Hey everyone, We randomly remembered how much we loved playing Borderlands, so we ended up making a custom character skin inspired by that vibe to match the cartoon-style weapon skins already in the game. It even comes with full 'toon' VR hands and everything. You can unlock thes
Hey everyone,
We randomly remembered how much we loved playing Borderlands, so we ended up making a custom character skin inspired by that vibe to match the cartoon-style weapon skins already in the game. It even comes with full 'toon' VR hands and everything.
You can unlock these items for FREE by reaching certain (quite high) ranks.
Alongside that, we fixed a bunch of issues (including the gunstock one) and polished several existing mechanics. Here’s the full list:
Added new Toon player customization skins (full character set: head, body, vest)
Fixed an issue where gunstock calibration reset when closing the menu
Improved force pull mechanics
Improved haptic feedback effects
Fixed an issue where pistols could twist out of alignment when held with both hands
Fixed an issue with the G33 scope flipping mechanic
Fixed an issue with ammo retrieval from the ammo belt
'Pulse Breaker' melee weapon skin visual fixes
M249 visual fixes and improvements
Updated VSS skin rank information data
Five-Seven visual fixes
Polished sound effects for the 'Pulse Breaker' melee skin
Improved lever interactions
Fixed weapon image scaling issues in the Loadout UI
Fixed challenge unlock descriptions and reward image display issues in the Challenge panel
Added a 'thank you' message and Discord link to the lobby
If you’d like to see what we’re up to (and there’s quite a bit cooking), join our Discord:
Hey everyone , This update is a BIG one and focuses on three main areas: weapon feel , AI behavior , and hands-on VR interaction . A lot of this comes straight from community feedback: things that felt off, looked odd, or just didn’t hit as hard as they should. You’ll find long-r
Hey everyone,
This update is a BIG one and focuses on three main areas: weapon feel, AI behavior, and hands-on VR interaction. A lot of this comes straight from community feedback: things that felt off, looked odd, or just didn’t hit as hard as they should.
You’ll find long-requested features like the flippable G33 magnifier, fully dynamic pistol hammers, deeper belt and weapon customization, improved AI reactions, and a big polish pass across weapons, audio, animations, combat and visuals. There’s also new content to unlock, plus a mountain of fixes under the hood.
Let’s break it down.
🔧 NEW OPTIONS | GAMEPLAY TWEAKS 🔧
Added Grenade Throw Assist with 3 strength levels
New Weapon Smoothing setting
Bloom on/off toggle
Chromatic Aberration on/off toggle
Weapon attachments are now visible when holstered
Weapon slots and player belt are now fully customizable and can be repositioned individually
Added trigger interaction for grabbing ammo from the belt
(Known issue: when trigger grip is set to toggle, releasing the trigger may drop the ammo)
Improved force-pull mechanics
🔫 WEAPONS | INTERACTIONS 🔫
Flippable G33 magnifier
Can be flipped by hand or with other objects
Other players can also flip your sight
Grenade launcher barrels can now be opened and closed manually
Also interactable by other players
Dynamic pistol hammers
Can be pushed down manually
Animated pistol hammers across supported weapons
Overhauled several weapon, magazine, and attachment models based on player feedback for more realistic visuals
General weapon polish pass:
Recoil behavior fixed and refined
Controller rumble values adjusted across all weapons for stronger, caliber-dependent feedback
Reworked weapon sounds to feel more powerful and punchy
Fixed tutorial holo controller buttons and widgets
Fixed weapon UI:
Magazine order
Magazine naming
Fixed armory item info widget issues
Improved hand poses for rope climbers
Fixed various input-related issues
🛠️ FIXES | STABILITY 🛠️
Fixed multiple server crash issues
Improved OpenXR and Virtual Desktop support
Fixed Vivox voice chat randomly stopping
Fixed missing music or sound playback
Fixed projectiles passing through the ground
Fixed laser pointer locking in one direction
Fixed incorrect height calibration when calibrating while crouched
Fixed players getting stuck in crouch after respawning from checkpoints
Fixed smoke grenade visual blocker not clearing on kill
Players can no longer damage teammates with grenades or grenade launchers when friendly fire is off
Added additional cheat protection
🎨 VISUALS 🎨
Replaced low-resolution title screen with a high-quality version
Updated lighting for:
Hill Nest
Richwood’s Fall
Richwood’s Shock
Lobby
Improved LOD for distant characters to reduce choppy animations
Added new burning surface effect
Fixed glowing barrels and attachments
Numerous weapon-specific texture and mesh fixes across pistols, SMGs, ARs, shotguns, and snipers
⚔️ PVP ⚔️
Fixed lighting on all PvP maps:
Fixed rank display in the lobby
Removed random leftover text from host panels
As always, thanks for all the feedback! A huge chunk of this update came directly from things you called out. Keep it coming. We’re already working on what’s next!
