Quake VR: UNLEASHED 1.1.0 beta 3: the third preview of the next update, with everything from beta 2 plus the changes below. This is a beta: expect rough edges, and please report bugs (Options > Create Bug Report makes a zip you can attach).
Highlights
- Arcane Dimensions' weapons, made for VR: the Shadow Axe, the Widowmaker (now a two-handed Gatling auto shotgun) and the Plasma Gun as VR models; AD's crossbow lays its bolt in the groove and animates its string and limbs; the flamethrower, poison sprayer and other gun variants remade. AD's swords, hammer and mace are made anew, and the knights, death knights, hell knights, death guards and furies drop the weapons they carry. AD's health vials work as Quake VR health, and AD pickups can be taken by hand.
- Heavy weapons have weight: the laser cannon, hammer, mace, rocket launcher, Widowmaker and chainsaw lag, droop and kick harder in one hand; two hands steady them and swing deliberate, heavy blows. Light weapons handle exactly as before.
- Ragdolls when it makes sense: enemies can topple as ragdolls on stairs, ledges and slopes, from close shotgun blasts, strong blows and explosions, or when badly wounded (Combat > Ragdoll Triggers). Parried enemies stagger back as ragdolls, and more Arcane Dimensions monsters have ragdolls.
- Monster Groups: Combat > Monster Groups sets every ragdoll trigger and action per group (Grunts, Knights, Ogres, Zombies, Bosses...), shared by similar monsters across Quake, its mission packs and mods.
- Seated play: with Position: Seated, the game raises you to standing height, keeps your legs planted, and adds a seated holster layout, a floor reach for low hands and a crouch toggle (VR Settings > Height and Hand Calibration > Seated Play).
Combat and melee
- Swept blades: the whole blade connects along its swing, and heavy heads strike with their whole volume.
- Melee moves ragdolls by their mass: corpses and downed enemies are no longer flung across the room.
- Batting a projectile back takes a real swing, not a stray wrist move.
- Swing sounds follow your speed: soft whooshes for slow swings, louder for fast blows.
- Held enemies struggle more: arms over your head, slaps, squirms and voices; breaking free pushes you back.
- Strong blows to the legs sweep them; one hand can pull a leg; grab gestures work in bullet time.
- Stagger and knockdown fixes: no freeze at the end of a stagger, get-ups on slopes, surprise shoves knock down.
- Grenades bounce off knocked-down bodies; projectile kills pop heads and limbs less often.
- Pouch reloading: a magazine gun loads from the magazine where it is drawn.
- The physgun moves ragdolls naturally by the part it holds.
Gore and effects
- Flamethrowers light the room with flickering firelight, and fast hands stir flames.
- Blood streams stay with the ragdoll, and teeth knock out of ragdolls too.
- Brain chunks: rounder folds, wetter and squishier.
- Wet from liquids: an even wet coat, fixed on the player's body.
- Gloves: leather relief and depth over the hand and the forearm cuff.
- The chainsaw's cord handle dangles until the first pull.
Menus and comfort
- Ghost Hands (Player Appearance, off by default): translucent hands at your real controllers.
- VR Calibration: standing skips the separate height step.
- Holster zones can be dragged by hand on the menu's body; Auto-Collect is on the basic Holsters page.
- The toolgun spawns every AD item, AD's upgraded weapons and the death knight's sword.
Fixes
- Sounds no longer cut each other off (footsteps, nearby sounds).
- AD: the healing lockout, and the flamethrower's missing-sound warning.
- Physics engine updated with upstream fixes; many smaller fixes and cleanups.
Notes
- Your settings carry over: configs from 1.0.x and earlier betas migrate on first start: settings you left at an old default move to the new one, values you changed stay yours.
Full details: docs/vr-port/ROUND22.md in the repository.
Files
Build: Quake VR 1.1.0-beta3 (2026-10-19 19c014e), commit 19c014e.
| File | Size | SHA-256 |
|---|---|---|
latest.json
| 776 bytes | f8ebb90d9d14dfa8c607c42b6efc38132bd8e74b93e41a0bf3452a5c18ad74cf
|
QuakeVR.zip
| 328.7 MB | acbdee780855621c48dceccc1788c75235ba4d3bf62e2a42787b118293405b26
|
QuakeVR-Setup.exe
| 58.7 MB | 62511a06659308054ff6e8577cc3d9678c703ed17c10d9748f8197c330a86c9a
|
HD texture pack (the installer's optional HD textures; not attached here): quakevr-hq-textures-png-2026-10-03.zip, 586.4 MB, SHA-256 0c0df0e7b19525ba3fabfd1a88cce871b4b1321a5cae0134d5ae21636116b706.
Source of ericw-tools' light.exe (GPL-3; QuakeVR.zip ships light.exe): https://github.com/vittorioromeo/quakevr/releases/download/assets-2026-10-08/ericw-tools-2.0.0-alpha11-src.zip
The installer and the game are not code-signed: Windows SmartScreen may say "Windows protected your PC" (More info > Run anyway). Check a download with Get-FileHash <file> against the table.