Build Your Perfect Zombie-Fighting Weapon in ‘REQUISITION VR,’ Available Today on Meta Quest

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If there’s anything we’ve learned from movies over the years, it’s that when the dead walk the earth, there’s only one way to deal: Aim for the head. In multiplayer extraction game REQUISITION VR, you have all sorts of novel options when it comes to bonking, smashing, and slicing zombies, thanks to the ability to cobble together objects found in its world to create your own custom weapons.

Exercising your creativity and making some highly efficient, possibly ridiculous gear is essential to staying alive in REQUISITION VR, which makes its debut on Meta Quest today. The good news, however, is that the possibilities are virtually endless. Just about anything can be duct-taped to anything else. Your creations can be simple but effective, like slapping a flashlight onto a gun to make sure you can always see what you’re aiming at, or a little more ambitious, like affixing a sword to a circular saw to create a giant zombie blender.

REQUISITION VR was originally released on PC, but the Meta Quest version is a whole new experience, reimagining it as a game in which you can cooperate to fight zombies and face off against other players. As an unwilling participant in a deadly game show, you’re sent into zombie-infested locales either alone or with a comrade to survive for the entertainment of a shadowy cabal. Gather valuable loot as you make your way through each run and you can set yourself up for success in the future—and maybe win your freedom.

You have to make it out of each run alive to keep the valuables you gather, and the undead aren’t the only things hunting you. Other players are also out there, and they have the same goal as you. If they can’t find their own loot, they might just decide to take yours—but you can do the same.

Getting out alive with all your loot gives you the money and resources you need to upgrade your arsenal, as well as the base where you’ll spend time between forays into the zombie apocalypse. But even though you might have an advantage, you’ll have to stay on your toes. Each time out will be different, and you won’t know where to expect traps or barricaded doors and windows.

To celebrate the launch of REQUISITION VR, we sat down with Executive Producer Oliver Smirnoff of Arcadia VR to talk about the zombie apocalypse, how the game has evolved for Meta Quest, and how players will create their own zombie-fighting weapons.

What’s the premise of REQUISITION VR? What’s the story you're telling, and what are players’ goals?

Oliver Smirnoff:REQUISITION VR has been completely rebuilt for Meta Quest and is now a PvPvE extraction shooter. Compared to the PC VR version, we’ve kept the best parts—PvP battles, crafting mechanics, large maps—and added a new layer, the “show” element, to boost immersion.

Players enter the game as contestants in a deadly reality show. Their objective is to deploy onto a map, fight zombies and other players, gather valuable loot, and extract with it. Everything a player does is tracked by in-game cameras, broadcasting their position to others on the map.

So the game offers multiple goals depending on your experience level. For beginners, the main goal is to survive and collect useful loot to become stronger for future sessions. For advanced players, the ultimate goal is to crack the safe and extract the grand prize—but to do that, you’ll need to upgrade your gear first.

Building your own weapons sounds like it offers a lot of opportunities for creative expression and ridiculous moments. Can you talk about how that system works?

OS: Basically, all items used in crafting can be thought of as either “handles” or “heads.” A handle is something like a shovel, for example. To make the shovel deadlier, the player can attach a saw blade, which allows them to pierce zombies, chop off heads, and even cut through trap tripwires.

To put it simply, the crafting system works like this: If a player attaches items with cutting or crushing properties to an object that doesn’t have those properties, the final item inherits them. So through linking, the weapon gains new abilities based on what’s added.

Weapon crafting has been improved for the Meta Quest version—how has it changed and what work went into it?

OS: Yeah, the crafting system was completely reworked. The first changes I mentioned in the previous question: Now, all items have specific functions that are inherited when linked together. This makes the behavior of crafted items more predictable and satisfying for the player.

The second major improvement is the separation of melee and firearm crafting. Melee weapons can be crafted on the go using duct tape, but it would feel strange and unrealistic to craft firearms the same way. So we introduced a firearm crafting workbench where players can weld various upgrades onto their guns—like laser sights or recoil reducers.

How many items does REQUISITION VR include that players can put together?

OS: I guess it’s pretty close to 100 items, including upgrades for firearms.

What are some of the most ridiculous weapons you’ve seen created, or created yourselves?

