
Gorilla Tag
Reject humanity. Run, climb, and jump in VR using a unique locomotion method that only needs the movement of your hands and arms. No buttons, no sticks, no teleportation. Push off of surfaces to jump and squeeze them with both hands to climb. The game mode is simple tag, for up to 3 players, or infection mode, with 4 or more. Run from the infected gorillas, or outmaneuver the survivors to catch them. Parkour up trees and cliff faces to evade and chase people down. Hang out in a virtual, low-fi jungle with randos or group up in a private room with friends to hang out and play. The stakes are low, so feel free to just chat or make up your own games. The movement is easy to learn, and hard to master. Crossplay with the Quest version of the game, so play with anyone, anywhere. Become gorilla.
What it feels like
The 'reject humanity' framing and gorilla roleplay encourage mischievous experimentation and lighthearted mess-around. The kinetic rush of hand-driven parkour, mid-air jinking, and predator-prey chases delivers sustained thrill. Becoming a gorilla and inventing custom games in a low-fi jungle evokes quirky, fanciful charm.
What it's about
The jungle setting and animal roleplay foreground the natural world and primal physicality.
How it plays
Jumping, climbing, and navigating vertical terrain using hand-based physics is the core movement challenge. Fluid traversal across trees, cliffs, and surfaces via chaining jumps and climbs defines the locomotion skill expression. Push-off mechanics and aerial control using hand inputs enable expressive vertical movement and momentum chaining.
How it looks and sounds
The deliberate low-fi aesthetic and simple geometry support fast VR rendering and emphasize pure movement over graphics. Sparse environmental design and streamlined UI focus attention on locomotion and play rather than visual clutter.
How it's structured
Tag and infection modes pit players directly against each other in asymmetric hunter-versus-hunted competition. The infected and survivors play by fundamentally different rules—one chases, the other evades—creating asymmetric gameplay. Quick, self-contained matches of tag or infection are designed to be picked up and put down in short sessions.
Kindred games
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