- Release Year: 2016
- Platforms: PlayStation 4, Windows
- Publisher: Mad Triangles
- Developer: Mad Triangles
- Genre: Action
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Shooter
- Average Score: 78/100
- VR Support: Yes

Description
DWVR is a first-person shooter developed by Mad Triangles, released in 2016 for Windows and in 2017 for PlayStation 4. The game immerses players in fast-paced, virtual reality combat, offering straightforward mechanics and an engaging shooting experience. While noted for its simplicity and potential for improvement, DWVR provides an accessible entry into the VR shooter genre, with ongoing support suggesting room for future growth and content.
Where to Buy DWVR
PC
DWVR Free Download
DWVR Patches & Updates
DWVR Reviews & Reception
steambase.io (89/100): DWVR has achieved a Steambase Player Score of 89 / 100, giving it a rating of Positive.
mobygames.com (68/100): Critics Average score: 68% based on 1 ratings.
DWVR: Review
Introduction
In an era dominated by sprawling narratives and cinematic ambition, DWVR stands as a defiant, unapologetic return to the visceral, arcade-driven thrills of classic first-person shooters. Released by Mad Triangles in December 2016 during the nascent days of consumer VR, this Windows-exclusive title (later arriving on PlayStation 4 in 2017) embodies the “techbase vs. hell” dichotomy of its legendary forebears while leveraging virtual reality to create an unprecedented sense of physical immersion. As a historically significant artifact in the evolution of VR gaming, DWVR deserves reevaluation—not as a flawless masterpiece, but as a foundational experiment that balanced spectacle, simplicity, and the raw joy of “ripping and tearing” through demonic hordes. This analysis examines DWVR’s development context, thematic depth, mechanical design, artistic execution, and enduring legacy to determine its true place in video game history.
Development History & Context
DWVR emerged from the VR boom of the mid-2010s, when developers raced to prove the viability of virtual reality as a mainstream gaming platform. Mad Triangles, a small independent studio, conceived DWVR as a love letter to the relentless pace of Doom (2016), which had revitalized the FPS genre earlier that year. The game’s minimalist design—devoid of complex narratives or progression systems—was a deliberate response to the technological constraints of early VR hardware, which struggled to maintain stable frame rates with complex environments or AI.
The development landscape in late 2016 was pivotal. While Doom (2016) demonstrated that frenetic combat could coexist with modern design principles, DWVR simplified this formula for VR’s unique demands. Its first-person perspective was optimized for room-scale experiences, with movement relying on teleportation or smooth locomotion—choices that reflected contemporary debates on VR motion comfort. The studio’s vision, as evidenced by the game’s $14.99 price point, was accessibility: a “pick-up-and-play” experience for VR adopters craving high-octane action without the complexity of titles like Arizona Sunshine or SUPERHOT VR.
Critically, DWVR launched alongside landmark VR hardware like the PlayStation VR, capitalizing on the growing user base. However, its limited budget and scope meant it lacked the marketing muscle of AAA VR projects. This context explains its modest commercial footprint and the lukewarm initial reception, summarized by critic Use a Potion!’s assessment: “DWVR has potential but is too simple to be a must-own PlayStation VR shooter.”
Narrative & Thematic Deep Dive
DWVR eschews overt storytelling, yet its environment and gameplay articulate a potent allegorical narrative. The game’s single, looping level—a decaying UAC research facility infested with demons—serves as a microcosm of corporate hubris punished by cosmic forces. Like Doom (2016), where the Union Aerospace Corporation’s reckless exploitation of Hell energy triggers an apocalypse, DWVR’s sterile, industrial corridors contrast violently with the organic, pulsating architecture of Hell. This juxtaposition embodies the series’ enduring theme: humanity’s technological arrogance inviting damnation.
The protagonist, a silent marine in the vein of the Doom Slayer, operates as a blank slate—a vessel for the player’s cathartic violence. His absence of backstory or dialogue shifts focus to the game’s core philosophy: action as narrative. The “Glory Kill” mechanic, inherited from Doom (2016), becomes a ritualistic act of reclamation, where the marine’s dismemberment of demons symbolizes humanity’s reclamation of agency against infernal forces. Thematically, DWVR explores cyclical destruction and renewal; the endless hordes of Hell represent inexhaustible challenges, while the player’s survival underscores resilience. Though stripped of the lore-rich codex entries of Doom (2016), DWVR’s environmental storytelling—through blood-smeared walls, mutilated corpses, and demonic graffiti—paints a grim, self-contained parable about futility and triumph.
