Tarzan VR 將陸續自各大平台下架。開發團隊 Fun Train 近日宣布,已開始將《Tarzan VR》自 Meta Quest 與 Steam 平台下架,PlayStation 平台也將跟進。作為結束營運的一部分,團隊同步調降《Tarzan Trilogy Edition(Deluxe)》售價至 US$4.99,優惠將持續至本月底,這也將是遊戲的最後購買機會。
Fun Train 表示,下架決策主要基於兩項因素。首先是 市場環境的變化。團隊指出,儘管希望能續約授權並讓作品繼續提供給新玩家,但在目前 VR 市場規模與表現下,要長期維持既有授權作品於多平台上架已變得愈加困難。其次則是 整體產業壓力。近期 VR 產業出現多起工作室關閉與裁員事件,包括 Meta 相關的人事調整,也反映出整體市場正承受不小壓力,使得該 IP 的續約在商業上不再可行。
團隊強調,此次下架僅影響《Tarzan VR》,不會波及 Fun Train 旗下其他作品。已購買遊戲的玩家權益不受影響,遊戲將繼續保留在玩家的遊戲庫中,並可正常遊玩。
在體驗層面,Fun Train 特別指出,《Tarzan VR》在 PC VR 平台上仍展現出最佳表現,並肯定最初參與製作的 Stonepunk Studios 團隊在視覺表現與整體玩法上的成果。即便進入下架階段,團隊仍認為該作在技術與美術層面具備代表性。
此外,Fun Train 也公開感謝 Edgar Rice Burroughs, Inc. 對專案的信任與支持,讓經典角色 Tarzan 能夠以 VR 形式呈現。團隊表示,未來若有機會,仍希望再次合作。
對於希望持續支持 Fun Train 的玩家,團隊也推薦關注目前仍持續營運中的作品,包括 《BlackGate》 與 《Jungle Man》,兩款遊戲目前皆於 Meta Quest 平台上架,並持續更新中。
《Tarzan VR》的下架反映出授權型 VR 作品在現階段市場環境下所面臨的現實挑戰,也顯示獨立工作室在維持長期營運與 IP 成本之間的艱難取捨。
Could you briefly introduce yourself or your team, and your role in the development of Void Jump VR? My team consists of two people (me and my girlfriend). I led the technical development and conceptualized the core idea for Void Jump VR, while my girlfriend handled all artistic aspects of the game. Together, we collaborated closely to bring the vision to life.
What originally inspired the creation of Void Jump VR, and how did this project first take shape?Initially, I set out to create a simple game for children, but I soon realized the concept could appeal to players of all ages. As the project evolved, I introduced additional mechanics (such as a cube that allows players to check whether the next platform is safe) and designed more engaging worlds and levels. This iterative process helped the game grow into a richer and more immersive experience.
Void Jump VR is built around a very simple mechanic – jumping – yet it creates strong psychological pressure. What was the core concept or vision behind this design choice? The idea behind Void Jump VR was to take a simple action – jumping – and make the player feel scared. In the absence of enemies, the tension comes from the player’s own perception.
During development, did you intentionally prioritize psychological experience over mechanical complexity? Why was this balance important to you? It was important to maintain balance. Keeping the systems simple ensured that nothing distracted from the fear, tension and immersion – that balance was important, because the player’s own mind becomes the main “enemy,” which is far more impactful than external challenges.
From a design perspective, why did you choose “jumping” as the sole core interaction rather than adding additional mechanics or systems? From a design perspective, jumping was chosen as the sole core interaction because it’s universally understood and physically intuitive in VR. Adding extra mechanics would dilute the tension and shift focus away from the psychological response to height and risk. By keeping the interaction extremely simple, players stay fully immersed in the environment and their own reaction to it – which is exactly where the core experience lives.
VR is particularly effective at conveying height and spatial awareness. How did VR technology influence the way you designed fear, hesitation, and distance in Void Jump VR? VR naturally conveys height, scale, and depth, I learned physical cues: looking down a long drop, estimating the distance of a platform, or feeling your body tense before a jump. This let me design challenges around distance and perception rather than complicated game systems.
