Movement you feel
Push off the world with your hands to climb, swing and launch — no stick movement, no teleport. Hold a tool and your locomotion moves with it, so you can climb with a pickaxe or stand on a crate.
Argos is a physics-driven VR survival game for Meta Quest. Climb and swing across a sun-bleached Greek coastline, smash rocks into tools, light real fires, hunt and cook, and survive alongside other players in one shared world. Currently in pre-alpha — the core loop is playable and networked today.
Push off the world with your hands to climb, swing and launch — no stick movement, no teleport. Hold a tool and your locomotion moves with it, so you can climb with a pickaxe or stand on a crate.
Mine boulders with a stone, hold two ingredients together, and a ghost preview shows exactly what you're about to make. Touch it to craft. Stone today, bronze and iron down the road — nothing is granted, everything is earned.
Strike two rocks together and sparks fly along the swing. Light a torch, carry it, and set a campfire growing from smolder to full flame over about twelve seconds. Fire spreads to anything flammable it touches.
Animals flee when hurt, drop meat when killed, and respawn so a pen of chickens stays a real food source. Cooked meat feeds you twice as well as raw — and being fed is what heals you, not the food itself.
Distance, direction, occlusion and cave reverb are all derived from geometry in real time — no setup required. Round a boulder and a muffled voice opens up gradually. Stand in a cave and it actually echoes.
Every hit, craft, fire and kill is synced from day one — there is no local-only version of anything in Argos. What you do, everyone in the world sees.
What we're building next. Pulled straight from the game design doc's milestone list — if it's on this board, it's real work, not a wishlist.
How the game gets made, straight from the team.
Argos is early enough that real feedback still changes what gets built. If you want in on playtest builds as they roll out, or you make Quest content and want early access when we have something worth showing, get in touch.
The Discord is where development happens in the open — devlogs, playtest calls, and the roadmap getting argued about before it's final.
Not yet. Argos is in pre-alpha — a vertical slice of the core survival loop (gather, mine, craft, hunt, cook, survive) is playable and fully networked internally, but there's no public build and no release date. The roadmap tracks what's next.
Not decided yet. The plan is a free-to-download game with optional cosmetic purchases — similar to Villan Studios' other titles — but nothing that affects survival or gives anyone an advantage.
Meta Quest, standalone. Exact minimum-spec headset is still being worked out as development continues.
Undecided — on purpose. Whether public lobbies allow player-versus-player combat, or whether it's separated into its own lobbies, is a real open design question we haven't locked in. Follow the Discord for when it gets decided.
No, and there never will be. Argos is not a shooter. The technology ladder is stone to bronze to iron — spears, swords, bows, shields — nothing modern.
A solo starting area exists as an on-ramp to teach the game, but Argos is built as a multiplayer survival world first. Solo play isn't the intended way to experience it long-term.
Join the Discord — that's where playtest access, build updates and feedback threads happen first, before anything is public.