
Game intel
TRACKED: Shoot to Survive
When Poland’s Incuvo, the minds behind Green Hell VR, joined forces with People Can Fly to unveil TRACKED: Shoot to Survive at the Meta VR Games Showcase, VR fans sat up. This Quest 3 exclusive, due fall 2025, throws you into Canada’s frozen wilderness after your plane is shot down—and your sister is kidnapped. With its promise of gut-punch immersion, TRACKED has high expectations to meet in a genre prone to overpromise and underdeliver.
Since 2012, Incuvo honed its craft on brutal, detail-heavy flat-screen titles before pivoting to VR with Green Hell VR and Bulletstorm VR. The former dazzled with its oppressive jungle and painstaking detail—from swarms of mosquitoes to the weight of your gear—only to be weighed down by a cumbersome inventory system and finicky climbing. The latter amped up VR gunplay but left narrative hungry.
With TRACKED, Incuvo claims to have learned from both. An all-new wrist-mounted inventory speeds up item selection, while adaptive collision systems make climbing feel fluid, not fretful. Crafting gestures have been streamlined to cut busywork without stripping immersion—if it works as intended, these tweaks could finally align Incuvo’s innovation with user-friendly design.
TRACKED leans heavily on Quest 3’s refined sensors. Manual reloading becomes a tactile moment—you rack a round as a bear charges. Folding snares or tying hunting traps relies on authentic knot-tying gestures, forcing you to nail real-world motions or lose time. Even drawing a compound bow hinges on precision, each arrow loosed carrying the weight of your performance.
This diegetic interface ditches flat menus in favor of in-world interactions that could redefine VR survival. Yet the approach isn’t without risk. Heavy arm movements can trigger motion sickness or controller fatigue, and missed sensor tracking—VR’s infamous “ghost hand”—can break the spell. Incuvo says it’s hashing out multiple comfort modes, adjustable session lengths, and refined haptic feedback to keep the realism without the discomfort.

At its core, TRACKED is a narrative-driven expedition. You’re Alex Hart, stranded in a bitter cold after smugglers shoot down your plane, on a desperate quest to rescue your sister. Each decision carries weight: infiltrate a smuggler camp under cover of darkness or storm in with guns blazing? Forge through wolf-infested territory for supplies, risking frostbite? Your choices affect both your survival meters and the story’s progression.
TRACKED’s AI is reported to react dynamically to your tactics. Smugglers adapt to stealth or direct assault, and wildlife patrol patterns shift so that no two hunts play out the same. Environmental hazards—sudden whiteouts, collapsing ice, dwindling rations—raise the stakes at every turn. It’s survival drama wrapped around the mechanics of a shooter, with each tactic carrying tangible consequences.
As a Quest 3 and 3S exclusive, TRACKED taps into next-gen GPUs, enhanced hand tracking, and sharper haptics. Snow drifts collapse underfoot with believable physics, branches break with satisfying twigs-snap realism, and dynamic lighting dances across your visor as bullets streak past. Spatial audio cues—from snapping twigs to distant voices—keep you constantly on edge.
Maintaining a locked 60 FPS is critical. Even minor dips can shatter immersion or trigger nausea. People Can Fly’s QA teams are stress-testing terrain streaming, AI routines, and physics loops to nail performance—an exacting task when rendering expansive wilderness alongside intricate VR gestures.
VR survival titles often dazzle early before buckling under complexity. The Forest VR and Subnautica VR impressed with scale but trapped players in repetitive loops, while open world scope came at the cost of performance. TRACKED aspires to blur that line, offering a living, reactive environment without sacrificing stability or content density.
Picture using binoculars to tag foes, setting a vine-and-stone trap from a high ledge, then deciding between a silent arrow or frontal assault—all as a blizzard bears down. If TRACKED nails this, it could be the living world VR users have dreamed of.
People Can Fly brings AAA chops to the table. Their history with high-octane action—Bulletstorm’s snap-tight reloads and visceral feedback—coupled with narrative prowess from Outriders, suggests a blend of crisp mechanics and memorable missions. Their robust QA infrastructure promises a safety net, potentially catching jank before it derails immersion. In VR, where bugs can feel catastrophic, that support is invaluable.
Any misstep—be it in climbing, crafting, or combat—could slide TRACKED back into “great idea, flawed execution” territory.
When Incuvo’s VR lessons click and People Can Fly’s action pedigree shines, TRACKED could reset expectations for open-world survival in VR. It’s not chasing one-off “wow” moments, but a sustained campaign that rewards strategy, skill, and adaptability. On Quest 3’s capable hardware, it just might deliver the uncompromised VR survival adventure players have been waiting for.
TRACKED: Shoot to Survive is a bold gamble on gesture-based mechanics, narrative urgency, and next-gen VR tech. The stakes are as high for Alex Hart as they are for VR’s credibility. Nail this, and it could become the new benchmark for immersive, high-stakes gameplay. Miss the mark, and developers may retreat from pushing VR’s boundaries for a while—far from the edge of this frozen cliff.
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