Hotel R’n’R

Hotel R'n'R Logo

Description

Hotel R’n’R is a gonzo VR rockstar simulator where players sell their soul to the Devil and embark on a satirical world tour of luxury hotels, smashing up rooms with over 36 physics-based weapons like wet fish, cattle prods, and C4 to achieve infamy and complete devilish challenges. Set in contemporary hotel suites that grow in scale and chaos—from robot vacuums to wrecking balls—players navigate 1st-person action, motion-controlled demolition, and comedic ragdoll physics, either solo, in up to five-player party mode, or in sandbox experimentation, all while outsmarting sarcastic staff and reclaiming their soul.

Gameplay Videos

Where to Buy Hotel R’n’R

PC

Guides & Walkthroughs

Reviews & Reception

metacritic.com (85/100): This is a solid game with a wicked sense of humor. If you suspect that you will like Hotel R’n’R even a little, I’m here to tell you that you will love it.

psu.com : Hotel R’n’R is a great pandemic-era accompaniment to the recently released GORN. Both games are celebrations of cartoon violence.

mixed-news.com : Hotel R’n’R is a successful mix of humorous chaos and tactical action.

Hotel R’n’R: Review

Introduction

Imagine waking up in a lavish hotel suite, the kind where the minibar alone costs more than your rent, armed not with a guitar but with a wet fish, a glue gun, and a pact with the Devil himself. This is the absurd, exhilarating premise of Hotel R’n’R, a VR rockstar simulator that transforms destructive fantasies into a physics-fueled comedy of errors. Released in 2019 by indie studio Wolf & Wood Interactive, the game arrived amid VR’s maturing phase, where titles like Beat Saber and Superhot VR were proving the medium’s potential for immersive, joyful chaos. As a historian of gaming’s wild frontiers, I’ve long admired how VR titles like this one tap into the cathartic release of unbridled mayhem, echoing the punk rock ethos of tearing down the establishment—literally. My thesis: Hotel R’n’R is a gonzo gem that satirizes rock ‘n’ roll excess while innovating on VR destruction mechanics, earning its status as an underappreciated cult classic in the VR library, perfect for players craving creative anarchy in bite-sized bursts.

Development History & Context

Wolf & Wood Interactive, a small Oxford-based UK studio founded in 2015, cut their teeth on psychological horror VR experiences that pushed the boundaries of narrative immersion and object interactivity. Titles like The Exorcist: Legion VR (2017) and A Chair in a Room: Greenwater (2017) showcased their knack for tense, story-driven environments where everyday objects could harbor sinister surprises—skills that translated seamlessly to Hotel R’n’R‘s playground of destructible hotel suites. For this project, the team—led by creative director Neil McInroy—pivoted from horror’s shadows to rock ‘n’ roll’s spotlight, envisioning a “gonzo VR rockstar simulator” that flipped the script on their prior work. As McInroy noted in developer interviews, the goal was to create “bad behavior” as cathartic fun, inspired by real-life rockstar tales of excess (think The Who’s hotel-trashing antics) but amplified through VR’s tactile intimacy.

Development began around 2018, leveraging Unity’s robust engine for physics simulation—a choice that allowed for ragdoll antics and explosive chain reactions without the bloat of larger engines. Technological constraints of the era were VR’s Achilles’ heel: early headsets like the Oculus Rift and HTC Vive demanded optimized performance to avoid motion sickness, while PSVR’s 2016 launch had popularized seated/room-scale play but limited graphical fidelity. Wolf & Wood navigated this by focusing on procedural destruction rather than photorealism, using Unity’s physics tools to make every lamp, chandelier, and Roomba feel weighty and responsive. The 2019 PC early access release coincided with VR’s post-hype stabilization; the market had cooled from 2016’s boom, but indies thrived on platforms like SteamVR, where Hotel R’n’R debuted at $19.99. The gaming landscape was ripe for satirical sims—Goat Simulator (2014) had proven the appeal of absurd physics romps, and VR’s novelty amplified it. Delays pushed the full v1.0 to late 2019, with PSVR following in 2020 amid the pandemic’s isolation, turning virtual wrecking into timely escapism. Ports to PS5 (2023) and Meta Quest added haptic enhancements and broader accessibility, ensuring the game’s longevity in VR’s evolving ecosystem.