OS: I personally like the combination of a shovel handle, a fire extinguisher, and a katana blade. It creates the ultimate apocalypse weapon—you can chop off zombie heads and even pierce the armor of heavily armored zombies.

REQUISITION VR is an extraction game, which means you can also battle with other players as well as zombies. How does combat work between players? Was it tough to balance that element against the PvE aspects of the game?

OS: Balancing PvP and PvE has definitely been a challenge—especially because player skill levels vary widely. Even when playing solo against zombies, players can have very different experiences depending on their playstyle. Some might go loud and attract hordes, while others might take a stealthy approach and avoid most encounters.

In addition to zombies, there are also AI-controlled enemies called Hunters—armed bots that behave similarly to real players. So even without human opponents, the game keeps up the tension.

We’re still actively working on balancing all of these elements, and we fully expect to continue improving it even after launch based on player feedback and gameplay data.

But the most important part is this: Players never know for sure whether there are other players on the map—or how many. The only way to discover them is either by running into them directly or by spotting them through surveillance cameras. If a player is caught on camera, their position will briefly appear on your map, giving you a hint of where they are—but never full certainty.

How many players can you join up with cooperatively, and how many players might be in a match to face off against?

OS: Each session supports up to four players. You can team up with one other player in co-op mode, meaning there can be two teams of two players each in a match.

Another element of REQUISITION VR that sounds really interesting is the procedural barricade system. How does that work, and what can players expect from that?

OS: It’s not just a procedural barricade system—we also have a procedural trap placement system. Together, they ensure that players never get bored and add a lot of replayability to each of our large maps.

Every time a player enters a location, the layout will be slightly different: Different doors and windows will be barricaded, and trap placements will also change with each session. This keeps every run fresh and unpredictable.

The main goal of the extraction mode is to make it out alive and with materials that can be used to improve players’ bases. So what are the base-building systems like?

OS: There are multiple types of items a player can bring back from the map to their base. First, there are items that can be sold or processed into resources, which can then be converted into ammunition.

Second, players can find firearm upgrades that can later be welded onto their weapons.

Third, there are upgrades for the workbenches themselves.

And finally, players can collect cash, which can be deposited into their in-game account via an ATM at the base.

One of the other major selling points for REQUISITION VR are the different zombies, which force players to adjust their strategies to deal with them. What different types of zombies can players expect?

OS: I don’t want to spoil too much, but in short, there are several types of zombies, each with different resistances. The key is to use the right weapon type for each enemy. For example, armored zombies are tough to take down with regular firearms—they’re much more vulnerable to weapons that deal blunt damage, which can break through their armor more effectively.

We’re also working on new zombie types for future updates. One of them, for instance, has massive spikes all over its body, making it impossible to approach with melee weapons. The only way to take it down is with firearms—or by using a long crafted weapon, like a pole with blades duct-taped to the end.

In addition to its extraction mode, REQUISITION VR also includes a horde mode. What are the differences between the modes? Does horde mode add any twists?

OS: Horde mode is more of a lightweight, arcade-style experience. It’s designed like a shooting gallery where you can jump in and blast zombies—either solo or with a friend. It’s a great way to blow off steam.

That said, the main focus of the game is definitely the extraction mode, which offers a much deeper and more strategic experience.

Are there any plans to add more modes to REQUISITION VR in the future, like a story mode, or any other plans?

OS: We definitely have plans to keep expanding the extraction mode by adding new enemies, weapons, and maps. Right now, we don’t see much value in adding a story mode—but that could change. Our roadmap is heavily influenced by player feedback, so if there’s strong demand for it, we’ll seriously consider it.

Is there anything you want to add or talk about that we haven’t brought up?

OS: I’d like to wrap up by emphasizing that REQUISITION VR for Meta Quest is essentially a brand-new game. We’ve completely overhauled the core mechanics, enemy behaviors, and game modes. Our goal was to address all the shortcomings of the original PC VR version—and I believe we’ve succeeded.

With a larger player base on Quest, REQUISITION VR now has the opportunity to truly shine in ways it couldn’t before.


You can start building your ultimate anti-zombie contraptions, team up with a friend, and win the Smile Show today with REQUISITION VR. Grab it on the Meta Horizon Store for $19.99 USD.