Hey everyone, It’s that time of year again: the Steam Award nominations are open. Look, we know it’s a long shot, but if you’ve been enjoying Zero Caliber 2 , it would mean a lot to us if you considered nominating it in a category or two. Big VR releases have been rare this year,
Hey everyone,
It’s that time of year again: the Steam Award nominations are open.
Look, we know it’s a long shot, but if you’ve been enjoying Zero Caliber 2, it would mean a lot to us if you considered nominating it in a category or two. Big VR releases have been rare this year, so who knows… maybe ZC2 actually stands a chance.
(Only if you genuinely feel it deserves it, of course.)
So, what are we up to after the release?
Glad you asked, because it’s a lot!
We’re deep into testing the first major update, packed with improvements based directly on your feedback. Here’s a small taste of what’s coming:
A huge set of bug fixes and QoL improvements
A long-requested fix: flippable G33 magnifier
Grenade launchers can now be opened/closed manually instead of a button press
Pistol hammers with proper physics and manual control
A sh*t ton of weapon model and functionality fixes
A batch of new unique weapon skins
Smarter, more responsive and more tactical AI (+less spammy enemies)
And plenty more under the hood to make the game smoother and more satisfying than ever
We’re already testing the update internally and expect to ship it before the holiday season.
Thanks for playing, for supporting a small team like ours, and for helping shape the game with your feedback.
A full breakdown of the update will follow soon - stay tuned!
P.S: Happy Thanksgiving to those who celebrate it!
Zero Caliber 2 – Hotfix #1 Changelog Hi everyone, following an incredible launch, we got back to work - the 1st patch is already LIVE! There are some VERY important fixes in there, we need feedback to see if they really worked - feel free to post yours under this post, or in one
Zero Caliber 2 – Hotfix #1 Changelog
Hi everyone, following an incredible launch, we got back to work - the 1st patch is already LIVE! There are some VERY important fixes in there, we need feedback to see if they really worked - feel free to post yours under this post, or in one of our sub forums: https://steamcommunity.com/app/2719740/discussions/0/819211732999263680/
We've already started working on the 1st content update, and yet another QoL patch - please keep the feedback coming, it REALLY helps!
