A downloadable game for Windows

This is a very early prototype of my physics based VR gladiator brawler, working title GORN. You'll need a Vive to play it. Lots of placeholder stuff and lots of jank but you should be able to get an idea of what the game is about.

I really appreciate all forms of feedback, even (especially!) if you didn't like it, so please let me know what you think: @rrza on twitter, or leave a comment here.

The game isn't quite ready for me to make a trailer, but here is a video on youtube of someone playing to give you an idea:

If you want to make a video of yourself playing this, please go ahead I really appreciate it, I'd just also really appreciate it if you mention that the game is a pre-alpha tech demo that is in no way representative of the final game's quality :)

If you would like to keep up with development of the game, you can either follow me on twitter: @rrza or sign up for the GORN mailing list here:


I promise I won't email you more than 3 times: Once when there's an updated free version, once when the game launches on Early Access, and once when the game is finally released.

More information

Published57 days ago
TagsFighting, gladiator, Physics, Violent, Virtual Reality, vive, vr
Average durationA few seconds
InputsHTC Vive
Player countSingleplayer


GORN.zip (63 MB)


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Viewing comments 23 to 4 of 24 · Next page

Any way to get previous version of the game, where it's only melee and where you can grab ennemies while they're alive ? Please ?


Current version has grabbing, but I consider it cheating :P

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OMG my dreams came real. Thank you. *o*

here's me playing :P weapons was too easy though

Hey there. This game seems really cool! I am currently making a game myself in Unity, and I was wondering how you made the mace chain (it's really awesome). I do wonder how you made quit a lot of other things as well, but I'mma keep it at this hehe ^^

Thank you in advance ^^

hey! It's just a series of hinge joints. If you google rope or chain physics in unity you will find lots of examples.

Hello I have downloaded your game and I am amazed I could not stop laughing. I bought a vive about 2 months ago at is great. It is so great that I am wanting to create a small game myself. I am not trying to overwhelm my self. I am new to coding in unity and only after 2 weeks I am understanding something but still feel lost. Looking at your game it made me think that I can make something small for now that I do not kill myself with work, I am also trying to learn blender but I prob want to stick with unity so I make something move. I do not know where to begin. I would about getting some free assets and trying to grab stuff and throw stuff, Your game inspitred me to like gorn idea but different but do not know where to start. If you have any advice it would mean a lot thanks. Did you make all the models? it the cutting up animations sorry I am trying to figure this out. So that I may learn thanks you .

Hey, thanks for the comment, glad you like the game!

Learning unity is easy, but getting good at it takes a long time. Gorn is not that simple to make as everything is physics driven, and especially the cutting apart of meshes will be tricky if you are a newcomer. If you want to get an idea of how it works, you can play with this project: http://makegamessa.com/discussion/4379/the-source-for-the-project-i-made-for-my-amaze-driving-characters-in-physx-talk which was made by a coworker of mine and is based off similar principles.

Thanks for replying i really like Gorn. i have been learning unity for three weeks. And also some youtube for coding. And i want to do this for Vr that is what blew me away. It is not easy to get my head wrapped around coding. How long did it take you to get your head around coding? its been kinda frustrating since i want to create somthing and cant. What kind of small vr game should i do to wrap my head around it? Anyway keep up the fantastic work. The heads remind me of a chatator in quake 3. Please what would you advice a new comer to this thanks

It's better to be patient and to enjoy the learning process than to be frustrated about what you can and can't do right now. I've been coding since I was a kid but you can learn enough to get by in Unity in a few months.

I would suggest you start making a few small games outside of VR first and then move on to VR when you're a bit more comfortable with unity.

Thanks for your info. I have been just leaning from the website of unity and taking it easy and little by little i am understanding a little more. not enough to just write code out of my head but to understand a little of what it means i understood it is going to take some time. i am trying to have fun with it. I am late to the game for coding but its cool . thanks

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This was amazing! Thanks!

Is there some injection for the mixed reality or how did you do the camera angle change? That's awesome though!

just played GORN for 90 straight minutes. I actually think it is now in my top three. I'd say xortex26xx, the GORN, then space pirate trainer are my favorite ones to play for extending periods of time. I think once you implement a point system before u raise ur hands to start next wave, it would be awesome if you can throw the weapons and body parts at the lil heads in the audience and when u hit one of them you get additional points. Also maybe having enemies of a couple different sizes and after every 10 waves maybe toss in a boss that has a mask and some armor u need to knock off before you can slice and dice the enemy up into pieces. And other than the bow and arrow , some throwing stars or knives and some tomahawks would be cool to attack with before they get in close. Best of luck and I look forward to playing some more tomorrow.


Thanks for the feedback! I'd love to do more enemies and there are already some other throwing-type weapons in the game!

Your welcome. Still play for nearly an hour everyday. A was thinking even a timer option where u have a countdown to kill the enemies would add some anxiety to the game and add some strategy too.

Your welcome. Still play for nearly an hour everyday. A was thinking even a timer option where u have a countdown to kill the enemies would add some anxiety to the game and add some strategy too.

OMG, the game surely blow up my mind! How isn't it on greenlight yet?!

I'm a indie English -> Chinese translator, and i want to support the game by offering you guys a free translation! Contact me if you guys are interested!


