CatsandVR

The Future Iz Meow!

G-Rebels Made Me Want to Write About VR Again

A neon-soaked flight into the kind of ambitious, slightly unruly indie VR experience this site was built to celebrate.




There was a specific kind of late-1990s videogame magic that came from staring at a chunky television and imagining a city far larger than the PlayStation could possibly render. G-Police made that fantasy work through rain, neon, fog, and a flying police gunship that looked like it had been designed by someone who owned both a Blade Runner VHS and a model helicopter. G-Rebels is not officially wearing that badge, but the family resemblance is impossible to miss - and honestly, that is a compliment.

It is also the reason you are reading CatsAndVR again.

If you remember this little corner of the internet, you may also remember that it has been quiet for a long time. Life happened. VR changed. Headsets arrived, disappeared, returned with better screens, and continued trying to convince our furniture that room-scale tracking was a good idea. Somewhere in that churn, I stopped posting - even though I never really stopped caring about virtual reality or the wonderfully strange independent games that keep pushing it forward.

Then G-Rebels appeared on my radar.

Not because it is perfect. It is an ambitious Early Access game with rough edges, technical demands, and a world that still needs filling in. But its combination of cyberpunk skylines, cockpit-scale VR, chunky aircraft, and unapologetically videogame ambition reminded me why CatsAndVR existed in the first place. Sometimes a game does not merely look interesting. Sometimes it pokes the dormant part of your brain that says, 'You should really write about this.'

The Future Apparently Needs Air Cops

G-Rebels is an open-world combat flight game set above a flooded Earth in 2684. Humanity survives in floating megacities, while law enforcement maintains order with armed aircraft called Skyblades. You take assignments across the Atlas Archipelago, chase criminals, race through city canyons, collect bounties, escort targets, smuggle cargo, and gradually uncover reasons to question the people issuing your orders.

That pitch is gloriously specific. This is not a game trying to be everything to everyone. It wants to be cyberpunk air-cop fiction with rain on the canopy, missiles under the wings, and enough institutional grime to make every radio transmission sound mildly suspicious. More importantly for this site, it supports PC VR - and that changes the entire character of the experience.

A Cockpit Built for VR Daydreams

Flight games and VR have always been natural conspirators. A cockpit gives your body a fixed frame of reference, while the headset supplies the scale, depth, and mild existential vertigo that a monitor can only suggest. Inside a Skyblade, G-Rebels' huge structures stop looking like scenery and start feeling like architecture. Traffic moves around you, clouds consume sections of the skyline, and platforms hang over the drowned world like industrial islands.

The game's greatest strength is atmosphere. Volumetric clouds, weather, a day-night cycle, and a city full of moving aircraft create the sense that you are flying through a place rather than circling a combat arena. This is the sort of VR experience where the sensible tactical decision can be temporarily defeated by the desire to bank around a tower, stare through the canopy, and say something deeply analytical like, 'Oh, that is cool.'

Native VR support uses a first-person cockpit perspective and OpenXR. Official material lists testing with Meta Quest 2, Quest 3, and HTC Vive, while experimental HOTAS and HOSAS support points toward the kind of magnificently unnecessary desk setup flight fans enjoy constructing. Motion controllers are not currently supported, so this is a seated cockpit game controlled with a gamepad, mouse and keyboard, or compatible flight gear - not a reach-out-and-flip-every-switch simulation.

Dogfights in the Urban Canyons

G-Rebels occupies a useful space between arcade immediacy and full simulation. You are not expected to spend half an evening memorizing a startup checklist, but the Skyblade is not a weightless cursor either. Combat asks you to manage speed, position, shields, weapons, targets, and the inconvenient fact that buildings remain extremely solid even in the twenty-seventh century.

The current Early Access release includes the first story chapter, nine campaign missions, and a broader set of side activities - roughly twenty hand-crafted missions in the opening package. Racing, bounty hunting, escort work, smuggling, police pursuits, resource gathering, outpost battles, and larger cruiser encounters give the game more texture than a simple corridor of dogfights.