⭐️ GENERAL IMPROVEMENTS ⭐️
Added Brightness Slider (adjustable from 0.5 to 2.0, default: 1.0). The default brightness is now slightly higher,
Updated Logo with a larger, higher-resolution version (will be further refined),
Improved Force Pull — now more accurate,
Fixed several fade transition issues (= screen flashes or half-black screen). Remaining minor flicker will be addressed soon,
⭐️ MAP FIXES | BALANCE⭐️
Airfield
Adjusted combat balance near the lobby building,
Fixed multiple spots where you could get stuck,
Added extra crates to the truck platform at the end for smoother traversal,
Richwood’s Fall
Fixed a spot where you could get stuck between the couch and lamp,
Added an extra POI to help indicate that the truck’s fuel tank must be destroyed,
Saltbreak Harbor
Fixed ladder pop-up issues in the final tower,
Fixed an issue where NPCs could get stuck in animation at the start,
Saltbreak City
Fixed an issue where the truck that breaks through the gate could block the path. The wreck now despawns after 20s,
Inferno Village
Fixed unpickable weapon skin in the guard tower,
Roofs of Kalingrad
Added the Tommy Gun (with drum magazine) to the map — now unlockable,
Tutorial
Fixed Holo Controller visuals — controller model and button press display now work correctly. (Some minor issues may remain - will be fixed soon.),
⭐️ ACHIEVEMENTS⭐️
Fixed event-based achievements across all maps,
⭐️ PERF & STABILITY⭐️
Improved overall performance,
Fixed several server-related issues that could cause instability,
Tweaked grenade grab/release precision from inventory slots
🎃 Happy Halloween everyone! 🎃 We released Zero Caliber 2 Remastered just in time to give y'all a chance to unlock our spooky weapon skins - all you need to do is complete these ingame challenges: Complete the Richwood's Shock mission in under 10 min 30 sec to get the AA12 &
🎃 Happy Halloween everyone! 🎃
We released Zero Caliber 2 Remastered just in time to give y'all a chance to unlock our spooky weapon skins - all you need to do is complete these ingame challenges:
Complete the Richwood's Shock mission in under 10 min 30 sec to get the AA12 & FN Sacr Halloween skins
Complete the Saltbreak Military Harbor mission in under 8 min to get the AR4 Halloween Skin
Check the loadout screen in the lobby - the Pumpkin Grenade should be unlocked by default
They look quite spooky if you ask me - happy hunting everyone! 🎃🎃🎃
🔥 Zero Caliber 2 Remastered is OUT NOW! 🔥 Update: we just released a hotfix targeting some confusing controller instructions displayed during the tutorial, which made controls confusing. More info here: After years of hiatus, we're back bby, Zero Caliber 2 Remastered is finally
🔥 Zero Caliber 2 Remastered is OUT NOW! 🔥
Update: we just released a hotfix targeting some confusing controller instructions displayed during the tutorial, which made controls confusing. More info here:
After years of hiatus, we're back bby, Zero Caliber 2 Remastered is finally here - rebuilt for PCVR and packed with more chaos, firepower, and intensity than ever before.
This is a full-scale VR shooter through and through, featuring:
Single-player, 4-player co-op, and classic PvP from day one 🎯
Completely overhauled missions, combat, AI, and visuals made for PCVR power 💥
New weapons, player customization, challenges, achievements and more!
Thanks to the incredible support from our community, we’re launching at a lower price than planned:
👉 $24.99 (down from $29.99) + 10% launch discount
We know it’s not an easy time for VR — big studios may have stepped away, but we’re still here, doing what we love: making proper, high-quality VR shooters for players who still believe in the platform. This is a huge step for us, but it’s only the beginning — post-launch content updates are already in the works.
Grab your gear, load up, and dive in — Zero Caliber 2 Remastered is out now on Steam.
Whatup, champs? We’re absolutely smashing it - closing in on 40,000 wishlists already. Unreal! We genuinely thought 35K would be our ceiling before launch, but you lot clearly had other plans. Even though 45K still feels a bit out there, we’re going to aim for it anyway. Because
Whatup, champs?
We’re absolutely smashing it - closing in on 40,000 wishlists already. Unreal! We genuinely thought 35K would be our ceiling before launch, but you lot clearly had other plans.
Even though 45K still feels a bit out there, we’re going to aim for it anyway. Because at this point, why not? You’ve proven time and again that the VR community can move mountains (or at least push a stubborn indie team straight through them).
Can we make it happen? Who knows. But either way - you’re all absolute madmen, and we’re beyond grateful for the support.
Let’s see how far we can take this before release this Thursday (October 30).
Thank you - genuinely - for keeping this journey going with us.And if you've already wishlisted the game, don't forget to drop in here to enter our giveaway as well:
Hey everyone, If you haven’t played Zero Caliber VR , now’s the perfect time to jump in. It’s currently 60% off , so for 10 bucks you can catch up on the story before Zero Caliber 2 lands on October 30 . View game page Zero Caliber 2 takes everything we built with the first game
Hey everyone,
If you haven’t played Zero Caliber VR, now’s the perfect time to jump in. It’s currently 60% off, so for 10 bucks you can catch up on the story before Zero Caliber 2 lands on October 30.
