Cowboy Nonsense Meets Alien Mayhem in Full VR

Cactus Jam doesn’t bother with subtlety. It’s cowboys versus aliens, but not the cinematic kind. Think more rubber-limbed chaos, slapstick physics, and multiplayer weirdness. Built for Meta Quest, the game leans into absurdist fun with movement mechanics pulled straight from the Gorilla Tag playbook.

You’re not walking or teleporting in this one. You’re scrambling around, climbing, lunging, and flailing through western saloons and alien-ridden deserts — often while dressed like a drunk outlaw with a blaster.

Locomotion Is the Star of the Show

The biggest mechanical hook here is how you move. Like Gorilla Tag, there’s no joystick movement. You navigate entirely through hand propulsion — pushing off walls, swinging from objects, and scrambling up structures. It’s physical, ungraceful, and completely intentional.

This kind of motion rewards players who master momentum over speed. It also opens the door to emergent chaos. Movement isn’t just traversal — it’s combat, escape, and comedy rolled into one. For a game about cowboys with laser guns, it fits.

Arenas Packed With Objects and Interactions

Maps are built to be playgrounds more than battlegrounds. There’s verticality, destructibility, and plenty of interactables. From saloon interiors to alien-infested outposts, the spaces invite experimentation. You’re not just shooting — you’re climbing walls mid-fight, ducking behind crates, or tossing dynamite while hanging from a water tower.

These sandbox-style arenas seem to encourage unscripted play more than tactical engagement. Whether that holds up in extended sessions or becomes repetitive will depend on how varied the environments and weapons get over time.

Visual Style Leans Into Cartoon Absurdity

Cactus Jam goes hard on stylized visuals. Characters look rubbery, facial animations are exaggerated, and the overall aesthetic is more Saturday morning cartoon than VR realism. The cowboys are caricatures, and the aliens don’t take themselves seriously either.

That tone helps mask the physics jank. When everything looks like it came out of a wild VR fever dream, the visual inconsistencies feel more like features than flaws. The game knows exactly what it is and never tries to sell itself as a high-stakes shooter.

Multiplayer-First With Social Chaos in Mind

Everything here is designed for multiplayer absurdity. There’s no solo campaign, no layered narrative, just lobbies full of players bouncing around like caffeinated goats. Voice chat is baked in, and so is enough chaos to make every round feel slightly broken in a deliberate way.

This style of game lives or dies on its community. If Cactus Jam builds even a modest base of players willing to embrace the madness, it could find a lane similar to Gorilla Tag, light on polish but heavy on personality and replayable nonsense.

A Niche VR Playground With a Clear Identity

Cactus Jam isn’t aiming for esports or story-driven prestige. It wants to be the weird VR game you boot up when your friends are online and nobody wants to take things seriously. That’s a valid space to fill, especially on Quest, where movement-driven multiplayer titles still feel fresh.

Whether it sticks or burns out depends on how much content arrives post-launch, and how quickly the novelty of flinging yourself across mesas wears off. But as a concept, it’s loud, messy, and surprisingly focused on doing one thing well, being completely ridiculous.


Related posts

Logo
Scroll to Top