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This game is so awesome that I nearly broke my Vive controller https://youtu.be/I0fDEsD8GSA

Sweet! I'm giving a free steam code to anyone who sends me pics/videos if controller damage once the game comes out.

I also created an account here to say how impressed I am with this game! I've tried most VR sword games and this is the most immersive and fun one I have come across yet!!!

The physics based combat is truly the most accurate and best feeling combat system i've seen yet! I really hope you are working on updates for this game because you would be the first on the steam market with this kind of combat and I know lots of people (me included) would pay good money for it.

Would love to hear about updates for it (and I know the reddit.com/r/vive community would love to follow it too).

Some feedback:

1. Chopping is fun!!!! Grabbing enemy weapons when all you have is fists and pulling them to you is FUN!!! Great assortment of weapons!

2. A basic menu would be nice.

3. Unlock/Leveling/Shop system would be fun! Maybe only start out each round with fists and as you kill waves you get a little gold to spend and unlock a dagger at first and then sword/shield etc. that you start with (choose your loadout before starting a set of rounds?) If you die you lose some money (10%)?

4. New enemies? Dogs or flying types?

5. Locomotion system?

Super excited to see where this will go in the future!

Thanks for the feedback!

I'm aiming towards having the game on steam hopefully even sometime this year. I'll address all the obvious missing stuff before that goes live (e.g. interface). I also have a couple ideas for the meta-game (unlocks etc).

Node brought me here. Very excited to try this out and see where development goes!

Can You Please Make A Version Without Vive? And Thanks!

The game won't really work without VR :(


Best VR game I've ever played! <3 :)

Stay Rad Everybody!

Did you just delete your other post and then repost it here so it's bumped >:(

This is without a doubt the best melee combat I've used on the VIVE so far. I would love to see this developed further (will be donating as soon as I fix up some funds)

Thanks, appreciate it! No need to donate I'm already capable of working on this full time, just buy when its on steam :)

Appreciate the openess, I'll be picking it up for sure

Anywhere I can follow news about the game?

Best is to follow me on twiiter @rrza

Though I do need to come up with a better plan..

Node playing this ;),

cant get it to work with htc vive

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Had a ton of fun with this. Got stuck trying to beat the shielded enemy with the bow and arrow. Couldnt seem to take him down and had to stop because i keep getting killed


Aim at the feet xD

awesome game!!! Great job! Would love to see a points base system or if it kept track of how many rounds you can survive without dying. Different enemies with different abilities would be great too

Awesome game and really addictive, it reminds me of an old game called Die By The Sword from 1998, you had to actually swing your mouse from side to side to swing your sword, the controls were super weird but it was still fun, your game is much easier to use:

If you could do something similar to this (but obviously in first person) that is a mix between Onward and Die By The Sword with the same goofy humor you've put into Gorn, I could see it being really successful. I think Gorn will still be popular either way though.


Die by the sword is definitely an influence! VSIM ftw!

Constructive criticism here because I want this to end up being a great and successful game

First off, the chopping off of limbs and slicing the heads in half or just shaving the top off depending on the sword swing is awesome! I also liked swinging the morningstar around and getting momentum and hearing the whooshing sounds increase as I got it going.

What needs fixing - while physics based movement is awesome (I have no idea how you got that working) it seems to trip up the enemies more than it lets them walk. I saw a bunch of times they could barely walk because they were literally tripping over their own legs.

Picking up the sword needs to be fixed, it has a weird angle when you grab it. may be best to have the angle it is in your hand correspond to its and your hands orientation when you pick it up.

What did you use to make this game? Unity?

Thanks for the feedback!

Getting the physics to work is a long,slow, incremental process. They are always going to suck a little, but hopefully they can be competent enough to be a challenge and I can leverage the incompetence for humor. There are a few games out there where people are trying similar things, I might do a blog post sometime explaining the methods but it's it is really quite simple.

This is made in Unity.

When I first noticed the goofy things that legs were doing, it caught me off guard. Now that I have read your comment, it makes sense if they are working based upon physics (and how you got their whole bodies to be interactive and feeling visceral). So that is really awesome and I can't wait to see more games (and more of your game) that use this. I agree that you have made the gladiators such that the goofy physics interactions comes across more as cartoonish and humorous, rather than glitchy. Just great stuff, keep it up!

This is really one of the most immersive things iv done in my vive so far. However i woudl realy like to try moving around in the arena.

Raihtza, any way you could thrown in some basic locomotions? Would love to see how it plays with touchpad and dash teleport.

I haven't really seen a locomotion method I like, so I'm more interested in getting the game to work without locomotion. I might experiment with something like home improvement's blur sprint method.

Might I recommend the "throw ball" teleportation like budget cuts. That seems to have the best balancing for emergency movement. Insta-click-port feels like cheating, and the same would go for blur sprinting (also one of the sickening ones)

I'd rather have no locomotion than teleportation I think.

Fair enough, I enjoy not having ingame locomotion and rather relying on my own floorspace (2.3m x 1.8m for me) and plays really well with that.

I can see issues with people who don't have that, but 2x2 seems to be the standard

Also adds a good element of danger and urgency by not being able to run away

Viewing comments 23 to 4 of 24 · Next page