Narrative & Thematic Deep Dive

At its core, Hotel R’n’R weaves a pitch-black comedy around the Faustian bargain of fame. You play as a hapless, failed musician—customizable with wiry arms, missing teeth, and poorly inked tattoos—who awakens in Purgatory, confronted by a gleefully malevolent Devil (voiced with oily charm by a cast of sarcastic performers). The Devil’s deal is simple: smash up luxury hotels to build “Infamy,” earning musical stardom, cash, and glory in exchange for your soul. But as the World Tour unfolds across six escalating suites—from the dusty Crossroad Motel in New Mexico to the neon-drenched Takeshita Inn in Tokyo—the narrative twists into a satirical redemption arc. Side quests in Hell and Purgatory, tied to the Seven Deadly Sins (e.g., “The Sin of Sloth” as a lazy puzzle mini-game), force you to confront the Devil’s manipulations, culminating in a desperate bid to reclaim your soul. It’s a clever inversion of rock lore: instead of groupies and Grammys, your “tour” is a trail of shattered chandeliers and flooded bathrooms.

Characters amplify the farce. The Devil is a show-stealing antagonist, his monologues dripping with infernal bureaucracy (“Just sign here… T&Cs apply, soul non-refundable”). Hotel staff provide comic foils: sarcastic maids who quip about your mess (“Another rockstar? How original”), pompous managers who bang on doors with escalating fury, and bumbling security guards ripe for ragdoll slapstick. Dialogue is a highlight—fully voiced, punchy, and laced with British wit—delivered in real-time as you evade them, turning chases into verbal spars. Your customizable protagonist, meanwhile, embodies rock ‘n’ roll’s underbelly: a three-fingered caricature of excess, unlockable outfits (leather vests, garish wigs) allowing gender swaps and arrogant expressions that mock vanity.

Thematically, Hotel R’n’R skewers celebrity culture and capitalism. Infamy as currency critiques how fame devours the soul, echoing Almost Famous or This Is Spinal Tap but through destruction porn. Themes of excess versus restraint emerge in gameplay—prep your chaos wisely, or hotel staff interrupts your rampage—mirroring real rockstar burnout. Satire peaks in mini-games like “PropSquad” (a Prop Hunt variant where you hide as furniture) and sin-based challenges, blending absurdity with commentary on sloth, greed, and pride. It’s not deep literature, but the narrative’s loop of deal-making, demolition, and damnation creates a cohesive, replayable tale that’s as philosophical as it is hilarious, proving VR’s power for emergent storytelling.

Gameplay Mechanics & Systems

Hotel R’n’R‘s core loop is a masterclass in VR’s sandbox potential: explore a hotel suite, plan destruction, unleash hell, evade staff, escape with Infamy points—all in 3-5 minute bursts that encourage “one more go.” It’s structured around the World Tour campaign, where six hotels (e.g., Loco Lounge’s Vegas glitz with bowling alleys, Pump Tower’s industrial sprawl with wrecking balls) unlock progressively via Infamy thresholds. Each suite is a physics playground: grab, throw, smash, or combine objects like whiskey bottles and vases for improvised bombs. Motion controls shine—waggle to locomote GORN-style, but refined with a crouch-grab mechanic to avoid floor-fumbling frustration. Tracked controllers (Vive, PSVR Sense, Quest Touch) enable intuitive melee (swing tomahawks at Tiki bars) and ranged attacks (nail-gun chandeliers into shards).

Combat is non-lethal cartoon violence: “fight” staff by blocking doors, glue-trapping managers, or fish-slapping maids (hilariously voiced reactions ensue). Progression ties to a hellish Pawn Shop, where devil-bucks buy 36+ weapons across categories—melee (sledgehammers, electrified batons), ranged (T-shirt cannons, revolvers), explosives (C4, fireworks)—plus enhancers (spray oil for flammables) and modifiers (upgrades like homing nails). Completing 100+ challenges (e.g., “$400 water damage,” “knock out manager with fish”) levels items, unlocking combos like glue-gun-toaster hybrids for superweapons. It’s innovative: destruction yields dynamic scores based on damage type (fire spreads satisfyingly, water floods realistically), with ragdoll physics ensuring chaotic variety—toss a Roomba into the pool, watch it flail.

