Sandbox VR, which operates 50 areas for digital actuality leisure, has unveiled Deadwood Phobia because the successor to its massive hit Deadwood Valley, which has generated $52 million in gross sales so far.
Developed in-house by the San Francisco firm’s personal sport studio, Deadwood Phobia is the third title in Sandbox VR’s Deadwood zombie franchise. It’s one other interactive journey the place you take part in a group of human gamers who put on VR headsets and struggle zombie hordes with plastic weapons. A group of two to 6 gamers pay about $50 every ($55 throughout peak instances) within the VR experiences, and greater than 100,000 a month are taking part in now.
Deadwood Phobia launches in Sandbox VR areas worldwide on October 16, 2024, and ticket gross sales open October 1, 2024.
The title was directed by Michael Hampden, former lead designer on the Murderer’s Creed franchise, and options group members who’ve labored on hits like Far Cry 6, Cyberpunk 2077, The Witcher franchise, and Battlefield 2142.
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Deadwood Phobia is a sequel to Sandbox VR’s hottest expertise, Deadwood Valley, which was preceded by the primary expertise within the Deadwood franchise, Deadwood Mansion.
Since its launch in the summertime of 2022, Deadwood Valley has bought over one million tickets— producing over $52 million in ticket gross sales — establishing the adrenaline-pumping zombie thrill-ride as one of many best-selling VR titles of all time.
Deadwood Phobia takes gamers on a journey by way of their biggest fears, the place they’ll’t belief the whole lot they see. Armed with a model new arsenal of highly effective weaponry, gamers enter a derelict medical facility to battle hordes of enemies, make life-or-death selections, and stand as much as their worst nightmares.
The one solution to accomplish the mission is to work collectively to defeat a number of boss enemies wreaking havoc on their psyche by way of psychological projection. Gamers on the high of their sport will unlock particular new weapons and armor to extend their possibilities of survival. With a number of potential endings, Deadwood PHOBIA offers repeat gamers a very distinctive expertise every time.
“Our goal with each new Sandbox VR experience is to immerse players in virtual worlds where they can be cooperative, interactive, and social while experiencing a completely new reality,” stated Steve Zhao, CEO of Sandbox VR, in an announcement. “Deadwood Phobia is our first psychological horror experience. It continues the story of our most popular game franchise and ups the ante with new mind-twisting challenges allowing players to explore, and conquer, their own fears.”
“With Deadwood Phobia, we started with a fascinating premise: exploring common phobias and fears, and then pushing them to their extremes using our own unique brand of VR technology and immersive storytelling. We wanted the focus to be psychological horror to keep players guessing,” stated Michael Hampden, SVP of content material at Sandbox VR and director of Deadwood Phobia, in an announcement. “What we’ve created is the most immersive and visually impressive social-horror experience out there.”
He added, “Because the focus is on phobias, we get a wide variety of reactions. Phobias that barely register with one player may leave another screaming. Each player enters with their own fears and phobias, creating a truly unique experience for everyone.”
Sandbox VR is now working in 50 international areas and increasing quickly. With over 100,000 gamers month-to-month, Sandbox VR is quickly rising its international footprint with each corporate-owned areas and a sturdy franchising program.
Company can now select from 9 unique experiences created by Sandbox VR’s in-house group. Different titles embody Squid Recreation Virtuals, Seekers of the Shard: Dragonfire, Deadwood Valley, Deadwood Mansion, Curse of Davy Jones, Amber Sky 2088, Star Trek: Discovery and UFL: Unbound Combating League.