Credits feed into upgrades for engines, shields, weapons, and other systems. The loop is familiar because it works: take a job, survive the job, improve the Skyblade, then return to the sky with slightly more dangerous equipment and an increasingly flexible definition of responsible policing.

When the pieces align, G-Rebels delivers the fantasy its screenshots promise. You dive through traffic, chase a target between towers, lock missiles while industrial platforms slide past the canopy, and feel every close pass more intensely because VR has placed your nervous system directly inside the vehicle.

The Early Access Warning Light Is Still On

The words Early Access are doing meaningful work here. Public player feedback has praised the world, cockpit immersion, and blend of arcade and simulation, while also pointing to uneven flight handling, control-configuration friction, demanding performance, and VR-specific compatibility problems. Reports have included headset rendering issues and confusion around VR launch options. Those are not minor inconveniences when cockpit immersion is one of the game's defining features.

Handling may be the most divisive part of the package. Some players enjoy the aircraft's weight and momentum; others find it resistant when precision matters. The developers describe Early Access as a period for tuning controls, combat, performance, VR support, open-world systems, and flight hardware, which at least means the roughest areas line up with the parts Reakktor says it is actively improving.



A Huge Sky That Still Needs More Life

The full concept is enormous: more than 12,000 square kilometers, seamless streaming, multiple cities and outposts, dynamic faction conflict, thousands of flying objects, several career paths, and a complete campaign. The current build is a focused opening slice, not the finished realization of every system on the feature list.

Right now, G-Rebels is most convincing when it concentrates on authored missions, city flight, and cockpit spectacle. The long-term challenge is making the space between those highlights consistently interesting. A large map becomes a world only when it produces discoveries, consequences, unexpected encounters, and enough texture that travel feels like possibility rather than commuting with missiles.

The use of AI-generated or AI-modified voices in some dialogue has also drawn criticism. It does not erase the appeal of flying through Daevos, but radio chatter and character performances matter in a story about conspiracies, authority, and rebellion. More distinctive performances would help the human side of the setting keep pace with its excellent steel-and-rain exterior.

Why I Am Rooting for It

G-Rebels is easy to root for because it is doing something specific, expensive-looking, and unfashionably sincere. It revives a style of urban aerial combat the industry mostly abandoned, builds an enormous science-fiction world around it, and then adds native VR support as though the team did not already have enough problems.

Its best moments make a persuasive case that this exact game should exist: a dirty future city, a glass cockpit, bad people on the radar, and several missiles waiting for informed consent. The Early Access build is not yet the complete open-world VR epic suggested by its ambitions. Content is still limited, performance expectations are high, and some players may wrestle with controls or headset compatibility before the fantasy clicks.

But the foundation has personality, scale, and a real reason to be experienced in a headset. Early Access buyers are not purchasing a finished rebellion. They are buying a very promising aircraft while the mechanics are still arguing over the manual.

Welcome Back, CatsAndVR

The easiest thing to do in 2026 is be cynical. Every week another game promises to reinvent everything. Every trailer is the future. Every comment section is ready to pronounce a project dead before the shader cache finishes compiling.

G-Rebels is not asking for that kind of attention. It is asking for patience. It is an Early Access game from a veteran studio trying to revive a style of science-fiction flight game that almost disappeared. Sometimes it stumbles. Sometimes it soars. More importantly, it has ambition - and ambition is something independent VR still desperately needs.

Will everyone love it? No. Is it already the definitive cyberpunk VR flight game? Not yet.

But did it inspire me enough to dust off CatsAndVR after all these years?

Yeah.

And honestly, that may be the nicest thing I can say about it.