Zero Caliber 2 takes everything we built with the first game and turns it up several notches - bigger, faster, more intense, and built from the ground up for PCVR.
So if you want to see where it all began before things get really wild, now’s your chance. If you don't want to miss the release, you can wishlist the sequel here:
View game page By wishlisting, you also contribute to the launch price dropping even lower:
Alright, that's all for now. Thanks, and see you on the virtual battlefields! o7 - Dan & the XREAL Games Team
Hey everyone, You’re all absolutely amazing, did you know that? Thanks to our joint efforts, we’ve officially passed 35,000 wishlists , which means we can drop Zero Caliber 2’s launch price to $24.99 (down from $29.99)! It’s all thanks to YOU. The VR community really is something
Hey everyone,
You’re all absolutely amazing, did you know that? Thanks to our joint efforts, we’ve officially passed 35,000 wishlists, which means we can drop Zero Caliber 2’s launch price to $24.99 (down from $29.99)!
It’s all thanks to YOU. The VR community really is something special. ❤️ We’re not setting crazy expectations, but hitting, or even getting close to 45K would be absolutely wild.
Let’s make one final push before Zero Caliber 2 drops in just 9 days, on October 30.
Hey everyone, Hey everyone, We’re just a couple of weeks away from Zero Caliber 2’s Steam release , and it’s finally time to show you what we’ve been cooking up. We’ve talked a lot about how much work went into building one of the most varied and action-packed VR shooter out ther
Hey everyone,
Hey everyone,
We’re just a couple of weeks away from Zero Caliber 2’s Steam release, and it’s finally time to show you what we’ve been cooking up.
We’ve talked a lot about how much work went into building one of the most varied and action-packed VR shooter out there - now it’s time to prove it. Our latest devlog features gameplay snippets from all 12 campaign missions, each with its own unique setting, pacing, and combat style:
From tight urban fights to large-scale open battles, every mission was designed to push the limits of what a VR FPS can feel like - whether you’re playing solo or with up to four friends in co-op.
If you like what you see, and haven’t already, a wishlist on Steam, and a like/sub on YT would mean the world to us. It helps a small indie team like ours more than you might think - especially in a time when making big, ambitious VR games isn’t exactly the easy route.
Hi there, just a quick update: We’re closing in on 35,000 wishlists ( currently at 34.295 ), which honestly feels surreal in today’s VR landscape. Let’s be real: it’s not the easiest time to be making VR games. The big players aren’t exactly making it simple for indie teams to th
Hi there, just a quick update:
We’re closing in on 35,000 wishlists (currently at 34.295), which honestly feels surreal in today’s VR landscape.
Let’s be real: it’s not the easiest time to be making VR games. The big players aren’t exactly making it simple for indie teams to thrive, and yet here we are, thanks to all of you. We never imagined we’d be anywhere near this number before launch. Seeing the VR community rally behind a project like this means more than we can put into words. You’re helping us prove there’s still room for story-driven, co-op, and PvP VR shooters made with heart.
Anyway, as promised - once we hit 35K, we’ll drop the launch price to $24.99.
The next goal? 45K wishlists. That one feels almost unreal… but if we somehow get there, the price will go down to $19.99!
Our October 30 release date is locked in. Final testing is underway both internally and with our awesome beta testers — and everything’s looking solid. So yeah, you might wanna clear your schedule that day… it’s gonna be one hell of a ride.
Thank you - genuinely - for keeping this journey going with us.And if you've already wishlisted the game, don't forget to drop in here to enter our giveaway as well:
Hey everyone, Our last giveaway post kinda got buried under all the news that followed - so we’re doing Round 2 to give everyone a fair shot! We’re giving away 4x2 copies of Zero Caliber 2 Remastered - that’s four lucky winners , each getting a copy for themselves and one for the
Hey everyone,
Our last giveaway post kinda got buried under all the news that followed - so we’re doing Round 2 to give everyone a fair shot!
