Mixing genres in VR isn’t new, but pulling it off cleanly is still rare. StarVault, a new title currently in open beta on Meta Quest, tries something pretty specific: bringing the structure of a traditional MOBA into a first-person virtual reality format. It’s not a small swing, especially for a game that wants to blend strategy-heavy lane play with hands-on combat.
The concept is familiar if you’ve touched anything like League of Legends or Smite, but the twist here is perspective. Instead of controlling a character from a top-down view, StarVault puts you directly in their boots. The goal is the same—push lanes, destroy objectives, coordinate with your team—but everything plays out through your own eyes.
MOBA Framework, VR Execution
At its core, StarVault sticks to standard MOBA DNA: 5v5 team matches, a trio of lanes, AI minions, and power-enhancing structures. What’s different is how those elements are delivered in VR. Players move and aim manually, using physical gestures for attacks, spellcasting, and blocking.
The change in viewpoint adds tension, especially during close-range fights. Dodging projectiles or timing cooldowns becomes less about macro-strategy and more about quick reactions and spatial awareness. Whether this tightens or breaks the traditional MOBA flow is something the beta is clearly testing.
First-Person Combat with Strategic Layers
Combat leans into action. You’re aiming spells with your hands, swinging weapons, and dodging in real time. But the game doesn’t abandon all strategy. Abilities still have cooldowns, and player roles resemble familiar archetypes—tank, mage, support, etc. Positioning matters, but it now depends on your body movements, not just map control.
This puts StarVault somewhere between arena VR titles like Swords of Gurrah and objective-based MOBAs. It’s a blend that may appeal to players who find traditional MOBAs too removed or tactical shooters too chaotic.
Meta Quest Exclusive (For Now)
The current open beta is running on Meta Quest, and the game seems built specifically with standalone VR in mind. The graphics are stylized rather than detailed, prioritizing clarity and performance. Arena layouts are straightforward, but readable, with large visual cues and simple textures.
While it’s early, the hardware choice does limit scale. Teams are capped at 5v5, and the maps are relatively tight. This helps with pacing but means battles feel smaller than what veteran MOBA players might expect.
A Niche but Growing Direction for VR
VR has seen action-RPGs, shooters, and even card battlers, but MOBAs remain mostly unexplored. Part of that is design complexity. Balancing character progression, map control, and real-time combat is already tough in 2D. Doing it all in immersive first-person is riskier.
Still, StarVault is one of a few recent games attempting to bring more structured, strategic formats into VR. If nothing else, it signals a shift: more developers trying to expand what competitive multiplayer in VR can look like beyond shooters and wave-based duels. Whether it can find footing long-term may come down to balance. If the game nails clarity, pacing, and control in VR, it might have something different enough to stand out—without relying on novelty alone.