I AM CAT available now on the Meta Store



I Am Cat VR - a unique virtual reality game, there's nothing like it in the world! It's a sandbox adventure centered around a Cat protagonist bearing. A captivating journey where you embrace the role of a Cat. Immerse yourself in a world brimming with diversity and excitement, awaiting your exploration. Our standout feature is the cutting-edge locomotion system tailored for unparalleled character control. Experience an innovative and engaging mechanic that sets our game apart from the rest, adding depth and immersion to your gameplay. I Am Cat boasts a plethora of content, from expansive landscapes to captivating quests, vibrant characters, and interactive objects galore. Dive into a rich tapestry of possibilities, where every corner is teeming with surprises and challenges to conquer. I Am Cat is the epitome of coolness, offering a gaming experience like no other. Prepare to be enthralled by its charm, depth, and endless entertainment that will keep you coming back for more. Currently in Early Access, the game will continue to evolve with new content, exciting locations, intricate storylines, challenging missions, and compelling characters being added over time. #vr #vrgaming #metaquest #simulator #catsimulator #iamcat #newgame #cats #vrgame

HTC's VIVERSE platform will be utilizing Lamina1's layer one tools for the open metaverse

HTC is collaborating with Lamina1 to accelerate the realization of an open metaverse ecosystem for society. HTC's VIVERSE platform will be utilizing Lamina1's layer one tools to enable more efficient cross-world cross-platform asset distribution and management, so users can seamlessly keep their digital assets (avatars, clothes, artwork, etc.) with them as they traverse the metaverse.

Lamina1 was co-founded by Snow Crash author Neal Stephenson, who coined the term metaverse back in the early 90s, and Crypto Pioneer Peter Vessenes. Lamina1 recently launched its Lamina1 Ecosystem Fund (L1EF) on venture platform AngelList. The first-of-its-kind fund serves two goals: to offer global accredited investors a way to gain direct investment access to early stage Layer 1 projects not previously accessible to the general public, and to provide Web3 builders a vehicle for raising capital for their Open Metaverse ventures prior to mainnet.

Lamina1 is also a founding sponser of The Open Metaverse Conference will feature keynotes from renowned technologists and storytellers who are pioneering visions for the next era of the Internet. Attendees will hear from Lamina1 co-founders Neal Stephenson and Peter Vessenes, as well as Philip Rosedale, founder of virtual world Second Life (Linden Lab) and co-founder of virtual platform High Fidelity, John Gaeta, Oscar-winning VFX pioneer (The Matrix) and CCO of character persona company Inworld AI, Cathy Hackl, Metaverse and Web3 strategist and founder of design consultancy Journey, and other industry crossover leaders to be announced. Keynote sessions will be complemented by diverse speakers and side events spanning games, art, entertainment, and commerce. To connect these key areas of culture with the technology that enables them, the Open Metaverse Conference will also facilitate technological deep dives for attendees from leaders in Web3, immersive computing, and technology standards groups. Presenting partners include the Metaverse Standards Forum, the Open Metaverse Interoperability Group, and the Open Metaverse Alliance for Web3 (OMA3), all organizations fostering interoperability.

HTC VIVE unveiled its new consumer flagship all-in-one, VIVE XR Elite.

HTC VIVE has unveiled its new consumer flagship all-in-one, VIVE XR Elite. The headset combines Mixed Reality (MR) and Virtual Reality (VR) capabilities into one compact, lightweight, powerful and highly versatile device – perfect for gaming, fitness, productivity and more. 

"The VIVE XR Elite all-in-one represents the next milestone in the progression towards the fully immersive internet, going beyond today's VR with accurate pass-through video to open up a new realm of realism in learning and playing," said Cher Wang, Co-Founder and Chairwoman of HTC Corp. "This advanced yet compact device offers the best of all worlds for consumers, providing the ideal physical gateway to the universe of experiences offered by VIVERSE, our version of the metaverse, with the widest variety of content inputs even up to the very latest standards such as WiFi 6E."

VIVE XR Elite includes a full color RGB passthrough camera, and hand-tracking, which enables a whole new dimension of MR scenarios. This can include playing games where the characters are running on your furniture, having real-time overlays on musical instruments like a piano so you can learn, and even having the ultimate workstation with multiple virtual screens while still being able to use your real-world keyboard and mouse.


VIVE XR Elite can be connected easily to a PC via USB-C to access PCVR content from VIVEPORT and Steam and supports wireless PC streaming over WiFi or the latest generation - WiFi 6E with low latency and great graphics.