We’re giving away 4x2 copies of Zero Caliber 2 Remastered - that’s four lucky winners, each getting a copy for themselves and one for their Co-op partner of choice.
Important: If you already commented on the previous giveaway post, you’re still in the raffle. Commenting under this post just doubles your chance of being drawn.
Here’s how to enter:
Wishlist Zero Caliber 2 Remastered on Steam (step 1):
We’ll contact the winners a few days before the October 30 release, so make sure you’re around!
Thanks again for helping us push through the Steam algorithm and keeping the co-op VR shooter scene alive. You guys are the reason we get to keep making these games. ❤️
Hey everyone, We just dropped a new devlog going through everything you need to know about Zero Caliber 2. I made sure to put in never-before-seen gameplay footage - I would totally watch it if I were you! (Or read it below - I included pics to illustrate the awesomeness.) If you
Hey everyone,
We just dropped a new devlog going through everything you need to know about Zero Caliber 2. I made sure to put in never-before-seen gameplay footage - I would totally watch it if I were you! (Or read it below - I included pics to illustrate the awesomeness.)
If you'd prefer to read up on what's waiting for you in our most ambitious game yet, here it is in written form:
▶ INTRO
We’re almost there. The release candidate build of Zero Caliber 2 is currently in testing - both internally and with our amazing beta testers. If nothing serious comes up, we’re launching on Steam on October 30.
In the meantime, we’ve been running a few awareness campaigns, and it made me realize - some of you might not even know how much work went into this game, or why it’s worth your attention. So let me walk you through everything you should know before launch. Whether you’re new to the franchise or a returning player, there’s a lot to be excited about.
▶ THE ARMORY
Once you’re done with the tutorial, you can head to the lobby.
This is your main hub - where your journey begins, and where you can experiment with all the tools at your disposal. In the armory, you’ll find the full range of weapons available in the game. Pistols, submachine guns, shotguns, assault rifles, sniper rifles, even heavy weapons. Everything’s laid out for you to grab and inspect. No menu browsing, no guesswork - just walk up, grab the gun, and get a feel for it.
We also have the wall of attachments - the amount of customization available is HUGE. We brought back our signature attachment system from the first game and improved on it - you can swap out grips, sights, suppressors, underbarrels and so on. Attachments snap into place physically in VR, so it’s all hands-on and satisfying. Once you’re happy with your build, it’s time to put it to the test.
▶ THE SHOOTING RANGE
The range is your next stop.
It’s right next to the armory, so you can quickly move between customizing and testing. We’ve got static targets for you to just practice your aim, test recoil, and mess around with whatever gear you want.
The targets can be moved closer or farther away with a button press, and you can always inspect your accuracy between mags. If that’s too easy, there’s a moving target minigame that challenges your speed and consistency. It’s simple, but it does the job. You’ll want to come back here from time to time - practice never hurts, right?
And if that’s still not enough, head into the killhouse.
It’s a classic target run - rooms, corners, cardboard enemies - designed to test your reflexes and coordination. All of this is optional, by the way - but it’s there for players who like to experiment, perfect their setups, or just want to blow off some steam between missions.
▶ THE LOBBY AREA
Back in the lobby, you’ve got access to everything else:
- Campaign - Co-op - Multiplayer - Customization
This is where you manage your loadouts. At first, a lot of gear is locked - you’ll unlock more weapons, attachments, and cosmetics by progressing through the ranks and earning in-game currency. But don’t worry - we’re not trying to make this your second job. Unlocking stuff is paced fairly.
You’ll constantly be getting new gear without feeling like you’re grinding endlessly. You can set up multiple loadouts, so you’re not locked into one style of play. Maybe you want a stealthy build, a close-range shotgun setup, or a good all-rounder. It’s all up to you.
