper reload mechanics and we’ve introduced a new, experimental reload for pistols. As a result, dual wielding them became one of the most badass things in the game! Oh, and we’ve also added distance-dependent weapon damage. And virtual gunstock. And a new ragdoll system for the AI. And we’ve increased the amount of XP earned per mission.
Missing Touch controller bindings got fixed and we’ve revisited the Index controller handling – hopefully it feels much better now!

BUT… an even bigger part of this update can be found under the hood – performance optimization!
Our programmers have been knee-deep in the game’s core code to optimize it almost from scratch. We’re hoping that this will improve the performance across all kinds of configurations.

We’ve been testing the game until the last second, but since the code optimization is massive, it’s almost guaranteed that players will run into small issues here and there.

ATTENTION: unfortunately one of the negative results of the code optimization is the loss of player equipment and saved loadouts. The progress and unlocked items however should stay the same!

And now.. here’s the full list of changes, additions and improvements:


  • Tutorial rework: we’ve overhauled the whole tutorial both visually and functionally in order to explain the game better for inexperienced players. If you’re a seasoned veteran, you can launch it from the world map.
  • New story mission: Canyon. It is the first part of the new campaign destination. Can be played after ‘Hail’.


  • MK18 with 9 different skins
  • FN SCAR with 6 different skins
  • USP pistol with 9 different skins
  • New attachments: MK18 suppressors, 2 angled grips, holo sight. New content is marked in the armory.
  • Damage falloff: the amount of damage done by a weapon is now distance-dependent.
  • Pump-action for all shotguns. SPAS has the option for semi-auto firemode.
  • Unique shotgun spread for all shotguns
  • Shotguns now take shells one-by-one from clips. If your shotgun is only missing one shell, the other 4 shells will stay in the clip and the clip doesn’t disappear.
  • Reworked weapon physics – more realistic behavior when weapon is not held in hands
  • All holo sights have new, adjustable brightness/color options
  • Underbarrel grip removal now works the same way it does with other attachments IF autogrip is OFF: hover over the grip, press trigger and pull it away. If autogrip is ON, functionality remains the same – when your hand grips onto the weapon automatically, press trigger and pull away to remove the grip


  • Virtual gunstock option added (look for it in the settings!): ‘ON’ mode is for all weapons, ‘REALISTIC’ mode applies only to weapons which already have a stock as part of the weapon body (e.g. AWP, AKM, AK47) or weapons which have a stock equipped and opened out (e.g G36C+stock attached)
  • Experimental, but badass dual pistol reload: when both mags are ejected (by pressing the mag release button), lower your hand to your ammo pouch, then press the slider back button. BAMM. – This new feature might work inconsistently in Co-op for now.
  • Improved recoil for every weapon and attachment
  • Increased XP for levels – less grinding
  • Weapon colliders and physics materials are improved to give a smoother gameplay experience when weapons interact with the environment
  • New ragdoll system: caliber- and shooting distance-dependent AI death reactions
  • AI soldiers are now able to walk through dead AI bodies


  • Optimized network code for smoother Co-op gameplay. It’s still not perfect, but we’re getting there!
  • Map selector at the end of each map – players are now able to continue the game without quitting to the lobby by voting on the next mission.


  • Haptic feedback (rumbling) added when gripping weapons and grabbing mags from the belt
  • Oculus Quest support FIXED with improved Touch controls
  • Fixed an Oculus Rift S bug where players couldn’t do anything at first start
  • Improved Index Controller controls: grabbing functionality with the controller has been revisited and improved. You will have to squeeze a little more to grab something (no more sucking up items when you just wanted to rest your fingers), removed the tiny delay when releasing items (smoother grenade throws).
  • Default Grip Option is set to Hold-To-Grab for Touch and Index Controllers, Toggle-Grip for Vive Wands by default. Can be changed in the settings.
  • Updated object handling for Touch controllers: mags, grenades and attachments can only be grabbed and picked up with the trigger, while the grip button is for grabbing weapons and bigger, non-weapon related objects.
  • Controller dead zone default value increased from 0.05 to 0.11 to avoid phantom movement


