Demeo the tabletop dungeon crawler released today has reviewed pretty well so far
https://vrscout.com/news/demeo-review-an-rpg-lovers-dream/
https://uploadvr.com/demeo-review/
https://www.roadtovr.com/demeo-review-quest-2-steam/

roadtovr has the most critical review:
>Granted, getting that close to inspect enemies and heroes alike is fairly pointless when it comes to actually playing. After settling into the game, you’ll probably end up ignoring most of those rightfully cool things as you toggle the ability to view the world at a 45-degree angle tilt so you don’t strain your neck from constantly looking downward.
>Avoiding the inevitable neck strain, at that point it basically becomes a game you might well play on traditional monitors, as your motion controller becomes glorified laser pointers to select and move pieces. Hand models just feel too unnatural in how they grip things to make it feel like the obvious first choice—it’s just too damn fiddly to pick up a single piece from a cluster.
>That raises the question: what does Demeo bring to VR that a game on traditional monitors can’t? The answer is very little. I was really hoping to see more VR-specific game mechanics, like skill-based interludes, moments for roleplay, or something that would put me more into the game; being able to shrink down to nearly the size of a character doesn’t really cut it.

Good points on the awkwardness of VR hand controls for fine manipulation still, but I feel like spatialized voice chat and avatars still enough to the experience vs staring at a monitor with people speaking in your head, even if e.g. torchlight or diablo is a strictly better dungeon crawler game. Same reason people put up with vrchat mahjong over mahjong souls.