About

Release date

August 18, 2022

Publisher

Thirdverse, Co., Ltd.

THE WORLD OF ALTAIR Set on the floating island of Vastus Isle, once a magic workshop now in ruins and exploited to run AI experiments. Take on battles to push back the army of LAWS (Lethal Autonomous Weapons Systems) that are roaming around and help Stella, the humanoid AI left in charge of ALTAIR, to maintain peace.

BATTLE SYSTEM Move from map to map while enjoying the feeling of transcendent sword fighting. Take advantage of your surroundings by climbing and gliding to easily take on enemies. Experience a wide range of attacks only possible in the VR world, like Shockwaves and Surge Mode.

USER-FRIENDLY UI A simplified and intuitive UI was developed to increase the sense of VR and not interrupt the game flow. The Tablet will be your main hub to change equipment, check your status and more.

CO-OP MULTIPLAYER Team up with other 3 players from around the world and take on enemies together. The game supports crossplay between Quest 2 and PCVR and features a native voice chat system.

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Supported platforms

Additional details

Ratings & reviews

3.95

216 ratings

Oculus rating

Included in

Add-ons

Updates

Ver.2.0.0 Update Information

November 17, 2022

Contents included in this update ▼Additional Contents - Added the new map “The DEPTH” This is a highly challenging map that changes with each run. This map becomes available after defeating the final form of LAWS-ZERO. The boss can be challenged after defeating all the enemies that appear on the…

Ver.1.2.0 Update Information

October 13, 2022

Contents included in this update ▼Additional Contents - New game map Added one new map, including two divided lands and a new "updraft" gimmick in the middle. - Support for the new downloadable content “LEGEND SET” ▼Game Adjustments - Adjustment of Experience Points Increased the experience…

Player reviews

Waifu_Enjoyer

August 20, 2022

2/5

Zero content and no challenge.