The game avoids traditional horror elements such as monsters or jump scares. Was this a deliberate decision to let fear emerge purely from space and consequence? Yes, that was deliberate. I wanted fear to come from scale, and jump rather than from monsters. Void Jump VR is about what happens inside the player’s own mind. When you remove scripted scares, the fear becomes more personal – it’s driven by your perception of height, risk, and the possibility of falling. That creates a quieter but more kind of tension.
What kinds of reactions from players left the strongest impression on your team during playtesting? We liked that people were enjoying and feeling scared at the same time. Players freeze at the edge of a platform, lean their bodies forward to “check” the gap, or laugh nervously before jumping. Some players refused to jump. Those moments showed that the experience was bypassing logic and hitting their instincts. It was a strong confirmation that a simple mechanic could trigger real tension through VR alone.
What is your favorite VR or MR game, and what makes it special to you? One of my favorite VR titles is Superhot VR. It takes a very simple core rule – time moves when you move – and transforms it into something that feels completely native to VR. What makes it special to me is how clean the design is: minimal inputs, minimal UI, but huge presence and tension. It proves that VR doesn’t need a dozen mechanics to feel deep – the right mechanic, used well, can carry the whole experience.
Could you share any upcoming features, new projects, or future plans – within what can be publicly revealed? Lastly, is there a message you’d like to leave with our readers? All I can say for now is that it will be a military simulator. I’d like readers to know that Void Jump VR is really about embracing the simple joys and fears that VR can create. Sometimes, the most intense experiences come not from complicated systems or monsters, but from how your mind and body react to space and risk. I hope players take a moment to feel that tension, challenge themselves, and maybe even laugh at how something as simple as a jump can feel so big.
第一次進入 All On Board! 的時候,其實沒有太多「正在玩一款遊戲」的感覺,反而更像是被帶進一個熟悉卻又有點陌生的場景:一張桌子、幾副牌、棋盤、骰子,還有坐在對面的朋友。遊戲一開始會有基本的教學,引導玩家認識操作與互動方式,但整體節奏並不急,沒有那種被系統牽著走的壓迫感,很快就能把注意力放回桌面本身。
