VR has no shortage of shooters, but few mess with gravity the way Tunnels does. Set in a crumbling sci-fi facility, this indie project throws you headfirst into vertical shafts full of enemies, bullets, and sharp turns.

You’re not just running and gunning. You’re falling. Constantly. The game drops players into vast tunnel systems where you shoot, steer, and fight for control while tumbling through space at high speed. It’s an unusual mix, and it works surprisingly well.

Falling Is the Point

At the heart of Tunnels is the idea that vertical space isn’t just a setting, it’s the mechanic. You launch into massive drops and control your descent with subtle movements, almost like a wingsuit. This motion system blends well with the game’s combat, forcing quick reactions and spatial awareness in a way that’s distinct from traditional VR shooters.

Combat happens mid-fall. You’re tracking enemies, dodging fire, and squeezing off shots while hurtling downward. It’s not just a gimmick. The design puts real pressure on positioning and makes you think about how to time kills without crashing into walls.

The movement isn’t floaty or imprecise. It feels tight, with just enough give to keep you from feeling out of control. It lands somewhere between the chaos of DOOM Eternal and the deliberate maneuvering of Lone Echo.

VR Combat with a Physical Edge

Gunplay in Tunnels leans into the physical side of VR. Weapons feel punchy, and enemies come at you in bursts, often from awkward angles that keep your head turning. There’s no cover system, no traditional reload dance. Instead, it’s about surviving in a 360-degree arena while falling at speed. The enemy types seem deliberately varied. Some rush, some shoot, some act as environmental hazards. It’s clear the devs are building encounters that force you to engage with all parts of the space, not just shoot what’s in front of you.

Because you’re always moving, the game skips a lot of traditional arena shooter beats. No static defense, no backtracking. It’s about momentum—staying alive while falling through chaos.

Visual Style and Atmosphere

Visually, Tunnels wears its industrial sci-fi vibe well. The environments are stark, sharp-edged, and functional, clearly built to frame the gameplay more than wow with spectacle. Think derelict machinery, dim lighting, and metal corridors that scream danger more than beauty.
There’s a tactile feel to the world. Surfaces look rough and worn, and the scale of the tunnels adds to the tension. You’re small compared to your surroundings, which feeds into the game’s constant sense of movement and danger.
It’s not pushing the boundaries of visual fidelity, but that’s not the goal here. The style supports the mechanics—fast, focused, and aggressive.

Still Early, but the Foundation Is Clear

Tunnels is still in development, and a lot is clearly in flux. The demo builds give a solid feel for the movement and combat, but questions remain about long-term structure. Will it lean more into story? Survival mode? Competitive score-chasing?

What’s clear is that the core idea—falling combat in tight spaces—is already distinct and well-executed. VR is still searching for more games that actually use 3D space in meaningful ways. Tunnels is doing that from the start. How far it can go will depend on how it expands beyond the core loop. But as a concept, it’s not just another shooter. It’s a smart riff on what VR can do when you stop thinking in flat planes.

Related posts

Logo
Scroll to Top