Character customization is also in here - helmets, vests, gloves, outfits. We know it’s not the main focus of a shooter, but let’s be honest: no one wants to show up to a fight wearing the same outfit as their buddy. So we gave you enough options to make your operator look like your own. Once you’ve built your loadout, suited up, and maybe flexed in front of mini me, it’s time to jump into the campaign.
▶ SINGLE PLAYER CAMPAIGN
Zero Caliber has always been about delivering a full-blown campaign, and we doubled down on that for Zero Caliber 2.
The game takes place in a near-future version of the United States, where society has collapsed and water is the most valuable resource. A militarized cult calling themselves The Tlalokii has taken control of the remaining infrastructure and is tightening their grip on what’s left of the country. You’re part of a special unit deployed to push back against them - but as the story progresses, it becomes clear that not everything is as it seems. You’ll question the people giving you orders, and the people you used to trust. If you’ve played the first game, you’ll recognize Dalia - and in this one, she plays a bigger role.
The campaign takes you through a wide variety of locations: destroyed suburbs, military bases, airfields, dense urban areas, snowy mountain outposts, even old, World War II-style villages.
Every mission has a different feel, different pacing, and different combat scenarios.
You’ll fight in close quarters, take on long-range engagements, clear buildings, defend positions, escort convoys, and occasionally go up against vehicles, choppers, and heavily armed enemies that require real teamwork - or serious firepower - to take down. Each mission can be played on three difficulty levels, so whether you’re new to VR shooters or a seasoned vet, you’ll find the right challenge.
And speaking of teamwork…
▶ CO-OP MODE
Every campaign mission in Zero Caliber 2 can be played in Co-op - with up to four players. You can host a private lobby and invite friends, or just jump into a public session and squad up with other players. We’ve worked hard to make co-op smooth and easy to access.
It’s not a separate mode or an afterthought - it’s the full game, just shared with others.
Voice chat is built in, the lobby system is seamless, and the whole experience just works. And while the game is fully playable solo, co-op brings a whole new level of fun and chaos. Whether you’re coordinating attacks or accidentally flashbanging your own squad, the moments you create together are going to stick.
But if cooperation isn’t your thing, and you just want to outgun someone, we’ve got that too.
▶ MULTIPLAYER
You can also host or join multiplayer matches right from the lobby.
We’ve got classic PvP game modes, with dedicated servers in all major regions, and you’ve got plenty of room to customize your games if you want to mix things up. Multiplayer isn’t the main focus of Zero Caliber 2 - but it’s a solid way to test your skills against other players, and it’s a great break from the campaign grind.
▶ WHY WE MADE THIS GAME
At the end of the day, we built this game because we missed games like this.
A full-featured VR military shooter that you can play solo or with friends. Something that hits the balance between realism and fun, gives you a ton of tools to play with, and lets you get creative with how you approach every encounter.
We’re not trying to compete with AAA studios. We’re a small indie team that really cares about this genre, and we’ve put everything we have into making Zero Caliber 2 a game worth your time.
The weapon handling, the physics, the level design, the pacing - everything was built with care. We also added a little bit of B-tier action movie energy too. Big explosions. Over-the-top action. Dramatic set pieces. That stuff makes things spicier, especially in VR.
▶ WISHLIST CAMPAIGN
Right now, we’re running a wishlist milestone campaign to help make this launch as big as possible. The idea is simple: the more wishlists we hit before launch, the lower we can drop the launch price. We already hit a milestone, and we're very close to hitting the 2nd one.
So if you like what you saw in this devlog, if you want to support indie VR shooters, or if you’re just curious to try something new - hit that wishlist button. It helps more than you think.
Thank you all for getting us this far - let’s see if we can smash through that next milestone together! And if you've already wishlisted the game, don't forget to drop in here to enter our giveaway as well:
View game page That's all for now. Stick around for the next one! Cheers, Dan + the XREAL Games Team
Hey everyone, We're about to hit a huge milestone: 30,000 wishlists for Zero Caliber 2 ! That means we’re only 5K away from the next step in our wishlist campaign - and if we get there before launch, we’ll be able to drop the launch price to $24.99 ! For us as a small indie team,
Hey everyone,
We're about to hit a huge milestone: 30,000 wishlists for Zero Caliber 2!