All On Board! 本身提供混合實境(MR)風格的遊玩方式,桌面與物件可以自然地融入現實空間中。實際體驗時,很少會一直意識到自己是在 VR 或 MR 裡,而是更專注於桌上的狀態、對手的動作,以及彼此之間的互動。這樣的呈現方式,讓整體感覺更接近實體桌遊,而不是在操作一套複雜的數位系統。
All On Board! 目前更像是一個「桌遊平台」,而不是主打一款單一內容的作品。內建的經典遊戲包含西洋棋、圍棋以及多種玩法,每一款都有對應的規則說明與教學輔助。
這款作品也有明顯的使用情境限制。目前並沒有 AI 對手,意味著如果只是想一個人隨時進來玩幾局,All On Board! 並不是那種即開即玩的選擇。多數時候仍需要透過 Discord 或 Telegram 主動找人開桌。對平常就有固定桌遊團的玩家來說,這或許不是太大的問題,但對偏好單機體驗的玩家而言,門檻確實會高一些。
日本 XR 周邊品牌 Shiftall 正式開放旗下最新控制器擴充配件 AddCon+ 的預購。AddCon+ 是一款可直接安裝於 Meta Quest 3、3S 與 Quest Pro 原廠控制器上的模組型配件,主打「不中斷控制器操作」的前提下,為玩家帶來完整手指追蹤能力與大量實體輸入鍵位。
AddCon+ 最大特色在於補足現行 Meta Quest 控制器在「手勢細節」上的限制。透過內建感測器,AddCon+ 能夠追蹤包含拇指在內的所有手指開合狀態,並已確認可於 PC 版 VRChat 中運作。使用者可讓虛擬角色的每根手指在張開與握拳之間呈現近似連續的變化,而不再侷限於既有的預設手勢切換。
在功能層面,Meta 正分階段推出全新的提詞機體驗,將文字提示直接顯示於 Ray-Ban Display 眼鏡中。使用者只需將手機中的內容貼上,即可在不低頭、不分心的情況下查看重點資訊,並透過 Meta Neural Band 進行翻頁與操作。這項設計明顯鎖定內容創作者、簡報者與專業講者,讓 AI 眼鏡成為「始終在視線內、卻不打擾注意力」的工具。
同樣引發關注的還有 EMG 手寫輸入功能。透過 Neural Band 的肌電感測能力,使用者可以在任何表面上以手指書寫文字,系統會即時辨識並轉換為數位訊息,直接傳送至通訊平台。這項功能目前以 Early Access 形式推出,雖然仍有限制,但已展現 EMG 作為新一代輸入介面的潛力,讓使用者在不掏出手機的情況下完成回覆,維持「抬頭互動」的使用狀態。
除了個人使用場景,Meta 也持續擴大 AI 眼鏡的環境應用範圍。Ray-Ban Display 的步行導航功能已新增多座城市,使整體支援城市數量進一步提升。不過,由於產品需求遠超預期,Meta 也同步調整供應策略,暫緩原訂於 2026 年初展開的國際市場擴張,優先處理美國市場的訂單,反映目前 AI 眼鏡仍處於供不應求的階段。
在產業合作方面,Meta 與 Garmin 展示了一項車用概念系統,結合 EMG 手勢控制與車內資訊娛樂介面,探索未來免接觸操作的可能性。透過 Neural Band 的肌電辨識,乘客可在車內以細微手勢完成選單瀏覽與操作,為多乘客情境下的互動方式提供新的想像空間。
同時,Meta 也與 University of Utah 展開研究合作,評估 EMG 穿戴裝置在行動受限族群中的實際應用效果。該研究不僅涵蓋智慧家庭裝置控制,也延伸至輔具與行動裝置,顯示 Meta 將 EMG 技術視為長期輸入平台,而非僅服務於單一產品。
Meta 在 CES 2026 所揭示的並非單一功能更新,而是一條清晰的產品演進路線。AI 眼鏡正逐步從顯示資訊的角色,轉變為結合感測、輸入與 AI 理解能力的低存在感運算裝置。EMG 技術、顯示體驗與跨場景應用持續成熟,穿戴式運算的競爭重點也正從硬體規格,轉向互動方式與生態整合能力。
XREAL 1S 的重要更新之一,是導入全新的 X1 空間運算晶片。這顆處理器並非通用型 SoC,而是專為 AR 顯示場景設計,主要負責低延遲顯示處理、畫面同步與空間錨定相關運算。XREAL 表示,X1 的設計重點在於提升畫面穩定性,尤其是在移動或長時間使用的情境下,降低畫面飄移與不適感。
在 X1 晶片的支援下,XREAL 1S 新增了 Real 3D 顯示模式。啟用此模式後,虛擬顯示器中的所有內容,包括原本為 2D 的電影、影片與電子遊戲,都會即時轉換為具有景深層次的 3D 顯示效果。這項功能並不依賴內容本身是否為原生 3D,而是由系統即時進行空間演算,屬於顯示層級的立體化處理,而非 VR 那種完全重新建構的 3D 世界。
近日,來自 X(前 Twitter)用戶 Luna 的分享引發 VR 社群關注。根據其說法,他曾實際看過 Meta 正在開發中的高階輕量化 VR 頭顯原型機,內部代號為 Project Phoenix,部分來源亦稱其為 Loma 或 Puffin,目前指向的目標時程為 2027 年上半年(H1 2027)。
Luna 同時釋出一張概念示意圖,將 Project Phoenix 與 Meta Quest Pro 進行尺寸對比。從圖中可見,Phoenix 的頭戴本體明顯更加纖薄,前方體積大幅縮減,整體外觀更接近護目鏡或大型 AR 眼鏡的輪廓。需要強調的是,該圖片僅為視覺 mock-up,用於尺寸與設計方向示意,並非官方產品圖。