A Classic Dungeon Crawler Reimagined for VR
One More Delve is a VR dungeon crawler that aims to recreate the feeling of a tabletop-inspired adventure party, only this time you physically swing the weapons yourself. Built by solo developer ATVR and currently in Early Access on Meta Quest and Steam, it targets players who grew up on hack-and-slash dungeon crawlers but now want a more immersive, VR-native alternative. Up to three players can join forces online for multiplayer VR quests, delving through gloomy corridors filled with skeleton warriors, undead wizards and poisonous scorpions. Structurally, it sticks close to genre tradition: fight through monsters, gather loot, reach the key-marked exit door, then decide which spoils to keep before returning to a central hub. What modernizes the formula is not the objective, but how you achieve it—through full motion-controlled, physics-based combat designed specifically around VR interaction.
Physics-Based Combat That Rewards Real Movement
Combat is the headline feature, and it leans hard into physics-based combat VR. Instead of pressing buttons for canned attacks, you equip one-handed or two-handed swords, axes and hammers by reaching to your sides or shoulder, then physically swing them at enemies. The force of your swing determines how powerful the blow lands, adding a layer of subtlety that fans of VR dungeon crawlers will appreciate. Two-handed weapons require gripping both controllers to feel properly weighty, while shields can be raised and angled for tactile blocking. Bows are more demanding: with no crosshair, you need to nock and draw arrows manually, mimicking the muscle memory of real archery. Magic offers a more accessible alternative, mapped to each hand, letting you extend your arm to unleash fire or lightning blasts until your Mana gauge runs dry. It is a system that makes each encounter feel like a mini sparring session rather than a simple stats check.
Cooperative VR Quests and Social Hub Play
As a cooperative VR game, One More Delve is clearly built around party play. Up to three players can team up for multiplayer VR quests, either grouping in advance in the social hub or joining a friend’s in-progress run. When someone falls in battle, resurrection is handled diegetically: teammates must move into position and hold out a hand at the prompt, risking their own safety to pull an ally back into the fight. Between expeditions, the hub becomes a relaxed gathering space where adventurers can chat, compare loot and plan the next delve. Health management is similarly physical; you reach into the pouch at your belt to grab potions, then drop or throw them on the ground, healing yourself or anyone close enough. This combination of social downtime and tense, cooperative encounters helps the game feel like a living VR dungeon crawl rather than a series of disconnected missions.

Loot, Crafting and Cel-Shaded Atmosphere
Outside of combat, One More Delve leans into progression and atmosphere. Crystals harvested from dungeons are brought back to the hub’s forge, where you select a blueprint and physically hammer the raw materials into new weapons or armor. Finished gear is then equipped from an armory area, while coins earned from smashing objects and defeating foes can be spent on extra potions and new magic spells. Visually, the cel-shaded art style channels exaggerated fantasy, pairing dark, dreary environments with colorful monsters, vivid spell effects and liberal blood splatter and dismemberment for a visceral payoff. The soundtrack underscores that mood: gentle harp melodies in the hub and empty corridors give way to ominous orchestral cues once enemies appear. Some Early Access rough edges remain—occasional collision quirks and defeated enemies lingering visually—but the overall presentation already sells the sensation of embarking on a stylized, dangerous delve.
Early Access Verdict: A Strong Foundation for VR Dungeon Fans
Even in Early Access, One More Delve stands out among cooperative VR games for how thoroughly it embraces VR-native design. Every core action—swinging a sword, drawing a bow, casting a spell, chugging a potion, reviving a teammate, even pounding crystals into a blade—requires deliberate, physical input. That makes sessions more demanding than traditional dungeon crawlers, but also more memorable. For players specifically seeking a VR dungeon crawler that respects genre roots while embracing motion controls, it already feels like a compelling option, especially given its modest USD 13.99 (approx. RM65) price point. The three-player cap keeps runs intimate, and the social hub plus crafting loop provide reasons to keep returning. If ATVR can smooth out collision detection and online stability before full release, One More Delve has the potential to become a staple of physics-based combat VR and a go-to choice for small-group dungeon parties.
