Jacked Up Turns VR Platforming Into a Bouncing, Clout-Chasing Circus on Quest

Jacked Up Turns VR Platforming Into a Bouncing, Clout-Chasing Circus on Quest

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Jacked Up

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For the fourth volume of the CD-Rom trivia game show, the You Don't Know Jack crew decided to throw out the YDKJ rule book and start fresh! This ain't your dad…

Genre: Racing, Simulator, StrategyRelease: 11/30/1998

VR Platforming Meets Clout Chasing – And Yeah, There’s No Jump Button

Jacked Up launching in Early Access on Meta Quest caught my attention for two reasons: it ditches the jump button entirely and it bakes the creator grind right into the run. You’re a jacked rabbit bouncing through gym-themed obstacle towers while juggling a virtual phone, chat comments and all. It’s chaotic by design – very Gorilla Tag energy meets Fall Guys spectacle, filtered through the attention economy we all swim in.

Key Takeaways

  • Bounce-only locomotion could be brilliant for skill expression – or a motion sickness trap if comfort isn’t nailed.
  • The built-in “record-every-run” creator angle makes sense on Quest, where viral movement games thrive.
  • Cosmetic customisation (hats, phone cases) screams monetisation potential; watch how Early Access handles it.
  • Progression via gyms, buffs and permanent upgrades suggests a solid difficulty climb if the content cadence is there.

Breaking Down the Announcement

Out today in Early Access on Meta Quest, Jacked Up is a VR platformer where you never press jump — you bounce. The course is a vertical gauntlet of spinning platforms, moving hazards and themed “gyms.” Between attempts you tweak your look with unlockable hats and phone cases so your clips are instantly recognisable. Your in-game phone does double duty: selfies, reading and replying to a faux social feed, and recording your run to local storage for sharing later.

Hit a new gym and you earn buffs and permanent upgrades like improved air control and longer jump distance (via bounce physics). Optional “Bro Labs” experiments promise harder runs for bigger “viewer” hype — basically a risk-reward modifier system that should juice leaderboards if they add them. The studio calls it “pure chaotic energy,” and, for once, the marketing fits: “Part platformer, part social media circus, all wrapped in shredded animal madness,” says Arnaud Baernhoft, CEO of Field of Vision.

Why This Mix Actually Makes Sense on Quest

Quest’s breakout community hits lean on physicality and shareability. Gorilla Tag didn’t explode because it was pretty; it exploded because the arm-driven locomotion felt instantly learnable and infinitely masterable — and every session made for hilarious clips. Jacked Up aims for that same loop: physics-first movement, fast retries, and automatic recording so creators don’t futz with capture tools. Bouncing instead of button-jumping is smart in VR; you’re leveraging vestibular expectations and hand/arm movement rather than thumb presses that can break immersion.

Screenshot from You Don't Know Jack vol. 4 The Ride
Screenshot from You Don’t Know Jack vol. 4 The Ride

The social layer might be more than a gimmick if it actually affects runs. If responding to chat mid-bounce alters rewards, or if “Bro Tasks” twist your route choice, that’s gameplay, not just window dressing. The studio’s past projects — Crazy Kung Fu on the fitness side, the mixed reality sandbox Dungeon Maker, and word puzzler Wordomi — suggest they like tight, repeatable loops with measurable progression. If they bring that discipline here, the watch-and-retry compulsion could stick.

Red Flags and Real Questions

Comfort is the big one. Bounce locomotion can be a joy for some and a stomach-wrecker for others. The announcement doesn’t mention vignettes, camera damping, or seated options. If you’re sensitive, wait for players to report on comfort sliders before diving in. The second flag is economy. Hats and phone cases are fun — but Early Access is where monetisation frameworks quietly sneak in. Are cosmetics purely unlockable, or is a cash shop coming? No word yet, but the “look good for the camera” pitch is basically a neon sign for future cosmetics.

Screenshot from You Don't Know Jack vol. 4 The Ride
Screenshot from You Don’t Know Jack vol. 4 The Ride

The creator angle is promising, but it needs depth. Local video saves are great; serious creators will ask for finer control — replay cameras, FOV options, watermark toggles, and instant social export. Also, if the in-game chat is simulated, cool; if there’s any live integration, moderation tools are non-negotiable. Finally, progression questions: How many gyms at launch? How fast do you unlock meaningful upgrades like air control? If the grind feels stingy, people bounce off (pun intended).

The Gamer’s Perspective: Skill Ceiling or Chaos Generator?

I love the idea of no jump button because it puts execution front and center. If the physics are readable, you’ll start chaining bounce streaks, nudging mid-air with tiny wrist flicks, and feeling that same “one more run” itch we get from games like To The Top or Climbey. If they botch readability — inconsistent bounce heights, unclear hazard timing — it turns into slapstick failure without the satisfaction. The Bro Labs modifiers could be the secret sauce here, letting experts crank difficulty for bragging rights while newcomers learn on vanilla routes.

Field of Vision pitching this as “chaotic energy” is honest, and I’m into it. But chaos needs guardrails: instant restarts, fast load times, obvious visual language, and progression that lets you feel stronger without trivialising earlier challenges. If those boxes get ticked, Jacked Up could carve out a niche between fitness games and social playgrounds — sweaty, silly, and surprisingly technical.

Screenshot from You Don't Know Jack vol. 4 The Ride
Screenshot from You Don’t Know Jack vol. 4 The Ride

Looking Ahead

Early Access on Quest lives or dies by updates. If Jacked Up rolls out new gyms, modifiers, and creator tools on a predictable cadence, it can build a Gorilla Tag-style community of clip factories and competitive climbers. If updates lag or lean too hard into paid cosmetics, the mood will sour fast. For now, the pitch is fresh: bounce to the top, chase gains, and entertain the crowd while you do it — even if the crowd is simulated.

TL;DR

Jacked Up hits Meta Quest Early Access with bounce-only platforming and a built-in creator loop. It could be a comfort-nightmare or a skill-based gem. Watch for comfort options, progression pacing, and how the game handles cosmetics before you commit — but the core idea has real legs (er, ears).

G
GAIA
Published 8/31/2025Updated 1/3/2026
6 min read
Gaming
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