That means we’re only 5K away from the next step in our wishlist campaign - and if we get there before launch, we’ll be able to drop the launch price to $24.99!
For us as a small indie team, this is massive. Zero Caliber 2 has the scale and feel of a big-budget shooter, but it’s being built by a handful of passionate devs who just want to keep VR shooters alive and evolving. We can’t even describe how much every single wishlist helps - it literally keeps the lights on and fuels our mission to keep making VR games for years to come.
If you haven’t yet, adding ZC2 to your wishlist takes just a click, and it makes a world of difference:
Thank you all for getting us this far - let’s see if we can smash through that next milestone together! And if you've already wishlisted the game, don't forget to drop in here to enter our giveaway as well:
Hey everyone, We’ve been heads down for months pimping and enhancing the gameplay, graphics, effects, pushing through bug lists, adding new features and testing like maniacs. The Release Candidate build is in its final stretch , and unless something truly wild happens, this is it
Hey everyone,
We’ve been heads down for months pimping and enhancing the gameplay, graphics, effects, pushing through bug lists, adding new features and testing like maniacs. The Release Candidate build is in its final stretch, and unless something truly wild happens, this is it - release day is locked.
Why are we so excited? Because PCVR doesn’t get moments like this very often anymore. It’s rare these days to see a new VR shooter drop that isn’t just a lazy port or a quick arcade experience. Zero Caliber 2 is the opposite of that. It’s a full package - the kind of game we’ve always wanted to play ourselves:
A full single-player campaign you can actually sink into ✅
Up to 4-player Co-op so you can squad up with friends from day one ✅
PvP for those who like testing their aim and reflexes against others ✅
Progression and character customization so you actually feel like you’re building your own soldier ✅
And action scenes so gloriously over-the-top that even B-movie action heroes would take notes ✅
We didn’t want to just make “another VR shooter.” We wanted to make the VR shooter — something that feels complete, has tons of ways to play, and actually rewards you for coming back.
Another big thing:
THE LAUNCH PRICE IS IN YOUR HANDS
We’re running a wishlist milestone campaign, which means the more of you that wishlist before October 30, the lower we can set the price on release day. That’s not a gimmick - it’s literally in your hands. One click now helps the whole community pay less later.
So here we are - the finish line is in sight. The last few bugs are being squashed, the RC build is looking solid, and in just a few weeks, Zero Caliber 2 will be out in the wild.
If you’ve been waiting for a real VR shooter to dive into this year, this is it.
👉 Wishlist Zero Caliber 2 today, and lock in October 30 for launch.
Hey all, We're entering the finish line - Zero Caliber 2's release is around the corner! And we've almost reached our next wishlist milestone already - HUGE thanks to everyone who contributed! View game page But that's not all. We're giving a very special, limited time MP5 skin t
Hey all,
We're entering the finish line - Zero Caliber 2's release is around the corner! And we've almost reached our next wishlist milestone already - HUGE thanks to everyone who contributed!
Hey friends, How's it going? Here's a little update on our social experiment: View game page We're making good progress - our initial milestones however might've been a little bit too optimistic, so we lowered the numbers. And with that, we've already reached our 1st milestone ,
Hey friends,
How's it going? Here's a little update on our social experiment: View game page
We're making good progress - our initial milestones however might've been a little bit too optimistic, so we lowered the numbers.
And with that, we've already reached our 1st milestone, so our launch price dropped to $26.99! Can we go even lower? 35K would be a dream come true!
Here’s how you can contribute:
Wishlist Zero Caliber 2 Remastered on Steam (step 1):
Hey everyone, There aren't many Co-op VR games releasing nowadays, but we're here to change that! As you can tell, we’re currently trying to spread the word to keep our momentum going. We're ready to drop Zero Caliber 2 Remastered's launch price if we hit certain wishlist milesto
Hey everyone,
There aren't many Co-op VR games releasing nowadays, but we're here to change that! As you can tell, we’re currently trying to spread the word to keep our momentum going.
