Inspiration
The idea for Spatial Zombies originated during the development of my previous VR survival game, Take Care VR. I initially wanted to add new modes to increase replayability, and around that time, I saw early developer experiments with the Quest’s passthrough camera. Back then, there was no official Mixed Reality Utility Kit (MRUK), so players had to manually draw their room walls before playing. When I implemented that feature and saw zombies breaking through my real walls for the first time, it was breathtaking. That moment convinced me this concept deserved to stand on its own as a dedicated game.
What it does
Spatial Zombies is an intense Mixed Reality horror shooter where the undead invade your real environment. Zombies are fully aware of your room layout, creating a deeply immersive experience. Engage in high-adrenaline battles backed by an explosive soundtrack, move freely across connected rooms with multi-room support, and switch to Horror Mode for a darker, more terrifying challenge.
How I built it
The game was developed using Unity Engine in combination with Meta’s Mixed Reality Utility Kit (MRUK).
Challenges I ran into
Because every player’s room is unique, ensuring the game adapts to all layouts was a major challenge, especially after introducing multi-room support. Maintaining a stable frame rate on the Meta Quest was another big hurdle. Real-time wall fracturing, dynamic physics for zombies, and lighting demanded heavy optimization to keep performance smooth.
Accomplishments that I'm proud of
I’m proud of achieving a stable framerate despite the complexity, and of successfully adapting the game to any physical space. Seeing players enjoy the game and feel the same excitement I did with the first prototype has been amazing. Over the past weeks, the game has received hundreds of five-star ratings on the Meta Horizon Store, which really means a lot to me.
What I've learned
I learned to focus on what truly matters to players. My earlier projects were ambitious but scattered, I tried to do too much as a solo developer. With Spatial Zombies, I simplified the concept and focused on refinement and polish. Technically, I’ve grown a lot as well. Each project pushes me to go further, to experiment, and to learn what’s possible within the Quest’s limitations.
What's next for Spatial Zombies
This is just the start: I have big plans ahead, with new content, features, and seasonal updates to keep the world of Spatial Zombies growing.
A major update is already in development for December, featuring:
- Zombies drop coins upon death
- A new in-game shop between rounds to purchase weapons
- A katana and grenade weapon
- A smartwatch HUD attached to the player’s wrist for vital stats
- A bullet-time mechanic to slow down time
- A fully dynamic belt inventory system
- Improved graphics and effects …and much more to come.
Built With
- mruk
- unity

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