>>307439268
When the dungeon update with patrolling AI comes out I'm going to try living out my fantasies of being a dagger shank rogue as there will finally be unaware enemies to sneak up on. Though this is another case where I feel like I may have made the right choice in pirating the game.

Boneworks is legitimately fascinating as a game, and I like it quite a bit. I wish that all VR games had that level of interactivity. I don't have much else to say on that front other than I got filtered at the area with falling crates and haven't tried the game since. Supposedly a patch changes climbing so your legs will actually pull up when you try to pull up with your arms, which might mean that I should actually buy this one.

Doom VFR is fairly enjoyable. It's a little easy as I think that it was made for people who would only teleport rather than using full locomotion. I love how they implemented telefragging from the original Doom games in as a way to glory kill demons on teleport. I hope that more games using teleport in creative ways rather than just an option for casuals to do movement. 

Beat Saber is good, especially with mods. I am just bad at the game, especially as my headset can't track most movements outside of my field of vision.

As far as not-exclusively VR games go I've tried:

Quakespasm VR. I actually prefer this over playing Quake normally due to the immersion and being able to aim easily with the lasers. Playing through Arcane Dimensions is a blast. I didn't have as good of an experience with the newer shinier QuakeVR port, as it's not compatible with most mods and requires that the grip be constantly held or else you drop your weapon. Similarly I couldn't get GZDoomVR to work at all. The controllers just aren't detected. It's a shame as someone working on a Doom mod I would have loved to try it in VR.

VRChat, duh. Joining the meetups has been fun so far. It's been a good excuse to make characters in Koikatsu and port them over. cont.