  • Optimization and more optimization


  • Super immersive environmental sounds
  • Redesigned indoor sounds
  • Updated weapon sounds


  • Fixed an issue where after grabbing an attachment from one hand to another, knock-off functionality would be lost
  • Fixed an issue where after dropping an attachment and quickly grabbing it would make attaching it to the weapon impossible
  • Fixed bouncing weapons – weapons now have more realistic physics
  • Menu pointer fixed when holding weapons with both hands
  • Vive: can’t take weapons out of other players holsters anymore
  • VIVE and Index Controller: fixed an issue where quickly dropping and grabbing a weapon by its slider caused the weapon to drop to the ground
  • Sock 1718c left-hand grab position fixed
  • Fixed an issue where weapons sometimes disappeared after respawning or the player spawned with other players’ equipment
  • Fixed an issue where the green outline stayed on objects
  • And endless more small bugfixes…

Zero Caliber VR


Zero Caliber VR is a first-person tactical shooter developed by XREAL Games exclusively for premium Virtual Reality headsets. The story brings the player to a dystopian United States in the not too distant future where physics-based interaction combined with realistic weapon handling and stunning graphics will make you feel like you’re physically part of the action. Fight either alone, or with your friends throughout the whole campaign, which is fully playable in Co-Op. PvP coming soon!

Action-oriented story, gripping gunfights, realistic weapons with an on-the-fly swappable attachment system. Immersion like you’ve never felt before in a VR military shooter!





Handle, aim and reload your weapons with real-life movements! We modeled the in-game weapons based on their real-life counterparts paying extreme attention to detail. Each weapon has its unique reloading method that you have to learn and practice to fully master them.

If you fancy explosions, just grab a grenade and throw it at the enemy. After you pulled the pin of course.

Stay in the open for too long and you’re dead. Try to find cover instead, duck, crouch, sneak, peek around a corner, clear obstacles with real-life movements. Military combat isn’t all about shooting. Being aware of your surroundings, the terrain, and working together with your squadmates are all part of a successful mission. Don’t let your fellow soldiers down!





Everyone has a unique playstyle. Is accuracy your thing? Put a laser sight on your assault rifle and take accurate shots in semi-automatic mode, or just grab a sniper rifle. Are you more of a shoot first, ask later type of person? Take a shotgun, or dual wield your machine guns in fully automatic firing mode. Be careful though, recoil can make your job really difficult! Combine your favourite gun with your favourite attachments on-the-fly to find out which variation suits you the most!





Water is life. Someone should’ve made that clear before humanity started poisoning Earth with microplastics. Now water is death. People are fighting for drinkable water, for survival.

The military tried their best to keep order, but inevitably they got overwhelmed. That’s when mercenaries appeared.. then entire private armies.. and then when hope started to fade away came the religious cults. The most fearsome of all is a secretive organization worshipping Tlaloc, the aztec God of rain. The “Tlalokii”, as they call themselves. Their motto? “Join us or perish”. What is even worse, they know something that can change the fate of humanity.

Be part of this action-packed, story-driven VR adventure where you fight alongside your fellow soldiers trying to keep order… or what’s left of it anyway.




We place realism above anything else. Graphics and ambiance are crucial parts of this, that’s why we took extreme care in audio and visual design. Explorable open environment, stunning graphics, background noises, realistic weapon sound effects.


A constantly developing military VR FPS experience that will surely make you forget that you are in a video game!

Hardware specs:



64-bit processor and operating system
Windows 7 – 64 bit | Windows 10
Intel i5-4590 | Intel i7-4770
8 GB RAM | 16 GB RAM
NVIDIA GeForce GTX 970 | NVIDIA GeForce GTX 1070
20 GB available space
Requirements are for Early Access