Ready Up for Battle With ‘Zero Caliber 2,’ Out Now on the Meta Quest Platform
Zero Caliber 2 is locked and loaded for its launch today on the Meta Quest platform bringing with it a full VR FPS campaign playable both solo and in co-op, along with a suite of competitive multiplayer modes and maps. This is a fully-featured shooter built-for-VR you won’t want to miss.
To learn more about how the game has evolved since the first entry, as well as what players can expect when they hop in for the first time, we spoke with Daniel Nyirfa, Marketing Director at XREAL Games.
Daniel Nyirfa: Thank you! Back in 2016, when we were developing our first VR game, A-Tech Cybernetic, we realized there wasn’t any single-player military shooter on the VR market—well, nothing with a classic campaign offering both single-player and co-op game modes anyway. As huge FPS fans ourselves who grew up playing Call of Duty and Medal of Honor, we felt compelled to change that, thus giving birth to the idea of the original Zero Caliber.
We’ve since dedicated years of tireless effort to shape Zero Caliber into what it is today—a full-fledged VR shooter reminiscent of the good old FPS classics, offering single-player, co-op, and PvP game modes, as well as user-generated content (UGC) support. The game now strikes a middle ground between full-on realism and arcade mechanics to maximize the fun factor.
Being the first VR shooter of its kind and introducing the on-the-fly weapon customization system to the genre, it gained popularity on a scale we never imagined, quickly becoming a fan favorite and ultimately paving the way for a sequel.
DN:Zero Caliber 2 represents a significant leap forward from its predecessor in every imaginable way, introducing an even more epic and immersive single-player campaign spanning over 8 hours of intense gameplay and cinematic action. Besides the massive amount of content, we have improved just about every aspect of the game, incorporating years of player feedback: new UI, huge gameplay areas, smarter AI, better combat design, more characters including AI teammates, better story, and tons of new features ranging from military vehicles taking part in the action to player-activated airstrikes, better gunplay and more realistic physics, fancier weapon skins, more explosive weapons, new armory—the list goes on and on.

DN: We do have awesome VR shooters indeed! Zero Caliber 2’s uniqueness, however, lies in its single-player and co-op offerings besides the classic PvP game modes. Blasting through the campaign with friends, family, or even strangers never gets old, and there aren’t many, if any, modern-themed VR shooters with a similar portfolio. And the native mod support makes the game even more versatile as an added bonus.
DN: Zero Caliber 2’s campaign consists of 12 missions and can be played from beginning to end in both solo and co-op modes with up to 4 players. According to our tests and our community’s feedback, it takes more than 8 hours to beat the campaign on average, depending on skill level and the chosen difficulty.
Speaking of difficulty, players can choose from 3 difficulty levels depending on their skill, as well as a super hardcore mode in co-op for that extra challenge for experienced squads. While Zero Caliber 2 has limited ammo by default (contrary to the original Zero Caliber with its unlimited ammo setup), we made sure the unlimited ammo lovers wouldn’t be left behind either by adding that option for the campaign.
DN: Every modern VR shooter needs PvP multiplayer, right? Of course, we added classic PvP game modes to Zero Caliber 2 as well: free-for-all, TDM, and siege so players can put their skills to the test against each other on 10 maps at release.
DN: Of course! We’ve already started working on future updates. Players can expect even more weapons and skins, further graphical improvements on the Meta Quest 3, as well as QoL improvements further down the line.
DN: Our main goal going into Zero Caliber 2’s development was to provide players with an unprecedented sense of scale and action on a standalone VR headset. The amount of content our team managed to squeeze into the game surprised even us, but it came with a lot of technical challenges. Our main challenge was to keep the framerate in check while maintaining the action-packed gameplay. It took a lot of sweat, blood, and tears, but we’re extremely satisfied with the results, and we hope players will be too!

DN: I think the biggest lesson we've learnt working on Zero Caliber 2 as an indie team, and well, developing VR games in general, is that making VR games is hard, but extremely rewarding at the same time. Seeing how much our players enjoy our games makes every minute spent working on games worth it. Before we let you go, do you have any tips for new players to the Zero Caliber universe?
I wouldn't want to ruin any surprises or spoil our games, so I'm just gonna say this: it's great fun in solo, but even more fun in co-op!
DN: The best way to keep up with news surrounding our games and our studio would our YouTube channel and Discord server, as well as the game's Meta Quest store page.


