- Release Year: 2023
- Platforms: Quest, Windows
- Publisher: ForeVR Games Inc.
- Developer: ForeVR Games Inc.
- Genre: Action
- Perspective: First-person
- Game Mode: Single-player
- Gameplay: Arcade, Motion control, Shooter
- Setting: Comedy
- VR Support: Yes

Description
ForeVR Suck It! is a comedic first-person VR arcade shooter where players become an employee of S.U.C.K. (Superstellar Universal Cleaning Korp), equipped with a high-tech vacuum cleaner. The core gameplay involves sucking up coins, bananas, and various objects to fill your canister, then depositing them into ‘Dumpy’ to level up and grow in size. Players compete in Treasure Hunt mode to collect stars and reach a teleporter to win, using jet packs for mobility and firing collected items at rival employees to disrupt their progress.
Gameplay Videos
Guides & Walkthroughs
Reviews & Reception
thumbculture.co.uk : This gameplay is quite reminiscent of games like Katamari Damacy and Donut County, where you are limited to what you pick up till you’re bigger or meet a certain threshold.
ForeVR Suck It: A Vacuum-Powered Ascent into Chaotic VR Obscurity
Introduction
In the vast cosmos of virtual reality, where blockbuster franchises and hyper-realistic simulations dominate the discourse, a peculiar star flickered to life in late 2023. ForeVR Suck It, a free-to-play Early Access title from the studio best known for digitizing classic pub games, arrived with a premise so absurd it demanded attention: you are an intergalactic janitor. This is not a gritty tale of cosmic war or a serene meditation; it is a first-person, jet-pack-powered, vacuum-based collectathon that dares to ask, “What if Katamari Damacy was a competitive VR shooter about cleaning?” While its ambitions are as bold and colorful as its aesthetic, this initial foray into chaotic comedy is a fascinating, flawed, and ultimately niche experiment that serves as a perfect case study for the promises and perils of VR Early Access.
Development History & Context
Studio and Vision: Developed and published by ForeVR Games Inc., Suck It represents a significant departure from the studio’s established portfolio. Prior to this release, ForeVR had carved out a comfortable niche by bringing accessible, social physical games to the Meta Quest platform with titles like ForeVR Bowl (2021), ForeVR Darts (2021), and ForeVR Pool (2022). These were straightforward digital translations of real-world activities designed for casual, multiplayer fun. With Suck It, the studio pivoted from simulation to original IP, attempting to create a vibrant, competitive multiplayer experience from a wholly original concept. The vision was clear: leverage the intuitive, physical nature of VR motion controls to create a game that was easy to learn but offered room for mastery, all wrapped in a family-friendly, comedic sci-fi package.
Technological Constraints and Landscape: Built on the Unity engine and released simultaneously on Meta Quest and PC VR (via Steam) in September 2023, the game was designed for broad accessibility. The Quest platform’s wireless, standalone nature imposes significant constraints on processing power and graphical fidelity, which directly influenced the game’s stylized, low-poly art direction. The decision to launch into Steam Early Access was a telling one, signaling that ForeVR Games intended to build the game collaboratively with its community, a common strategy for smaller studios navigating the unpredictable waters of live-service multiplayer VR. The gaming landscape at the time was saturated with VR shooters and social hubs, but few offered the peculiar growth-based mechanics and casual-friendly PvP that Suck It promised.
Narrative & Thematic Deep Dive
The narrative framework of ForeVR Suck It is a masterclass in efficient, comedic world-building. Players are cast as a new employee of S.U.C.K. (Superstellar Universal Cleaning Korp.), a corporation that has apparently monetized sanitation across the galaxy. This setup immediately establishes a tone of corporate satire reminiscent of Portal‘s Aperture Science, albeit far less sinister. The “plot” is your employment contract: use the provided high-tech vacuum to clean up absurdly cluttered environments, advance by depositing your haul, and outperform rival employees.
There are no deep character arcs or intricate plot twists. Instead, narrative engagement is driven by environmental storytelling and the inherent comedy of the premise. The act of vacuuming a chicken or a sofa becomes a punchline. The cheerful, smiling dumpsters—”Dumpies”—that accept your trash are characters in their own right, serving as the silent, ever-grinning benefactors of your corporate ascent. The four initial avatars (Shark, Cat, Ducky, Basic Bot) are purely cosmetic, but they contribute to the game’s lighthearted, toy-box atmosphere. The overarching theme is one of playful, harmless anarchy within a rigid corporate structure—a celebration of causing a mess in the name of cleaning one up.
Gameplay Mechanics & Systems
At its core, ForeVR Suck It is a fusion of three distinct gameplay ideas: the scale-based progression of Katamari Damacy, the physics-based puzzling of Donut County, and the arena-based combat of a casual shooter.
