- Release Year: 2017
- Platforms: Android, Oculus Go, PlayStation 4, Windows
- Publisher: VRMonkey
- Developer: VRMonkey
- Genre: Action, Driving, Racing
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Arcade, City building, construction simulation
- Setting: Fantasy, Post-apocalyptic
- VR Support: Yes

Description
Apocalypse Rider is a virtual reality motorcycle racing game set in a fantastical post-apocalyptic world. Players experience first-person, arcade-style racing as they navigate through ruined landscapes using motion controls, though the game has been criticized for its simplistic design and lack of precise handling.
Where to Buy Apocalypse Rider
PC
Apocalypse Rider Guides & Walkthroughs
Apocalypse Rider: A Forgotten Relic of VR’s Early Days
Introduction: Speed Without Substance in a Scorched Wasteland
In the ambitious infancy of consumer virtual reality, circa 2017-2018, the market was a frenetic gold rush. Studios, from industry giants to bedroom coders, scrambled to find the “killer app” that would justify the expensive new head-mounted displays. Into this chaotic landscape stepped Apocalypse Rider, a VR motorcycle racer from Brazilian studio VRMonkey, promising the visceral thrill of high-speed survival in a post-apocalyptic wasteland. Yet, despite its evocative title and the potent allure of VR speed, the game arrived not with a bang, but with a barely-registered sigh. This review posits that Apocalypse Rider is a fascinating case study in missed potential: a title that grasped the surface-level appeal of VR immersion but utterly failed to build a compelling or technically sound game around it. Its legacy is not one of influence or acclaim, but of a cautionary tale about the perils of prioritizing concept over execution in a nascent, unforgiving medium.
Development History & Context: A Small Studio’s Big, Rocky Gamble
Apocalypse Rider was the product of VRMonkey, a small Brazilian development studio operating at the absolute fringe of the global games industry. The era of its development (circa 2016-2017) was defined by the commercial release of the Oculus Rift and HTC Vive, followed by the more accessible, mobile-powered Oculus Go and Samsung Gear VR. The technological constraints were severe: developing for PC VR required managing high, stable framerates (90Hz+) to avoid nausea, while mobile VR (Gear VR/Oculus Go) demanded extreme optimization for limited processing power.
VRMonkey’s vision, as per the official Steam description, was straightforward: “In the scorched wasteland speed is all that matters!” The game was pitched as an “arcade motorcycle game” with “20+ levels of pure VR adrenaline.” This speaks to the common early-VR design philosophy of translating a simple, intense real-world sensation (speed, leaning) into a virtual space. However, the development context was one of profound limitation. There is no record of significant marketing, press coverage, or developer diaries. The game appeared quietly on Steam and mobile stores, a blip in the constant stream of new VR content. It was not a flagship title from a known publisher but a low-cost, low-investment gamble from a small team, likely hoping to capture a slice of the arcade-style VR racer market populated by titles like VR Motor Racing Mania.
Narrative & Thematic Deep Dive: The Void Where a Story Should Be
One of Apocalypse Rider‘s most staggering deficiencies is its complete and total absence of narrative. The official materials and all database entries provide zero plot summary, character details, or thematic exploration. The title evokes the iconic “Four Horsemen of the Apocalypse,” and the setting is explicitly “post-apocalyptic” and “fantasy,” suggesting a world of ruin and perhaps supernatural menace. Yet, within the game itself, these are merely aesthetic skins.
The player is a silent protagonist on a motorcycle. The “hostile traffic” avoided is presumably other vehicles or creatures in the wasteland, but there is no lore, no dialogue, no context for why one is riding or what the stakes are. Contrast this with the contemporaneous (and thematically similar) big-budget title Darksiders (2010), which wove a complex narrative around the Four Horsemen, featuring a fallen angel antagonist, a corrupt council, and intricate plot twists involving the seals of the apocalypse. Apocalypse Rider possesses none of this narrative scaffolding. It is a pure mechanics-only experience, which in its case is a critical failure. In an era where narrative integration and world-building were rapidly becoming hallmarks of even mid-tier games, Apocalypse Rider offered a sterile, context-free sandbox. The “fantasy post-apocalypse” setting is a hollow shell, a visual theme without a story to tell, making the act of “surviving” feel utterly meaningless.
Gameplay Mechanics & Systems: Rudimentary, Frustrating, and Sickening
The core gameplay loop is as simple as the narrative is absent: ride a motorcycle down a predetermined path (or within an arena) at high speed, avoid collisions with other vehicles or obstacles, and survive as long as possible. The mechanics are summarized by its MobyGames tags: Arcade, Vehicle simulator, with Motion control and Direct control interfaces.
Core Loop & Control Schemes: The game supports both traditional gamepad and motion controller (using the VR headset’s orientation or a motion controller as a handlebar substitute). The critic review from Gameplay (Beneluk) is devastatingly precise: “the gebrek aan echte controle over je motor zorgt ervoor dat zowat elke crash onverdiend aanvoelt” (the lack of real control over your motorcycle means that almost every crash feels undeserved). This highlights the fatal flaw: the physical act of leaning or steering in VR did not translate into precise, satisfying vehicle control. The handling model was likely oversimplified, leading to a feeling of disconnect between player input and game response. Crashes felt like a failure of the game’s physics or hitboxes, not the player’s skill.