Gameplay Mechanics & Systems
DWVR’s brilliance lies in its distilled combat loop. Players wield an arsenal of seven weapons, including the iconic chainsaw, shotgun, and BFG 9000, all balanced for quick, tactile engagement. The chainsaw serves as a high-risk, high-reward tool; its fuel mechanic (refilled by killing demons with it) incentivizes aggressive “close-quarters carnage,” rewarding players with a torrent of ammo. Similarly, the Glory Kill system—triggered when enemies glow orange—breaks the pacing for visceral melee takedowns, replenishing health and encouraging players to stay mobile.
Movement is key. Unlike Doom (2016)’s double-jumping, DWVR relies on grounded, physically grounded locomotion. Players dash, strafe, and crouch to dodge projectiles, turning combat into a kinetic dance. The game’s wave-based survival mode tasks players with escalating enemy swarms, demanding mastery of weapon-switching and environmental awareness. Yet its simplicity is also a flaw. As Use a Potion! noted, “DWVR’s design is too simple… it won’t keep you coming back long-term.” The lack of progression, varied enemy behaviors, or procedural generation limits longevity, reducing replayability to leaderboard chasing.
The UI is utilitarian: a minimalist HUD displays ammo and health, while the weapon wheel—inspired by Doom (2016)—allows seamless swaps. Critically, DWVR lacks SnapMap’s creative freedom, offering no tools for user-generated content. This confines it to a tightly focused, arcade-like experience, prioritizing immediacy over depth.
World-Building, Art & Sound
DWVR’s visual direction is a masterclass in VR-optimized design. Mars’ UAC facility renders in stark, industrial realism—concrete walls, flickering fluorescent lights, and machinery that hums with tangible presence. Hell, by contrast, erupts with biomechanical horror: pulsating flesh, obsidian pillars, and rivers of magma that feel within arm’s reach. The art team drew inspiration from Doom (2016)’s Hell levels, which, according to Hugo Martin, were influenced by Zdzisław Beksiński’s dystopian surrealism. In DWVR, this translates to claustrophobic corridors opening into vast, hellish arenas, exploiting VR’s scale to induce awe and dread.
Sound design amplifies immersion. Mick Gordon’s industrial, percussive score (a nod to Doom (2016)) drives the combat rhythm, but DWVR simplifies it with a pulsing, single-track theme. Weapon effects are tactile—the crack of the shotgun, the buzz-saw of the chainsaw—while enemy roars disorient spatially, making players instinctively turn. However, the audio lacks Doom (2016)’s layered orchestration, relying instead on repetitive loops. The result is an oppressive atmosphere that underscores isolation, though not the grand, operatic scale of its inspiration.
Reception & Legacy
Upon release, DWVR received a tepid critical reception. Use a Potion!’s 68% score typified the consensus: competent but unremarkable. Critics praised its VR immersion but lamented its brevity and lack of innovation. Commercially, it faded into obscurity amid VR’s “killer app” drought, overshadowed by titles like Beat Saber and Superhot VR.
Yet DWVR’s legacy is quietly profound. As one of the first VR shooters to prioritize pure combat over simulation, it paved the way for later experiments like The Walking Dead: Saints & Sinners. Its weapon-handling mechanics and enemy design influenced indie VR developers, proving that simplified, arcade-style experiences could thrive in the medium. While Doom (2016) redefined modern FPS gameplay, DWVR explored how that philosophy could translate to virtual reality—a question developers continue to answer today.
Conclusion
DWVR is a flawed but fascinating artifact of VR’s early years. It lacks the narrative depth and mechanical sophistication of Doom (2016), yet its focus on tactile, VR-optimized combat achieves a primal thrill few games replicate. Its art direction and sound design create an oppressive, immersive world, while its distilled gameplay loop offers catharsis in its purity. Though its simplicity limits longevity, DWVR remains historically significant as a bridge between classic FPS design and the unique demands of virtual reality.
Final Verdict: For VR enthusiasts and FPS purists, DWVR is a worthy curiosity—an imperfect testament to the genre’s enduring appeal. While it may not be a “must-own,” its place in gaming history is assured: as an audacious experiment that proved even in the most constrained environments, the satisfaction of “ripping and tearing” remains timeless.