You can even stream content wirelessly from a compatible Android phone to VIVE XR Elite, which opens a whole new world of entertainment.  In the headset, you'll enjoy viewing on your own personal cinema screen of 300 inches. That includes content from services like Netflix and Disney+ or games like Fortnite, and you can even connect a Bluetooth controller to your phone for a full gaming experience.

Powerful, versatile, all-in-one XR

VIVE XR Elite takes versatility to the next level. It has a sleek modular design that can easily be transformed into a glasses form factor - simply remove the battery and fit the VIVE XR Elite temple pads. Change the physical configuration so it works best for whichever situation you're in, whether that's at home, in the office, or travelling on a plane.

The redesigned hinge means the extended arms of VIVE XR Elite cup your head just like the front and back of a traditional all-in-one. There's a USB-C connecting cable on the right-hand side, which you can plug into a power source like a battery bank or airline seat.

Intuitive control with precise tracking

With four wide FOV cameras, exceptional 6DoF spatial accuracy, a depth sensor, hand-tracking and capacitive sensing for your finger movements on the controllers, developers have lots of options to incorporate in VR and MR content for accurate movement to enhance your overall experience.

VIVE XR Elite has both physical controllers and hand-tracking to achieve all-important accuracy when gaming, for productivity and even learning scenarios. VIVE Wrist Tracker is also compatible to deliver enhanced hand tracking, or it can be attached to objects you want to track in XR.

Compact design, superior performance 

The visual impact is sharp with a wide 110 FOV, 4K resolution which results in a crisp image all running on a smooth 90Hz refresh rate. VIVE XR Elite has adjustable lenses so you can take off your glasses and still enjoy a clear picture with greater comfort. Find your perfect sweet spot without having to remove the headset, with a built-in fine-adjustable IPD slider placed on the outside of the headset.

Find the perfect balance of comfort and performance with VIVE XR Elite's beautifully compact design. The full headset weighs just 625g including the battery, which is placed at the back for balance and is curved for optimal comfort, and delivers up to two hours of full XR use. The battery is removable and hot swappable, so you can keep going whether it's changing to another power source or changing to another battery. It has 30-watt fast charging and is charged via USB-C power delivery.

It also has a removable fabric face gasket, connected by magnets to make it easy to clean or switch out for a fresh one. The sound stage is enhanced by adding larger speakers that allow layers of immersion with enhanced bass, balance and directional audio that adds up to better clarity in any XR experience, without having to rely on external solutions.

VIVE XR Elite marks HTC VIVE's continued commitment towards corporate social responsibility. Its environment-first packaging is 99.9% paper, made from 99% recycled materials, and is 100% recyclable.

Step into VIVERSE

VIVE XR Elite brings the best of HTC VIVE's hardware and software innovation together which will enable you to dive straight into XR through VIVERSE, making it easier and more immersive from the second you put on the headset. 

You start in a two-floor customizable social space that acts as the launchpad of your adventures – simply look at the shelf in your space to launch your favorite XR games and experiences or look at the paintings on the wall and use them as portals into new worlds. A dedicated living area means you can invite friends over to hangout and to help with keeping that work/life balance, you can go to the second floor and check out your agenda for the day.

HTC is working with a variety of technology and content partners to bring its vision of an open, interoperable, and imaginative VIVERSE to life. 



Pricing and availability

VIVE XR Elite is available to pre-order globally from 5 January via vive.com and participating authorized retailers. Pre-order shipments are estimated to begin from late February. VIVE XR Elite comes with the headset itself, 2x controllers, and the headset battery cradle, and will cost*:

  • US $1,099 exc. VAT

  • UK £1,299 inc. VAT

  • DE/FR €1,399 inc. VAT

  • NO 15,499 NOK

  • SWE 16,299 SEK

  • DK 11,099 DKK

  • A$ 2,099 inc. GST

  • NZ$ 2,299 inc. GST

HTC VIVE's latest headset launches with a promotional offer of an XR games/content bundle, in certain regions.

VIVE XR Elite will also be available for enterprise users, with more information coming later this year and HTC VIVE will also be launching a Face and Eye Tracker unit in 2023.

To find out more, visit www.vive.com/vive-xr-elite/

Virtual Reality Pulse