17 months of testing The Boys: Trigger Warning by @arvoreimmersive & @SonyPicturesVR. Here's what that looked like: VR video + 3rd-person video of the participant. Narrative tested as its own discipline.
Case study: vroxygen.com/case-studies/ar…
#VRPlaytesting #VRUserTesting #VRGaming
Every studio says video is the most valuable playtest data. Almost none of them can say when they last watched one start to finish. Why? Because just more video isn’t helpful. Context is everything. We wrote about why. vroxygen.com/blog/the-video-… #VRPlaytesting #VRUserTesting #VRDev
The most useful question before any VR test round isn't "how many participants?" It's "do they represent the full spectrum of players who will actually play or buy this game?" vroxygen.com/blog/you-built-…
#VRPlaytesting #VRUserTesting
A 16-year-old with 500 hours of physics-based VR and a 45-year-old from traditional gaming are measuring different things. Merge their feedback and you'll confirm nothing. vroxygen.com/blog/you-built-…
#VRPlaytesting #VRUserTesting
Physical friction and cognitive friction both kill VR retention — and community testing rarely surfaces either. Both look like design failures until you look at the full player profile. vroxygen.com/blog/you-built-…
#VRPlaytesting #VRUserTesting
A studio tested their VR game with younger active players. Onboarding collapsed. They kept swinging their arms to move — because that's the only VR input they'd ever known. The game was fine. The audience assumption wasn't. vroxygen.com/blog/you-built-…
#VRPlaytesting #VRUserTesting
Testing with your Discord community = testing with players who already found you. That's loyalty data. It doesn't tell you how a player discovering your game for the first time will respond. Big difference. vroxygen.com/blog/you-built-…
#VRPlaytesting #VRUserTesting #VRDev #VRGaming
You built it for VR players. But which ones? The most dangerous assumption in VR dev isn't technical — it's demographic. New article on why testing with the wrong audience is worse than not testing at all. vroxygen.com/blog/you-built-…
#VRPlaytesting #VRUserTesting #VRDev #VRGaming
New players see your game differently than returning ones.
Mystic tested both groups separately — sometimes same day.
Same feature. Different cohorts. Different insights.
That's how you find what experienced players stop noticing. Full story: vroxygen.com/case-studies/cr…
Voice chat was confusing in live multiplayer.
Players couldn't tell who they were hearing or if their mic was on.
The fix: mic runes on the wrists. Bring to face to speak.
A UX problem became a VR-native interaction. Full story: vroxygen.com/case-studies/cr…
#VRUserTesting #VRTest
Reviews said enemies were too hard.
The team checked balance. Damage, enemy speed, everything.
Videos showed the real issue: almost nobody knew they could block spells.
Tutorial added. Problem solved. Full story: vroxygen.com/case-studies/cr…
#VRPlaytesting #VRUserTesting #VRDev
Every player ran straight to the center of the map.
Nobody took the first crystal. Nobody explored the camps.
Not because they didn't want to — boulders were blocking their sightlines.
Rocks moved. 20% started navigating differently. Full story: vroxygen.com/case-studies/cr…
Mystic's testing process seemed fine.
Then paid influencers hit bugs before Steam Next Fest.
Host and client experience multiplayer differently — their testing only covered one side.
Wake-up call. Six months later they shipped Early Access. Full story: vroxygen.com/case-studies/cr…
How do you find what player reviews can't explain?
Mystic Interactive ran 26 VR playtests — Alpha to live ops. The videos showed what surveys never could.
Full story: vroxygen.com/case-studies/cr…
#VRPlaytesting #VRUserTesting #VRDev #VRGaming #VRUX #SteamVR #MetaQuest
During GDC, we’ll be meeting with teams building VR games, apps, and immersive experiences to share how studios use VR Oxygen for user testing and player behavior insights. If you’re around, DM us to connect! #GDC2026 #VR #XR #VRUserTesting #VRPlaytesting
Massive congratulations to @arvoreimmersive and @SonyPicturesVR on the announcement of The Boys: Trigger Warning! We are incredibly proud to have been a strategic VR user testing partner throughout the entire development cycle! #TheBoys #VRUserTesting #VRPlaytesting #VR
A new chapter of The Boys is here.
🔗 Pre-order now on Meta Quest: meta.com/experiences/the-boy…
🔗 Wishlist on PSVR2: store.playstation.com/concep…
@SonyPicturesVR @SonyPictures @VoughtIntl @TheBoysTV
Millions lost. VR games & apps build wrong experiences relying on guesswork or subjective feedback. VR Oxygen enables studios to build with absolute confidence by streamlining VR user testing and providing actionable insights. vroxygen.com #VRUserTesting #VRPlaytesting
It was wonderful to connect with our users, partners, and friends at #MetaConnect2025!
Trying the new Ray-Ban Display AI glasses and the Meta Neural Band was exciting, as was seeing the new partnerships with major studios like Walt Disney, Universal Pictures, and James Cameron.
VR Oxygen retweeted
For my fellow accessibility-related work peers (or just anyone interested!), @VRoxygen did a really rad case study after playtesting our (stupidly addictive) Cosmonious High game!
So proud of @JC_3D and everything she does heading accessibility efforts at @OwlchemyLabs 🥰
vroxygen.com/case-studies/co…