UI is minimalist VR fare: a suitcase menu for loadouts, holographic Devil HUD for timers/objectives. Flaws exist—progression grinds early, with pricier items (e.g., sub-machine guns) demanding dozens of runs, and occasional physics jank (objects clipping) breaks immersion. Party modes redeem this: up to 5-player pass-and-play Setlists (10 themed modes like skill challenges or OP destruction) with leaderboards, plus solo Sandbox for experimentation. Mini-games in Purgatory add variety, but the real genius is strategic depth—scout vents for secrets, time shots to alert staff minimally. Overall, it’s flawed but addictive, blending GORN‘s brawling with Job Simulator‘s interactivity for VR’s most creative demolition derby.

World-Building, Art & Sound

The game’s world is a satirical tour of global excess, each hotel a microcosm of cultural excess reimagined as destructible dioramas. Starting in the quaint Crossroad Motel (southwestern motifs, flamingo pinks), suites balloon to opulence: Shandy Manor’s antique cannons and manors, Charity Auction’s high-society auctions with hidden safes. Backstage areas (Pawn Shop’s infernal bazaar, Hell’s fiery challenges, Purgatory’s sin-themed arenas) expand the lore, with secret passages rewarding exploration. Atmosphere builds tension through escalating scale—early rooms feel intimate and sneaky, later ones chaotic with wrecking balls and robot vacuums—fostering a sense of mounting infamy.

Visual direction is stylized cartoon realism, optimized for VR: Unity’s cel-shaded edges prevent nausea, while detailed props (breakable glass tables, flickering neon) invite interaction. Colors pop—Vegas golds, Tokyo neons—against the protagonist’s grimy rocker aesthetic, with ragdoll staff flopping comically. Drawbacks include occasional low-poly models in sprawling suites, but physics elevate it: fires crackle realistically, floods ripple, enhancing immersion.

Sound design is a scuzzy triumph, composed by “actual failed musicians” with grungy guitars, 80s synths, and booming 808s that pulse during rampages. Voiced characters deliver biting sarcasm (maids’ sighs, Devil’s taunts), synced to actions for emergent humor—glue a manager, hear his muffled yells. Ambient hotel hums (dripping faucets, elevator dings) build paranoia, while explosive SFX (shattering chandeliers, gurgling floods) deliver tactile feedback via headset haptics on PSVR2/Quest. It’s a sonic cocktail that amplifies the rock ‘n’ roll vibe, making every smash feel like a riff, contributing to an experience that’s as aurally addictive as it is visually destructive.

Reception & Legacy

Upon its 2019 PC launch, Hotel R’n’R garnered niche praise as a VR hidden gem, with Steam user reviews averaging “Very Positive” (around 80% approval) for its humor and replayability, though some decried the grindy progression. The 2020 PSVR release timed perfectly with pandemic cabin fever, earning an 8.5/10 from PlayStation Universe (“solid controls and a fun game loop… you will love it”), lauding its fantasy fulfillment amid global stress. Metacritic’s sparse scores (85% critic average from one review) reflect VR’s fragmented coverage, but PS Store ratings hit 4.21/5 from 373 users, with fans echoing its “devilishly fun” chaos. Commercially, it sold modestly—indie VR titles rarely blockbuster—but updates like the 2023 “Magic, Maces and Mange” free DLC (5 new weapons, 12 challenges) sustained engagement, boosting Quest port visibility.

Reputation has evolved from “quirky sim” to cult favorite, especially post-2023 PS5 update with haptics enhancing destruction tactility. Influences abound: it inspired VR party games like Demolish VR (2021) in physics mayhem, while echoing GORN (2019) in waggle controls but adding narrative satire. In industry terms, it highlights indies’ role in VR maturation—proving small teams can deliver big laughs without AAA budgets—and underscores Wolf & Wood’s versatility, paving for future hybrids of horror and humor. Though not revolutionary, its legacy lies in democratizing destruction, influencing VR’s shift toward social, therapeutic sims in a post-pandemic world.

Conclusion

Hotel R’n’R masterfully distills rockstar rebellion into VR’s sweet spot: intuitive physics, satirical bite, and endless replayability across campaigns, challenges, and party modes. From its horror-rooted development to grindy-yet-rewarding progression, it captures excess’s allure and pitfalls, wrapped in a world of sarcastic quips and shattering suites. Flaws like slow unlocks and physics hiccups pale against its joys—creative combos, emergent comedy, and that euphoric “one more room” pull. As a historian, I place it firmly in VR’s pantheon of cathartic indies, akin to Job Simulator for its wit or Boneworks for interactivity: a devilish delight that reminds us gaming’s best when it lets us smash the system. Verdict: Essential for VR owners seeking chaotic therapy—rock on, indeed. 8.5/10.

Scroll to Top