Core Loop: The primary mode, “Treasure Hunt,” tasks players with sucking up loose items (coins, fruit, toys, furniture) to fill their vacuum’s canister. Once full, the canister must be emptied into a “Dumpy,” which grants a level-up. Leveling up increases the player’s physical size and upgrades their vacuum, allowing them to suck up larger objects. Scattered throughout the map are stars; collecting ten of these and then reaching a teleporter platform ends the match in victory. This creates a compelling risk-reward dynamic: do you focus on small items for quick levels, or hunt for larger, higher-value objects while vulnerable to attack?
Combat and Interaction: The vacuum is not just a tool for collection; it’s also a weapon. Players can fire the contents of their canister at rivals to disrupt them, steal their collected stars, or knock them off course. This adds a layer of tactical PvP to the otherwise pacifist act of cleaning. The jet pack is a crucial mobility tool, mapped to a button press for vertical boost and used for dashing across the map. Reviewers noted the controls are intuitive for VR veterans, though the lack of a dedicated tutorial was a point of criticism. The potential for accidental activation, especially on Valve Index controllers, was a noted technical flaw.
Progression and Content: The main criticism levied at the game’s mechanics is a direct result of its Early Access state. At launch, there was only one map and one game mode, severely limiting long-term engagement. The promised “Zen Mode” for pacifist players and additional maps were listed as “Coming Soon,” but their absence at launch made the experience feel incomplete. A cosmetic store offering different vacuum models and avatars existed, but menu navigation was reported to be sluggish and prone to accidental purchases.
World-Building, Art & Sound
ForeVR Suck It excels in its cohesive and charming presentation. The world is a single, bright, and beach-themed arena, rendered in a bold, low-poly style that maximizes performance on the Quest hardware. The color palette is vibrant and playful, using primary colors and simple shapes to ensure objects are easily identifiable amidst the chaos. It’s not a technically impressive game, but it is a stylistically effective one. The visual language clearly communicates gameplay functions: small items glow enticingly, Dumpies are unmistakable, and the growing size of your avatar provides clear visual feedback on your progress.
The sound design is functional and thematic. The satisfying whirr and thunk of the vacuum provide excellent tactile feedback, making the core act of sucking up items feel physically tangible. The sound effects for jet packs and projectile fire are cartoonish and fitting. The primary shortcoming, noted by reviewers, was the music. While upbeat and appropriate, it was a single track that could become repetitive over a 10-minute match, lacking the variation needed to maintain atmosphere over multiple sessions.
Reception & Legacy
Critical and Commercial Reception: As an Early Access title, ForeVR Suck It launched to minimal fanfare and a notable absence of major critical reviews. The game has no Metascore and no critic reviews on aggregator sites like Metacritic and MobyGames at the time of this writing. The most detailed analysis comes from enthusiast press like Thumb Culture, which awarded no score but provided a balanced preview. Their consensus highlighted the fun, novel core concept but criticized the severe lack of content, technical jank in the menus, and a propensity for inducing VR motion sickness due to its fast-paced, jet-pack-heavy movement.
Commercially, being free-to-play on Steam likely drove initial downloads, but the need for a VR headset created a high barrier to entry. Player populations appeared low at launch, forcing most players to rely on bot matches. Its legacy is currently in a state of suspended animation. It exists as a curious footnote in the ForeVR Games catalog—a bold experiment that diverged from their successful formula but has yet to realize its full potential.
Industry Influence: It is too early to speak of any direct influence on the industry. However, it stands as a testament to a specific trend in VR development: the attempt to create original, physics-driven social games that can’t be replicated on flat screens. Its success or failure hinges entirely on the studio’s commitment to updating it with the promised content. If fully realized, it could serve as a model for how to blend casual collection mechanics with light PvP in a VR space.
Conclusion
ForeVR Suck It is a game of tantalizing potential and frustrating limitations. Its core premise is brilliantly absurd, and the moment-to-moment gameplay of growing from a tiny cleaner into a house-sized vacuum-wielding titan is undeniably fun in short bursts. The fusion of collection, growth, and casual combat is a recipe for a fantastic VR party game. However, in its initial Early Access state, it is more of a promising prototype than a finished product. The crippling lack of maps and modes, coupled with technical issues and a low player base, prevents it from achieving the longevity its concept deserves.
The final verdict is one of cautious optimism. As a free-to-play experience, it is absolutely worth a curious download for VR owners seeking something genuinely different. But as a paid product (should it leave Early Access with a price tag), it would need to deliver significantly more content to justify its cost. For now, ForeVR Suck It remains a charming, chaotic, and incomplete curiosity—a bold swing from a studio known for straight throws, still waiting for its next update to truly clean up.