Reven VR

Reven VR is designed with a single clear purpose, to deliver a raw, adrenaline-fueled action experience in VR, something that is currently rare in the landscape of available VR games.

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Reven VR is designed with a single clear purpose, to deliver a raw, adrenaline-fueled action experience in VR, something that is currently rare in the landscape of available VR games. While many titles focus on slow-paced puzzle solving or casual interactions, this game stands out by placing the player in the middle of intense, cinematic combat sequences, using hand-tracked melee weapons like a katana and axe. Set in a story-rich, eerie amusement park overtaken by a mafia gang, the game offers fast-paced encounters, immersive ride interactions, and explosive moments of violence and revenge. It doesn’t aim to be subtle it aims to make the player feel powerful, reactive, and fully immersed in a world where every move and strike matters. This game aims to fill a much-needed gap in the VR space, delivering high-impact action, emotionally charged cutscenes, and physically engaging mechanics all in a tightly woven, visually compelling experience.

Raven lived a quiet life, hiding his past as a deadly assassin. But the night his girlfriend was taken, the shadows of his old self awakened. In a dimly lit alley, two bald men exchanged a smirk before dragging the terrified woman away. She tried to escape, but they were faster. Somewhere across the city, Raven answered a call. He listened, silent, his eyes closed. Then, they snapped open burning red with fury. The mafia had no idea who they had just crossed. He moved like a ghost through the city, heading straight for the abandoned amusement park where they held her. The neon entrance flickered, casting eerie shadows as he stepped inside. The place was empty, but it reeked of danger. In the grand circus hall, the first wave of enemies fell before they could react. They had expected a desperate man, not a trained killer. Blades clashed, bones shattered, and screams filled the air as Raven tore through their ranks. Deeper into the park, past the shattered remains of a carousel, he reached the final battleground the Ferris wheel rooftop. The boss stood waiting, confident. But confidence meant nothing against Raven’s precision. The fight was brutal, blood soaking the rusted metal beneath them. With one final strike, the boss fell. As Raven walked away, only one truth remained peace was never meant for men like him.

The world of Reven VR is a functional yet highly controlled amusement park, now under the grip of the Mafia. The entrance plaza, dimly lit by flickering tungsten lights, appears normal at first—with food stalls and ticket booths intact—but the “No Weapons Allowed Inside” sign at the gate hints at the violence waiting within. As Raven steps deeper, the Midway is lined with game booths and carnival music, but the eerie silence makes the joy feel artificial.
The grand Circus Tent, once filled with cheers, is now a ruthless combat arena. Its flickering spotlights cast shadows over empty seats as Mafia henchmen rise from the darkness to surround Raven. The roller coaster tracks, still operational, serve as high-speed battlegrounds where enemies fire from above as Raven dodges between moving cars. High atop the Ferris wheel, the final confrontation takes place on an unstable rooftop as the city glows distantly below. Here, revenge unfolds in a world that feels alive yet disturbingly quiet—a stage set for violence, betrayal, and cinematic intensity.


Exploration & Story-Driven Gameplay:

The game is set in a dark, eerie amusement park filled with broken rides, abandoned stalls, and blood trails for environmental storytelling.
The player progresses through combat encounters and cutscenes that reveal key plot points.
The atmosphere is enhanced with lighting and fog effects to create a horror-action feel.

Combat & AI Engagement:

Enemies detect the player from a distance and charge toward them.
At close range, they perform a flying punch before engaging in combo attacks.
The enemy AI is designed to surround the player dynamically, making fights more intense.
The health system ensures the player takes damage when hit, and the UI dynamically updates the health bar.
Enemies also have a health system, and when their health reaches zero, they die with a proper animation.
Different weapons deal varying amounts of damage, affecting how quickly enemies are defeated.
Haptic feedback is triggered based on the intensity of attacks, enhancing immersion in combat.

Core Interaction & Combat Systems:

The player wields a katana and axe using VR hand tracking instead of controllers.
Weapons can be spawned or disappeared using the A/X buttons, and the player can switch weapons dynamically between hands.
The combat system is designed to be fast-paced and cinematic, inspired by street fights.
Enemies surround the player and attack strategically in waves, using a combination of punches and uppercuts.
Each weapon has different attack power, with heavier strikes dealing more damage.
Haptic feedback is integrated, triggering vibrations when the player takes or deals damage.

year

2025

year

2025

year

2025

year

2025

timeframe

15 days

timeframe

15 days

timeframe

15 days

timeframe

15 days

tools

Unity | Blender

tools

Unity | Blender

tools

Unity | Blender

tools

Unity | Blender

category

XR Design

category

XR Design

category

XR Design

category

XR Design

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.say hello

I'm open for freelance projects, definietly reach me to see how can we collaborate

.say hello

I'm open for freelance projects, definietly reach me to see how can we collaborate

.say hello

I'm open for freelance projects, definietly reach me to see how can we collaborate

.say hello

I'm open for freelance projects, definietly reach me to see how can we collaborate

SRIJITH D RAJ

SRIJITH D RAJ

SRIJITH D RAJ

SRIJITH D RAJ