In Crashland you find yourself marooned on a hostile alien planet. Armed with only a smart pistol, teleporter and motion scanner, you have to defend against waves of increasingly ferocious aliens. The only aim is to survive long enough for rescue to arrive.


Crashland Tech Demo (DK1 + Razer Hydra) (2013)

Crashland started out as a DK1 motion control experiment that used razer hydra controllers to bring your hands into VR. You can download that version here.

Crashland Reborn (DK2 / Gear VR + Gamepad) (2015)

Crashland was reborn in 2015 as an entry into the Oculus mobile VR Jam, where it reached the final judging round. This is the current version of the experience. While currently only supporting gamepad controls, Oculus touch integration will be added as soon as available.



The current version of Crashland uses a novel control scheme that’s a hybrid of head tracking and decoupled aiming. The aim is to show that it’s possible to create an intuitive and comfortable FPS that adheres to VR best practices, without compromising gameplay.

  • Movement –You can walk around at a slow pace using the left analogue stick. Turning is controlled by real-world rotation or 45 degree d-pad ratcheting.
  • Teleporting – To move longer distances, you can charge up your personal teleporter. A silhouette will appear on the terrain where you are looking, and letting go of the button will make you instantly blink to that location. This enables much more comfortable navigation of large areas.
  • Aiming – The aiming reticule is decoupled from where you are looking, and can be moved around using the right analogue stick similar to a light gun game. However holding down the left trigger activates “head tracking” mode, where the reticule follows your gaze. You can freely alternate between the two during gameplay (see this video).
Full controls can be found by turning around at the game’s title screen.



  • The game takes place in an open desert environment.
  • The aim is to survive for eight minutes until rescue.
  • Increasingly dangerous insectoid aliens will spawn as the game progresses.
  • Killing aliens awards credits.
  • Credits can be spent on power-ups for the pistol:
    • Firing modes (single shot, three round burst, full auto, rockets).
    • Stat boosts (damage, reload, accuracy, capacity).
  • Power-ups are purchased via a shop HUD.
  • Power-ups are delivered via mortars launched from orbit. These land in the general vicinity to encourage movement.
  • The motion scanner is integral to survival, as it can track approaching aliens and locate power-up drops.
  • Hellfire rockets can catapult aliens into the air. Finishing off airborne aliens with the pistol yields double credits!
  • Credits also double as the game's scoring system.


Novel Features

  • Novel Controls – Crashland attempts novel control schemes that combine head tracking with decoupled aiming, and eventually motion control. The aim is to create an intuitive and responsive FPS that adheres to VR best practices. Gameplay mechanics such as teleporting, power-up drops and the motion scanner have been designed to take advantage of VR’s strengths while alleviating weaknesses.
  • Dynamic Animation – The aliens are driven by a novel procedural animation system which aims to produce organic and situated behaviour. Every kill yields a unique physically-simulated animation, producing a very visceral combat experience.
  • Deep Gameplay – The game is designed around a short 10 minute experience. There is considerable depth however, and surviving until rescue is not easy. It is completely up to the player how they upgrade their smart pistol, enabling many builds, strategies and meta-gameplay.

The current version of Crashland was developed for the Gear VR which runs on a Note 4 smartphone. Minimum System Requirements are therefore very modest.

Turn around on the title screen to see controls.

- characters

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