Upon first watching the trailer for Cave Crave, I thought it could offer an incredible virtual reality experience, providing a complete spelunking simulation. The trailer itself evoked a sense of claustrophobia, which I imagined would be terrifying for those who struggle with it. As someone who does not experience claustrophobia, did I manage to get through it without any problems?
Release Date: June 26th 2025
Developer: 3R Games
Publisher: R Games
Price: £11.99
Reviewed On: Meta Quest 3
* Access Provided For Review *
In the story mode of the game, you will take on the role of Jake, who is embarking on an emotional journey filled with resentment as he follows in his father’s footsteps. This journey unfolds after his dad spent more time on expeditions than at home. Along the way, you will discover tapes left behind by your father, which reveal his regret for not being there for his son.
The team at 3R Games has designed the game to focus on physical movement, which truly enhances your sense of immersion as you explore the caves. Most of the time, you’ll find yourself reaching out to grab the walls, floor, and ceilings to pull yourself through the cave and its constricting paths. However, the real test arises when you encounter those extremely narrow sections you must navigate. In these moments, you’ll need to inhale deeply and hold your breath using the triggers on your controllers, pulling yourself through to the other side. If you don’t act quickly enough or accidentally exhale, it’s game over for Jake. Fortunately, the game includes generous checkpoints, ensuring you won’t be set back too far.
Alongside this method of movement, you’ll also gain access to a variety of tools that will assist you on your spelunking journey. First and foremost, the essential tool for navigating dark areas is a head-mounted flashlight, which you can adjust by reaching above your head. In this review build, the grabbing area seemed slightly misplaced, but the team plans to modify its position in an upcoming patch. Next, you will receive climbing picks that you must physically drive into the walls; however, this can be tricky—if you hold on for too long or neglect to clean your gloves, you might slip, or if they aren’t secured properly, they could rotate or fall out while you climb. To help keep your gloves clean, a cleaning tool is provided to scrape off the mud and dirt from the palms. While this worked effectively, if, like me, you have your Quest settings set to tap the controllers together to activate hand-tracking, it’s quite easy to trigger that by mistake.
The additional tools you will receive will assist you in navigating through areas and tracking where you have been or which paths you have already attempted. As you explore the caves, your routes may be obstructed by stalactites; fortunately, you will have a hammer to break these obstacles, clearing the way for you. Chalk will also be at your disposal, so when you encounter a fork in the paths or want to ensure you continue moving forward, you can draw markings like arrows to indicate where you have already travelled and explored – which is incredibly helpful. Lastly, you will have your tablet, which will monitor your objectives, count the collectible fossils you have discovered, and provide access to the in-game options.
In addition to the core gameplay, the game features a story mode that lets you embark on Jake’s journey. There’s also a Tourist mode, enabling you to freely explore the caves, and finally, a Horror mode that challenges you to navigate uncharted areas of the cave with limited resources and looming dangers – heightening the thrill of exploration.
Currently, the game appears to offer limited content; however, what is available is quite satisfactory for the price. Moreover, 3R Games has shared their intentions to introduce new caves, story chapters, tools, and game mechanics (such as swimming) in free updates after the release, which will enhance the game and ensure ongoing support for an extended period.
The visuals do everything they need to, providing impressive details in the caves, whether it’s mud or stones. When exploring caves, lighting plays a crucial role, and the head-mounted flashlight, featuring an adjustable beam and spread, enhances the experience by creating a sense of confinement, even inducing a slight feeling of claustrophobia in the particularly tight spaces. The design of each cave and the fluidity of movement significantly enhance the game’s immersive quality.
My primary concern regarding the visuals was beyond the team’s control, and it’s a problem I encounter with any game on the Quest that predominantly takes place in dimly lit environments, where murky greys overshadow genuine blacks. For this reason, I believe the PSVR2 version set to launch in July will outperform, thanks to its OLED displays that can showcase true blacks in the caves.
The audio design is impressive, featuring minimal atmosphere within the caves, highlighted by a humming sound that disrupts the complete silence and the sound of rubble falling – truly evoking a sense of isolation in the caves. In story mode, the voice acting for both Jake and his father in the recordings is solid enough to fulfill its purpose. When you add the sounds of breaking stalactites, the thud of your climbing picks striking the walls and the water drops for the ceilings, it accomplishes everything it aims to. The team has incorporated some light music in the background, but I found myself turning it off to enhance the genuine feeling of solitude
Posture | Supported |
---|---|
Standing mode | Yes |
Seated Mode | Yes |
Artificial Crouch | Yes |
Real Crouch | Yes |
Movement | Supported |
Smooth Locomotion | Yes |
- Adjustable Speed | No |
Teleport | No |
Blinders/Vignette | No |
- Adjustable Strength | N/A |
Head-based | Yes |
Controller-based | No |
Dominant Hand Switcher | No |
Turning | Supported |
Smooth Turning | Yes |
- Adjustable Speed | Yes |
Snap Turning | Yes |
- Adjustable increments | Yes |
Input | Supported |
Tracked Controllers | Yes |
Hand Tracking | No |
Gamepad | No |
Cave Crave does a great job at delivering a spelunking adventure in virtual reality. The physicality of movement and the use of tools create an incredible sense of immersion as you grasp the floor, ceiling, and walls to navigate through tight spaces. A feeling of claustrophobia lingers as you encounter even narrower passages, particularly in areas where you must inhale and hold your breath to squeeze through the tunnels. Coupled with the movement, the visuals and audio design evoke a sense of isolation, while the lighting enhances the experience, especially with the ability to adjust the beam spread of your head-mounted flashlight – all of which contributes to a remarkable immersive experience. Currently, the game may feel somewhat lacking in content to encourage players to return, even though it features a story mode, tourist mode, and a horror mode. However, at this price point, it still offers sufficient value. Additionally, the team has pledged to deliver free updates that will bring more chapters to the story mode, introduce new caves, tools, and gameplay mechanics, all of which will greatly enhance the game’s content and overall value. I am looking forward to what else they will add in the future.