
Zix is one of the most exciting VR roguelites I have played on Quest 3
I love this game. Zix is a VR roguelite, and sure, there are plenty of those around, but this one feels different, special even. It takes a genre that can easily become repetitive and injects it with some of the most exhilarating movement mechanics I have ever felt in virtual reality. Combine that with groovy, vibrant visuals, gesture based combat, and a roguelite loop that keeps you hooked, and you have something truly worth paying attention to.
Zix drops you into surreal, procedurally generated arenas that burst with color and energy. Each run feels slightly different thanks to the shifting layouts, and while the environments are not about deep storytelling or lore, they have a personality that is hard to ignore. Bright neon hues, giant mushrooms and other monolithic structures, and a strange sense of rhythm give the whole experience a groovy vibe.
The missions themselves keep things simple. You jump into a level, eliminate enemies, gather chaos crystals, and sometimes face mini bosses or defend against waves. The structure is straightforward, but because of how chaotic and fun the gameplay is, simplicity actually works in its favor. Zix does not waste time with fluff, it pushes you right into action.
If Zix only had its movement system, it would still be worth playing. It is that good. Your character moves like a dream, and the controls feel instantly natural. You can run, jump, double jump, wall jump, climb walls, and string these actions together in a flow that feels smooth and exhilarating.
But then comes the slingshot mechanic, which elevates everything. By grabbing the air with your VR controllers, arrows appear that show the direction you will launch. Release the grab, and your body is flung forward in a slingshot motion. The sense of speed and freedom this gives is unlike anything else in VR. The wild part is that you can do this anywhere, even in mid air, even while holding a weapon or climbing a wall. There are no restrictions. It makes you feel unstoppable, and once you master it, you move through arenas with an acrobatic grace that feels ripped straight out of anime.
The game only gets crazier when you unlock movement upgrades during a run. Explosive jumps, for instance, launch you with extra power and force, and the sheer momentum can send you rocketing across the map. When paired with combat, the results are pure adrenaline. The first time you launch yourself towards an enemy while drawing a sword and then slash through them mid flight, you will feel like Zenitsu from Demon Slayer unleashing a lightning fast strike. It is intoxicating.
Movement is only half the magic though. Zix uses a unique gesture based combat system that gives you a wide arsenal of weapons, all accessible without menus. Instead, you summon them through natural hand motions.
If you reach over your shoulder and pull the trigger, a sword appears. Rotate your palms up, hold the trigger, and you generate a grenade that you can toss. Hold your hand like a gun and squeeze, and a firearm manifests. Palm forward and tap, and a shield materializes. Draw your hand back against the other as if pulling a bowstring, and a bow comes into existence. You can perform these gestures on both hands, mixing and matching weapon types however you want.
This makes combat dynamic and improvisational. One second you are slashing with twin swords while bounding between walls, the next you are lobbing grenades into a cluster of enemies, then switching to a bow for precise shots mid flight. It creates an incredible synergy with the movement system, letting you unleash chaos while constantly adapting to new situations.
Like other games in the genre, Zix follows the roguelite formula. Runs are randomized, enemies are shuffled, and each attempt comes with opportunities to grab new upgrades that change how you play. The buffs can dramatically alter your approach. Some improve your mobility, others increase damage or change the behavior of your weapons. This variety keeps the game fresh, and while you will fail often, every run pushes you closer to mastering both the systems and your own reflexes.
The loop works especially well in VR. Because movement and combat feel so physical and immersive, each new upgrade has an immediate, tangible effect. An explosive jump is not just a number on a stat sheet, it is a shockwave that you feel through your whole body as you rocket upwards. A stronger sword swing is not just extra damage, it is the difference between slicing clean through an enemy or having to scramble to finish them off.
Zix also supports co op play with up to two other players, and this is where the game’s chaos truly shines. Movement and gesture combat already feel wild in single player, but add a few more parkouring, grenade tossing, sword slashing friends into the mix, and arenas erupt into beautiful disorder. Coordinating attacks, sharing chaos crystals, and improvising strategies on the fly makes each run even more unpredictable.
It is the kind of multiplayer that creates stories you retell later. Moments when you and a friend accidentally collided mid air and still managed to wipe out a wave of enemies, or when a perfectly timed grenade saved the run in the last second. The co op elevates the fun and gives the game even more replayability.
The game is still in Early Access, and while the core is incredible, there are rough edges. The gesture system, for example, can sometimes get confused during frantic moments. You might try to summon a sword but instead pull out a gun, or attempt to draw a bow and end up lobbing a grenade. These mistakes can be frustrating, especially during tense fights.
One solution would be to allow players to customize their weapon loadout, disabling the ones they do not want to use. If I could lock myself to swords, bows, and grenades, I would never risk misfiring my gun or materializing a shield when I meant to draw steel. Hopefully this kind of option gets added later.
The level design is also a bit repetitive and the game could benefit from more variety. Sometimes, you will find yourself in a large arena with lots of enemies and verticality and sometimes you'll end up in a flat arena.
Still, none of these issues overshadow the brilliance of the movement and combat systems. They are so fun and so unique that they carry the entire experience.
Visually, Zix is a treat. The color palette is bold and groovy, leaning heavily into neon tones that keep each level feeling alive. The enemy designs are distinct enough to make them easy to track mid chaos, and while the environments are not deeply detailed, they have enough flair to sell the psychedelic vibe.
The audio design leans more on effects than music, but when weapons connect, the sound has punch. Swords slash with satisfying weight, grenades pop with a heavy thump, and bows twang in a way that makes each arrow feel physical. The presentation complements the gameplay perfectly, even if the soundtrack still needs a boost.
Zix is one of the most exciting VR roguelites I have played on Quest 3. Its movement system alone is revolutionary, letting you soar, slingshot, and wall run with effortless fluidity. The gesture based combat adds layers of creativity and spontaneity, while the roguelite progression ensures that no two runs are ever quite the same.
Yes, it is still in Early Access, and yes, there are areas that need polish. Gesture recognition can be inconsistent, and the music could use more punch. But these are small issues compared to the joy of launching yourself through the air, blades drawn, crashing down on an enemy like an anime hero.
If you are looking for something that pushes VR gameplay forward, Zix is absolutely worth diving into right now. It is chaotic, colorful, challenging, and endlessly fun, and I cannot wait to see how it evolves. Thanks for reading!
The game was reviewed on a Quest 3 via a promo copy provided by the developer. Zix is available on Meta Quest and PCVR.