
Game intel
Knights of Fiona
Fierce dragons have emerged in the land of Gallia. Join Fiona and her sworn knights to protect the kingdom! Embark on quests solo or with friends as you fight…
VR has flirted with role-playing for years, but we’ve rarely gotten a true JRPG built from the ground up for headsets. That’s why Knights of Fiona jumped out at me. It promises a full-scale VR Japanese role-playing game set in the world of Gallia, built around a character-driven story you can play solo or with up to two friends. It’s wishlistable now on the Meta Horizon Store and SteamVR, with a 2026 release on the horizon. On paper, that’s the exact blend-story, co-op, and boss-focused combat-that VR has been missing.
Knights of Fiona drops you into Gallia—think trains, seaside ports, and bustling cities that aren’t just backdrops but places to explore and quest through. You’ll fight “epic bosses,” which in VR translates to multi-phase encounters where positioning, timing, and communication matter more than sheer DPS. The co-op cap is “up to two friends,” so expect a three-person party, a smaller but more practical size for VR sessions and voice comms.
Character-driven narrative is the other big promise. If you’ve played RUINSMAGUS, you know CharacterBank can deliver strong anime-inspired presentation and a heartfelt tone. The difference here is scale. “Full-scale VR JRPG” is a bold phrase. In flatscreen terms, “full-scale” means 40-80 hours; in VR land, that’s historically closer to 12-25. The real test will be whether Fiona’s journey feels like a complete arc with meaningful character development, not just a loop of instanced dungeons stitched together by cutscenes.
Platform-wise, going day-and-date across Meta’s store and SteamVR is the right call. Standalone gets reach; PC VR gets fidelity. The question every PCVR diehard will ask: is there cross-play? Because splitting friends between storefronts kills co-op momentum fast. The studios that nailed VR co-op (Dungeons of Eternity, After the Fall) made social friction as low as possible. Knights of Fiona needs to do the same.

The VR scene has proven we’ll show up for deep single-player experiences (Asgard’s Wrath 2) and social dungeon crawls (Dungeons of Eternity), but a proper JRPG—with party dynamics, memorable NPCs, and a world you want to live in—remains an open lane. Most VR RPGs either lean into grindy MMOs or roguelite loops. If Knights of Fiona really centers on characters, choices, and handcrafted boss encounters, it could fill a gap that’s weirdly still empty.
Timing also matters. By 2026, we’ll likely have a more mature Quest install base and a steadier cadence of VR releases. Players are more comfortable with longer VR sessions and expect better comfort options and smarter UX. That’s good for a narrative RPG that asks you to settle in for multi-hour arcs—if the team builds the right systems around it.

RUINSMAGUS was dripping with vibe—beautiful art, earnest voice work, and a cohesive fantasy tone. Where it stumbled was repetition and limited interactivity. Encounters blurred together and the “town” felt more like a menu with a nice coat of paint. If Knights of Fiona learns from that, we’ll see more systemic variety: enemy behaviors that force new tactics, cities that act as real spaces with secrets, and progression that changes how you play, not just how big your numbers are.
I’m hoping for party roles that actually matter (think tank interrupts, healer buffs, burst windows), plus VR-specific mechanics that reward physicality without turning every fight into wild flailing. Smart hit detection, shield angles, and timing-based parries can make VR combat sing—especially in multi-phase boss fights where coordination decides the outcome.

Before you commit your squad, keep an eye on four things: confirmation of cross-play between storefronts; how co-op weaves into the story; the breadth of comfort and accessibility features; and whether cities feel like actual spaces with activities. Wishlist on your platform of choice, but wait for gameplay that shows a full party tackling a boss—from approach to loot—and a slice of city life with NPC interactions. If those clips look authored and reactive, not staged and static, we might finally have a VR JRPG worth sinking a dozen weekends into.
Knights of Fiona aims to be the VR JRPG we keep asking for: story-first, co-op-friendly, and built around big boss encounters. I’m cautiously hyped, but the verdict hinges on co-op integration, cross-play, and real RPG depth. 2026 can’t come fast enough—just show us the systems, not just the sizzle.
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