We're ready to drop Zero Caliber 2 Remastered's launch price if we hit certain wishlist milestones!
As a self-funded indie team fighting to keep native PCVR (and our studio) alive (especially the single/Co-op/PvP combo genre), we’re gearing up to drop one of the most epic PCVR shooters to date. We’d LOVE to make the launch price as low as possible for y'all - but we need to hit these wishlist milestones first:
Here’s how you can contribute:
Wishlist Zero Caliber 2 Remastered on Steam (step 1):
Hey everyone, There aren't many Co-op VR games releasing nowadays, but we're here to change that! To ease the wait, here’s a little something for y'all ahead of the Zero Caliber 2 Remastered launch: We’re giving away 2 copies of the game - one for you , and one for your Co-op squ
Hey everyone,
There aren't many Co-op VR games releasing nowadays, but we're here to change that! To ease the wait, here’s a little something for y'all ahead of the Zero Caliber 2 Remastered launch:
We’re giving away 2 copies of the game - one for you, and one for your Co-op squadmate of choice.
Here’s how to enter:
Wishlist Zero Caliber 2 Remastered on Steam (step 1):
That’s it - nice and simple. We'll contact the winner(s) 1 week prior to release - stick around for the release date announcement! And big thanks for helping us push through the Steam algorithm and keep the co-op VR shooter genre alive!
Hey everyone, Zero Cal 2's release is approaching fast, and some of the most frequent questions we’ve been getting are: “ How different is Zero Caliber 2 on Steam compared to standalone? ” and “ Why did you add ‘Remastered’ to the title? ” and “ When is it coming? ” Excellent que
Hey everyone,
Zero Cal 2's release is approaching fast, and some of the most frequent questions we’ve been getting are: “How different is Zero Caliber 2 on Steam compared to standalone?”
and
“Why did you add ‘Remastered’ to the title?”
and
“When is it coming?”
Excellent questions, let’s break it all down.
“Why did you add ‘Remastered’ to the title?”
Zero Caliber 2 on PCVR isn’t just a lazy port with higher res textures and better resolution. We pushed things as far as we could within the engine’s limits - and then some. We also added brand new features. A few things that got the PCVR treatment:
💥 Visual fidelity got a massive upgrade - explosions, muzzle flashes, lighting, shadows, textures, VFX… it all hits much harder now.
🪖 Enemy numbers almost doubled, and AI behavior has been drastically improved to actually challenge you - even in Co-op.
👨🏻🔬 Physics upgrade - ragdolls are in full swing, enemies react to bullets much more realistically.
🚀 Several missions have been completely reworked, and pretty much all missions were touched up to deliver a more cinematic experience than you’ve ever seen in a VR shooter.
💅 Player customization - you can customize your character with both brand-new gear and throwbacks from the original Zero Caliber.
🔫 Weapon models got a facelift to match the upgraded visuals.
⚙️ We focused heavily on QoL and tech stability — aiming for the smoothest, bug-free experience right at launch.
… and there’s a lot more we’re keeping under wraps for now.
Calling it just “Zero Caliber 2” didn’t feel right - the work that’s gone into this version 100% deserves the Remastered tag.
"How different is Zero Caliber 2 on Steam compared to standalone?"
Why don't you see it for yourself? Check out these side-by-side comparisons (captured in a WiP build) from our creator friends:
We’re currently running a Closed Beta, and are testing a few bonus features and new weapons we might add for release internally. We were originally aiming for a September launch, and so far it looks like we’re still on track - keep an eye out for the official release date announcement in the coming weeks!
I promise it’ll be worth the wait.
... AND if you’re into what you’re seeing, a wishlist on Steam goes a long way. ❤️ Let’s keep the VR shooter genre alive, together! Cheers, Dan + the XREAL Games team