Retronika Review

• written by Krist Duro
Retronika Review

Retronika excels at providing a thrilling sense of speed and immersion in its futuristic world, but its punishing difficulty and grind-heavy progression hold it back from reaching its full potential

There’s so much potential in Retronika’s hoverbike shooter concept. Zipping through the stunning cel-shaded city at breakneck speeds is exhilarating, as you dodge and weave your way through the crowded sky lanes, avoiding hovercars while staying within the “highway.” Enemy drones force you to think quickly, balancing steering and firing in the tight, often unforgiving traffic. However, the harsh traffic and the overly precise, aim-bot-like drones are what hold Retronika back from true greatness.

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An image showcasing the game described in this article.

Currently, the game is very unbalanced, and the developers are aware of this, promising an update that will introduce difficulty options and other tweaks. But since that update isn’t available yet, I’ll review Retronika based on its current state. As of now, it’s extremely difficult—like “Extreme Mode” difficult—which makes it hard to recommend for casual VR players.

The game is structured with 50 levels, each with different objectives. These might include reaching the end before time runs out, passing through checkpoints to extend time, or destroying a set number of drones. Later levels combine these challenges with additional surprises. Imagine flying through a 3x3 grid packed with traffic, trying to dodge obstacles while staying inside the grid to avoid losing energy. At the end of each level, you’re scored and earn currency to upgrade your hoverbike or purchase new weapons. However, the amount of currency you earn is too low to progress steadily. You have to replay levels for higher scores to afford upgrades, which can feel like a grind, especially early on. Instead of these incremental speed or handling boosts, more exciting upgrades—like shields or an EMP blast—would add much-needed variety and fun.

An image showcasing the game described in this article.

Controlling the hoverbike is enjoyable. You grip the virtual handlebars, moving the analog sticks to accelerate or brake. I’d love to see a control scheme where pressing the trigger accelerates and releasing it brakes automatically for more comfort. With one hand on the handlebars, you can only move horizontally, while using both hands enables full vertical movement. Combat is decent, and the customizable aim assist, which can go up to near-auto-aim, is a welcome addition considering the game’s difficulty. You can also purchase new weapons, but, again, they’re too expensive for casual players.

Despite these issues, flying around the city is a lot of fun, and I wish there was an endless mode with no combat—just flying and dodging traffic, maybe collecting coins. It’d be like a VR version of Subway Surfers. Developers, if you’re reading this, please consider adding that in a future update!

Visually, Retronika is an absolute treat. The developers nailed a retro-futuristic, cel-shaded aesthetic that feels alive with activity, even at high speeds. The art style reminds me a lot of Futurama, with vibrant, detailed cityscapes that maintain a smooth frame rate. Plus, the soundtrack has some absolute bangers that enhance the experience.

An image showcasing the game described in this article.

Retronika excels at providing a thrilling sense of speed and immersion in its futuristic world, but its punishing difficulty and grind-heavy progression hold it back from reaching its full potential. The game is visually stunning and mechanically solid, yet in its current state, it caters more to hardcore players than those seeking a fun, casual VR experience. With some tweaks to the balance and progression, Retronika could evolve into something truly special. For now, it’s a promising but frustrating ride. Thanks for reading!

The game was reviewed on a Quest 3 via a promo copy provided by the developers. Retronika is available on Meta Quest.

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