Reach doesn’t come across as a typical Summer Game Fest VR announcement. There’s no flashy combat or big spectacle to anchor it. Instead, it leans into something quieter—emotion, memory, and presence. It’s the kind of game that wants you to feel in the world, not just move through it.
Built around direct hand interaction and slow, intentional pacing, Reach feels more like a playable memory than a standard adventure game. It focuses on small spaces, simple mechanics, and narrative moments that build subtly, not loudly.
Hand tracking is core to the experience
The entire game is designed around hand tracking. There’s no controller support in the current build, which forces everything to be handled through natural movement. Whether it’s opening a drawer, flipping a switch, or interacting with a photograph, the game expects you to act like you’re really there.
That design choice changes how the world feels. Interactions slow down. Gestures matter. It creates a sense of intimacy that wouldn’t land the same way with buttons or sticks. It’s not about technical precision either. The system allows for softness, letting you fumble a little without breaking the illusion.
Storytelling is environmental and understated
You won’t find voiceovers or expository monologues here. Instead, Reach builds its narrative through small details—letters, objects, and interactions that suggest more than they explain. The setting feels like a lived-in space, one you’re piecing together as you move from room to room.
There’s a central emotional thread involving absence, memory, and possibly loss. But the game doesn’t push that upfront. It asks you to observe and reflect rather than solve or chase plot beats. It’s more Firewatch than Half-Life: Alyx, with fewer mechanics and more atmosphere.
Visuals support the tone, not the tech
Reach isn’t chasing realism. The art direction is stylized, almost painterly, with softened lighting and slightly exaggerated forms. It works. The space feels familiar and tangible without relying on photorealism. Texture quality isn’t going to wow anyone, but it doesn’t need to.
The lighting design deserves a mention. Natural shifts in sunlight and shadow give the environment a sense of rhythm that matches the game’s pacing. It helps sell the idea that this is a memory you’re walking through, not a mission you’re completing.
Scale is small, but deliberate
This is not a long game. Even in its current preview form, Reach feels like it’s targeting a few hours of play at most. But that brevity fits its purpose. It’s not trying to be a platform showcase. It’s trying to create a space you inhabit, feel something, and leave with a sense of clarity or quiet unease.
There’s value in that kind of restraint. Especially in VR, where overstimulation is common, something calm and focused can leave a sharper impression. Reach isn’t a content machine. It’s a contained story, and it respects your time.
Reach finds strength in simplicity
In a landscape full of VR games trying to replicate traditional genres, Reach makes a different bet. It strips away the excess and focuses on core presence, letting interaction and environment do most of the talking. It may not appeal to players looking for constant action, but for those who care about mood and message, it’s shaping up to be worth watching.
Whether it lands fully will depend on how well the story pays off and how stable the hand tracking remains over time. But even now, Reach feels like it knows what it wants to be—and that clarity shows.

Virtual Reality Explorer & Game Reviewer
Always the first to plug in. VRSCOUT dives head-first into the most immersive VR worlds, analyzing mechanics, comfort, innovation, and that elusive “presence” factor. If he says it’s worth it, it probably is.