The game *High On Life*, a hit since its release in 2022, is undergoing an exciting transformation: its adaptation for virtual reality (VR). Developed by Squanch Games and now under the guidance of Flat2VR, this adaptation aims to bring the same fun and unique experience from consoles and PCs to the Meta Quest 3 and 3S headsets. But how will this be possible? Let’s explore the challenges and innovations the team is tackling to make this transition a success.
Why the Transition to VR?
Although High On Life is already available on more traditional platforms, the Flat2VR team believes that the VR market is growing rapidly. Eric Masher, co-founder of Flat2VR, noted that the user base for Quest headsets is already in the range of 30 to 40 million. This represents a significant opportunity for high-quality games like High On Life, which offer greater depth and gameplay, appealing to both new players and those who grew up playing free-to-play games like Gorilla Tag.
The Challenges of Adaptation
Turning *High On Life* into a VR game is no simple task. The game’s director, Emily O’Neal, explained that the original game features a vast number of animations and complex worlds, which makes optimizing it for a VR headset a major challenge. The team is focused on ensuring that the game runs smoothly, ideally at 72 frames per second, which requires a significant upgrade to a more modern version of the Unreal Engine.
The Gatlians Experience
One of the most striking features of *High On Life* is the Gatlians—weapons with personalities of their own. O'Neal emphasized that these characters will be the main focus of the VR adaptation. The team is dedicated to ensuring that players feel as though they are holding living creatures and interacting with them in a unique way. The design of the Gatlians—which includes expressive facial details and complex skeletons—presents an interesting challenge for the team.
Game Mechanics and Interactivity
Weapon handling in a VR first-person shooter is crucial. The team needs to develop reloading mechanics that are intuitive and provide a realistic experience. O'Neal mentioned that the personality of Knifey, one of the game's weapons, will be fully explored. This includes creating specific systems to capture the visceral feeling of using the knife in combat, while maintaining the game's humorous tone.
Dealing with Discomfort in VR
One of the challenges of virtual reality is the risk of motion sickness, especially in games that involve rapid movements. The High On Life VR team is committed to offering options that allow players to customize their experience. Masher emphasized that stability and frame rate are key to minimizing discomfort, in addition to including accessibility settings that cater to players’ varying sensitivities.
The Future of VR and High On Life
Although High On Life VR does not yet have a release date, the team is already accepting pre-orders on the Meta Horizon Store. The expectation is that, as headsets evolve and young people become more familiar with virtual reality, motion sickness will become a less common problem. The combination of better hardware and a more accustomed audience promises a bright future for VR games.