Progression & Systems: The Steam description mentions “5 motorcycles available with dozens of upgrades.” However, there is no information on what these upgrades do. Do they improve speed, handling, armor? The system is presented as a feature but is presumably shallow and statistical, lacking meaningful impact on the core driving feel. The “20 levels” are likely variations on the same track or arena template, offering no new mechanics or narrative progression to justify repetition. There is a noted “city building / construction simulation” tag on MobyGames, which is either a profound mis-tagging or refers to an utterly obscure, insignificant side feature that left no trace in any review or description—a bizarre anomaly that speaks to the sloppiness of its categorization.
Innovation vs. Flaws: Apocalypse Rider showed no innovative systems. Its sole technological claim was using Unreal Engine 4 (as stated on VRMonkey’s site), a powerful engine capable of stunning visuals. Yet, as the critic noted, the graphics were “erg ruwe en weinig gedetailleerde” (very rough and poorly detailed). This suggests the studio lacked the artistry or optimization skill to leverage UE4’s power, resulting in a visually bare-bones wasteland. The only potential “innovation” was its focus on VR-native controls for a racing game, but the execution was so poor it nullified any merit.
World-Building, Art & Sound: A Bland, Repetitive Wasteland
The aesthetic promise of a “scorched wasteland” and “fantasy post-apocalypse” setting is completely betrayed by the available evidence. With no screenshot analysis possible from the provided text, we must rely on the critical descriptor of “ruwe en weinig gedetailleerde graphics” (rough and poorly detailed graphics). This paints a picture of low-poly models, textureless surfaces, flat lighting, and a general lack of visual cohesion. The world is not immersive; it is a barren, repetitive backdrop that fails to sell the fantasy of speed or peril.
Sound design is not mentioned at all in any source, implying it was either nonexistent, generic, or so forgettable it warranted no comment—a cardinal sin for a game whose entire premise hinges on the sensory experience of speed. The roar of engines, the crunch of collisions, the ambient dread of a dead world—none of these are cited as strengths. The atmosphere, therefore, is nonexistent. Where a game like Darksiders used its harsh, metal-and-stone world, paired with a thunderous score by Cris Velasco and Mike Reagan, to create a palpable sense of divine and demonic conflict, Apocalypse Rider presents a silent, empty void. The VR environment, its “Full virtual reality” claim, becomes a liability when there is nothing compelling to look at or hear, exacerbating the potential for VR sickness due to a lack of stable visual reference points.
Reception & Legacy: Critical Indifference and Commercial Obscurity
Apocalypse Rider did not so much arrive in the market as it did evaporate upon contact. Its reception was minimal and brutally negative.
Critical Reception: On MobyGames, it holds a single critic score of 50% from the Dutch/Belgian outlet Gameplay (Benelux). This review is a masterclass in concise condemnation, directly attacking the game’s two pillars: its meaningless, uncontrollable crashes and its worthless VR implementation on top of ugly graphics. Metacritic pages for its console ports (PS4) show “tbd” scores with no critic reviews listed, confirming its complete critical bypass.
Commercial & User Reception: Steam user reviews (8 total) are overwhelmingly negative, echoing the critic’s points about simplicity, lack of depth, and janky controls. The game’s price point was low ($0.59-$1.99), signaling a budget title, but even at that cost, it failed to attract a audience or generate word-of-mouth. Its “Collected By” status on MobyGames—only 3 players—is a staggering statistic for a game released across multiple platforms (Android, Oculus Go, Windows, PS4). This indicates near-total commercial failure and immediate obscurity.
Legacy & Influence: Apocalypse Rider has zero discernible legacy. It influenced no subsequent games. It is not cited in developer retrospectives or “best of” lists for VR racing. It is a dead end. Its existence is a footnote, at best, in the story of VR’s early struggles. It demonstrates the high failure rate of the medium’s initial boom, where hundreds of simplistic, technically unsound experiences flooded stores, diluting the market and consumer trust. Unlike Darksiders, which spun a successful franchise and sold over a million units, Apocalypse Rider left no mark. It is not a cult classic; it is a forgotten artifact, a digital ghost in the machine of VR’s history.
Conclusion: The Definition of a Forgotten Failure
Apocalypse Rider is a title that embodies the worst excesses of the early VR gold rush: a thin concept, executed poorly with minimal resources, and released into a crowded marketplace with no distinguishing qualities. It offers no narrative, unsatisfying and frustrating gameplay, ugly and empty visuals, and an immersive premise that collapses under the weight of its own technical shortcomings. The single critic review is not an outlier but a perfect summation. The game’s title promises an epic, themed experience, but the product is a hollow, repetitive tech demo that fails at its fundamental goal: making the player feel like a skilled rider in a desperate wasteland. Its legacy is a warning, a testament to the fact that virtual reality, for all its promise, cannot rescue a game with no soul, no depth, and no respect for the player’s time or senses. In the grand tapestry of video game history, Apocalypse Rider is not a thread, but a barely-visible frayed end, easily overlooked and rightfully forgotten.
Final Verdict: 2/10 – A technically deficient, narratively barren, and profoundly unsatisfying VR relic that serves only as a cautionary example of how not to build a VR game.