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Gamexplore > My Bookmarks > VR News > One More Delve Impressions: A Promising Start For This VR Dungeon Crawler
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One More Delve Impressions: A Promising Start For This VR Dungeon Crawler

May 13, 2026 7 Min Read
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7 Min Read
One More Delve Impressions: A Promising Start For This VR Dungeon Crawler
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One More Delve gives classic dungeon crawler fans a VR option for up to three players to team up for epic quests featuring physics-based combat.

One More Delve was previously shown off at the Spring 2026 VR Games Showcase earlier this year, impressing visitors with its striking cel-shaded art style and the fact that it was built by one student developer. It was eventually released in Early Access on April 27, with a full release planned for this summer.

The Facts

What is it?: A hack-and-slash dungeon crawler that combines online multiplayer and physics-based combat to recreate the feeling of an epic adventure.
Platforms: Meta Quest, Steam
Release Date: April 27, 2026 (Early Access), Summer 2026 (Full Release)
Developer: ATVR
Publisher: ATVR
Price: $13.99

One More Delve’s primary draw is its physics-based combat, which has you swinging and aiming weapons to battle monsters in a dark dungeon. These weapons include a wide range of one-handed and two-handed swords and axes that medieval fantasy fans have come to expect from the genre, as well as bows, shields, and magic spells.

You have three different weapon slots: one for each hand and a third on your shoulder. To equip your weapon, you reach for one of your sides (or shoulder) and hold down the grip trigger. To use a melee weapon, you swing at your target, keeping in mind that the game takes into account how hard you swing to determine the strength of your blow. Collision detection can be dodgy if you are too close to the enemy (and enemies like to move right to you) but overall it is a satisfying experience.

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Two-handed melee weapons like hammers need you to hold the triggers on both controllers to properly use, but they are just as fun as the one-handed options. Bows are a bit more cumbersome, due to the lack of a crosshair and the need to be precise with your aim. You also need to grab an arrow with the hand you aren’t holding the bow with, nock it, then pull back like you would a real-life bow. Honestly I found myself sticking with magic and melee for the most part.

Your magic and weapons are the keys to survival.

Speaking of magic, you have one magic spell equipped to each hand. To use them, you simply hold down on the upper triggers and reach out your hand to unleash a blast of powerful fire or lightning. There is a limited supply of Mana, and once it depletes you have to wait for the gauge to fill back up before you can use the spell again.

Health is also tracked by a gauge, and you can restore some after a grueling fight by reaching into the pouch on the middle of your belt, grabbing one of the available potions that emerge from the inventory, and dropping or throwing it to the ground to restore yourself or any other players you’re traveling with.

The enemies you will encounter run the gamut of usual dungeon crawler monsters; there are skeleton warriors, undead wizards, and poisonous scorpions looking to make you their next victim. Should you make it past them and reach the end of a dungeon (as marked by a door with a key) or your health run out completely, you choose which of your loot you want to keep and are sent back to the hub to regroup and try again.

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Craft upgrades using crystals you find in the dungeon.

Outside of questing, players can hang out in One More Delve’s social hub, which allows them to chat with other would-be adventurers and craft new weapons and armor using the materials they’ve gathered in their travels. To craft, you simply select the item you want in the forge, then physically hammer it from crystals you’ve collected on your journey. Once a weapon or armor piece is forged, you have to go to the armory section to select and equip it. You can also spend the coins you collect by defeating enemies and smashing random objects on health-restoring potions and new magic spells.

Online features are still being tested in this early access phase, but players can either invite others to their latest dungeon run or join a party to embark together from the start. If a player dies while playing online, someone else can revive them by holding out their hand at a prompt… provided they don’t get killed themselves.

Visually, One More Delve seems to draw inspiration from the likes of World of Warcraft, with dark, dreary landscapes that contrast with colorful monsters and vibrant magic. The constant blood splatter and dismemberment from defeated enemies give combat a visceral feel. The game’s music shares this ethos with a traditional medieval orchestral sound; you have peaceful harp melodies playing while you roam around the hub or in an empty dungeon, followed by more foreboding tunes when enemies emerge.

One More Delve still has a few rough edges to smooth out during this Early Access phase, such as the previously mentioned collision issues and visual glitches that cause some enemies not to vanish after being defeated. Still, there is plenty of potential here for a solid VR dungeon crawler, especially one that was made by a single person who’s new to game development.

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