Fast Travel Games announced its blood-sucking adventure Vampire: The Masquerade – Justice is finally set to arrive on SteamVR headsets next month.

The game, which launched on Quest 2/3/Pro and PSVR 2 late last year, takes you into the famed World of Darkness universe, this time bringing you to the streets of Venice as a bloodsucking ghoul in search of your master’s killer and a stolen relic.

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Vampire: The Masquerade – Justice is set to launch on Steam on February 6th, priced at $30. The studio is also throwing out a 20% discount at launch.

Notably, the game will support Valve Index, Meta Rift/Rift S, and Meta Quest 1/2/3/Pro Via Link. The studio notes it will not support HTC Vive and Windows MR controllers, meaning these headsets will not be supported.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 3,500 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • ViRGiN

    17 concurrent players on PCVR launch day, already predicting it.

    Funny how they do not even bother with HTC Vive/WMR controllers.

    • kakek

      How many concurent players was there on quest release ?

      • Stealth Ico

        obviously enough if devs target quest first because they know their efforts will be worth it and they will see a return on investment

  • Andrew Jakobs

    “meaning these headsets will not be supported”
    No, it doesn’t mean that, it means the controllers aren’t (natively) supported, the headsets themselves will just work without a problem. And Steam can emulate other controllers, so the vive controllers will work, after you set them up properly.

  • Interesting that now someone is starting dropping support for HTC Vive controllers… keeping compatibility with them is a pain in the *ss and now the Vive has a low-enough share that may have sense starting to do it

    • ViRGiN

      I thought for Valve it was one of these already long-solved issues, just like the wireless.
      SteamVR 1.26 added support for Automatic Controller Rebinding.

      > Now, when a game is missing a binding for your controller, SteamVR will automatically create a new binding, configure it based on a more common controller, and set it to simulate that controller type. Controller driver developers can specify a list of different controllers they want to be able to use bindings from, as well as directions on how to remap from one controller to another.
      For example, if a game has bindings for Oculus Touch controllers but you’re using Windows Mixed Reality controllers, SteamVR will remap actions using the trigger-style grip of the Oculus Touch to the button style grip of the WMR controller. If a developer does decide to create a native binding for your controller, SteamVR will switch to that as soon as its available.
      > This feature will work for all titles using OpenXR and SteamVR Input.

      Turns out it was yet another toxic Valve news. Everyone clapped when it came out.

    • Ricky

      As the new Vive series (Focus and XR Elite) have more “standard” controllers, aligned with those from Meta and Valve, is there any roadmap/rumor to know if Vive will stick to the new controller and will eventually dismiss the Vive Pro wands?

  • Stealth Ico

    good to see devs still dropping PCVR titles

  • Zack71

    I hope that working on PC version they will have more facilities to make an update for Quest 3…
    They didn’t make an update for Quest 3 and without Quest Optimizer res and textures are low; the ai of npcs is very basic and breaks the game; they should raise the face pols of main npcs, like Pietro: everyone seems Yoda…