This game has a very short gameplay loop. Play four maps; Tower, Courtyard, Bridge and a boss room killing all the enemies. There are randomly placed chests and gems to get upgrade materials in each. You then return to a social hub where you can upgrade and sell weapons. Rinse and repeat. It took about 7-8 hours to reach level 20, where you get the final version of the boss and unlock a purple rarity sword Stella holds in the lobby. Each run is around 10 minutes so you have to repeat runs 40-50 times if playing solo. If you try playing coop this will likely take 10x as much time as rewards are significantly lowered due to there being no level scaling in matchmaking. There are four round then the boss room, so out of the four arenas you will always replay at least one map twice every run. At level 10 and 15 some new enemies show up, but not much changes other than you get some different coloured UE4 mannequin models that fire different coloured blobs. The boss has three coloured phases at 10,15 and 20 but is easily beaten like any big Dark Souls boss by running around its feet and hitting it. Playing this game to “completion” at level 20 is an exercise in pure masochism. The same levels, enemies, voice lines being repeated for hours to get a pitifully short cutscene and purple weapon are not worth it. The game has barely 30 mins of interesting or unique gameplay. There is no challenge the entire time apart from a few runs around level 15 where enemy damage are actually balanced against the player level briefly. Before and after that point the game is a cakewalk. After playing to level 20 the biggest gripe apart from the lack of combat, creative bankruptcy and lack of combat options is the glitchy mechanics. The path finding on enemies is atrocious and they will regularly teleport to different surfaces above or below you, forcing boring walks back to the top of arenas. Even with smooth turning your own character will jerk and teleport round without any input. The collision detection with your swords, enemies and activity the various moves is very random and glitchy. The maps currently in the game get very boring quick, they only try to add variety by having slightly different times of day which change the colour palette slightly. The arenas are not complex and are very small. I find it very strange that so little effort has been put into making these simple arenas and only four have been made. I was genuinely shocked there are only four arenas in a game about doing repeated runs and grinding. Four! One of them is a just a simple circle boss arena as well. Surprised this was even allowed on the main store. A game with so little content surprises me it even gets over 1GB in file size. There is an illusion that there is multiple weapons to be found, however there are only a few weapon models and once you get the blue rarity two hand or one handed weapon there are no other options. You just drop dupes for currency. The scaling is terrible when in Quick Match. The enemies and rewards scale to the lowest level player. Lots of low level players in the game and no way to exclude matching with them. The only way you get to fight harder enemies and get better rewards is to either play entirely solo or wait around in the social lobby, figure out if someone is your level, create a room ID and somehow communicate that to the person you just met. Only way to do this is to message that person if they are a friend on your meta account. Being surrounded by other players in the lobby and runs does make it a very social game. Unfortunately every enemy died in mainly one hit for my entire 4-5 hour experience with quick match in co-op. At no point did any of my party die or even get less than half health. Everyone just runs around collecting the gems and chests as the enemies are no danger, and everyone needs the currency to upgrade. There are no ways to group up in a party outside of an archaic friend code room system that would make Nintendo seem like it has good multiplayer features. With only three basic character models per gender with some palette swap there is no personality or customisation in the social features. Everyone I meet in the lobby or in games sounds tired, fed up, confused as to where the devs have hidden features or showing signs of madness from repeating identical runs dozens of time. To play against any level of difficulty enemies you need to play entirely solo, and will take you around five or more hours to start to reach the point where potions are needed, enemies have more attack animations and you can actually be in threat of death. Until the developers make the game more challenging, difficulty scale, and actually model some more of these simple arenas you should avoid paying such a premium for this game. The game is a decent work out as the fastest way to move around the map, collect the gems and chests before everyone in the lobby kills every enemy in a split second, you need to have both arms raised above your head to keep jumping and gliding. This is fun, but be warned this isn’t blade and sorcery. You spend no time in combat and most the time collecting gems and chests as all enemies die so quickly with full lobbies of players. The game is relatively polished apart from very buggy menu interactions, and occasional laggy unpleasant online sessions. Wait until the developers spend a day making some varied arenas and more enemies then this will be worth the money. Small note, the dodge button is a double tap in a direction on the analog stick. The game only uses the left stick, grips, trigger and the Y button. Why is there no option to do a dodge with say A and a left stick input? Maybe even use the right stick? Smooth turn is hidden by maxing out snap turn. Technically smooth turn is a small amount of degrees less than 10 so it is even in the wrong direction. Once you get smooth turn you can’t change it’s sensitivity. If you are here for a good JRPG story it is severely lacking. The “maiden in white” copy from demons souls will randomly stand in new places after a run. She has a couple of dozen different lines of dialogue mainly to pointing out facilities in the lobby. She will occasionally mention AI, the singularity, AI siblings and how she got her sword. You get new dialogue after beating the boss at the different stages, then just endlessly loops. The levelling feels “gacha like”. Five different currencies and always online, matchmaking even to get into the hub world, there is a danger this becomes a monetisation nightmare in future. Endless and meant to never end or come to anything meaningful. You might think you could focus on levelling say damage over hp. But in reality the upgrades cost so much, exponentially each time, it is just as efficient to level them equally. So there is no variety in build outside weapons but single weapon upgrades will cost you dozens of runs to upgrade so there is little incentive to experiment. I can understand using modular map pieces to reduce file size. Sweet Surrender and Indeath Unchained use similar tactics, but their levels feel labyrinthine and cavernous compared to the same layouts and same design language as the available arenas. Don’t skimp and reuse the same asset for character level up, weapon upgrade and shop. It isn’t even a different colour. You have to go right up to it before you get a 2D icon. Again all the same colour with abstract designs. Most new people in the lobby complain about not knowing how to sell, upgrade or change load outs. Not surprised as these terminals have been taught in the tutorial they are used for starting a run. Spend a few MB and make these different models, or different colours. The load out and custom character portal is hilariously well hidden, that it is almost designed with malicious intent against new players. Kusoge/10 Minimum Viable Product/10

175 found this helpful

therealjeffafa

August 18, 2022

5/5

An Anime Lover's Dream!

I almost never leave reviews, but couldn't help it this time. Playing through ALTAIR BREAKER feels like playing through an episode of your favorite anime, as if you hopped into Sword Art Online or Demon Slayer for a quick round of swordplay. The Quest has been desperately missing a title like this, and I can't recommend this game highly enough!!

115 found this helpful

KATFYR

August 18, 2022

5/5

Awesome!

If you're looking for a solid multiplayer co-op sword fighting game, look no further! The combat feels great (flying up in the air, anime style, to strike enemies when they're stunned is super fun), and the ability to glide, coupled with the cool level design, really makes this one of the best co-op games on the Quest 2.

104 found this helpful

lucky1_22

August 19, 2022

5/5

Beautiful world and splendid sword fight

When you land in the game world, you will find a beautiful island like in JRPG worlds. The smooth immersive experience of the game and thrilled co-op sword battle is just awesome! I strongly recommend the game, especially for JRPG / SAO / Demon Slayer fans!

100 found this helpful

yuichiz

August 18, 2022

5/5

Beyond my expectations

First I’d like to say that the gliding feature in this game is underrated. I’m usually prone to motion sickness, but even if I glide around, it doesn’t give me any motion sickness. �This game is so fun that it reminds me of the good old RPG games that I played as a kid. The feeling of beating the enemies are really satisfying. The level of the enemy gets better, so it feels even more satisfying trying to beat them.�I still haven’t tried the multiplayer feature, but it would definitely be fun to beat the same enemy with my friends. It was beyond my expectations and I hope that they could add more features to solve mystery problems like Zelda. But overall, it is super satisfying and would recommend playing!

86 found this helpful

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