Hotel Infinity is a game I likely wouldn’t have tried before, as I wasn’t particularly fond of puzzle games (that was until I experienced the fantastic House of Da Vinci and Ghost Town). What really caught my attention with this game is its room scale design, operating within a two-meter by two-meter area, a concept I’ve seen executed brilliantly in other titles before. Now that I’ve had the chance to stay at Hotel Infinity, was it a visit worth making?
Release Date: November 13th 2025
Developer: Studio Chyr
Publisher: Studio Chyr
Price: £15.99 / US $19.99
Reviewed On: PlaySation VR2
* Access Provided For Review *
The most impressive feature of Hotel Infinity is its two-meter by two-meter playspace design. This layout cleverly integrates the hotel into this compact area, allowing you to access everything you need without having to traverse a large space. Upon checking in, you’ll find yourself in a hotel that defies conventional notions of space and logic. This straightforward concept enables the team to create hallways that connect to other hallways in various sections of the hotel, rooms nestled within other rooms, and stairs and elevators that transport you to completely unexpected locations.
This means you could take just a couple of steps to the side and find yourself in a different hallway, a completely different room, or even back in the lobby where you began – leaving you puzzled about how you returned there. Initially, you might feel a bit uneasy navigating your playspace without being able to see, but as you acclimate to the design, you begin to trust the game and this peculiar hotel.
Beyond the unique layout and design of this unconventional hotel, the primary challenge lies in unravelling the puzzles scattered throughout. These puzzles seamlessly align with the hotel’s mind-bending design, where pulling levers or pressing buttons can shift a wall to reveal a new door or bring another section of the hotel closer to you. While these puzzles are not particularly hard to solve, they serve as a complement to the great design of using your playspace to navigate around the Hotel Infinity.
The straightforward nature of the puzzles sadly results in a significant let-down, particularly regarding the game’s duration. I completed the game in a little over an hour, and as the credits began to roll, I was wishing it was merely the conclusion of the first chapter, anticipating a transition to chapter two. I felt a real sense of disappointment when it returned me to the menu, confirming that I had indeed finished the game. While there are moments that truly astonish, the overall experience is simply too brief.
Considering this design, one might wonder, “What if a two-meter by two-meter play area isn’t available?” The game can still be played with controllers, but this choice greatly reduces the appeal of the design. Additionally, the lack of some comfort options may make the game unplayable for some or discourage certain players entirely.
In terms of the hotel’s interior design, it features a low poly aesthetic characterised by block colours and minimal texture detail. I believe this is due to the ever-evolving nature of the environment as you navigate through the hotel – entering a door can lead to an entirely different room or area, and any visible entrance or exit reveals yet another distinct space. However, this game is also compatible with the Quest 2 and 3, which makes me think that what has been provided to the PSVR2 audience is merely a direct port, lacking the utilisation of the unique features or enhanced capabilities of this platform.
While this visual style suits the game’s concept, it would have been preferable for the game to operate at a native 90Hz on the PSVR2 hardware, with a clearer visual experience. This issue becomes more pronounced when gazing into the distance, where sharpness diminishes, leading to moments that may detract from the sense of wonder the team likely intended to evoke. Add to this some textures glitching with occasional items appearing in the world, and it adds to the feeling this is just a direct port of the Quest version of the game.
The general ambiance creates a sense of solitude within this hotel, accompanied by an undercurrent of wariness in the atmosphere. This is further enhanced by occasionally eerie music and the sounds generated from your interactions. It’s a straightforward approach, yet it effectively conveys the unsettling sensation of being in a hotel that defies the norms of space and logic.
| Posture | Supported |
|---|---|
| Standing mode | Yes |
| Seated Mode | Yes |
| Artificial Crouch | No |
| 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 | No |
| Snap Turning | Yes |
| - Adjustable increments | No |
| Input | Supported |
| Tracked Controllers | Yes |
| Hand Tracking | No |
| Gamepad | No |
Hotel Infinity is an intriguing game filled with amazing optical illusions that may initially appear odd, but before long, your mind begins to accept concepts like entering a cupboard that transforms into an elevator, a unique feeling only virtual reality can offer. The developers have effectively designed the game for a two-meter by two-meter playspace, which aligns perfectly with the mind-bending architecture of the hotel – allowing you to physically explore this peculiar venue, enhancing your sense of freedom. However, this design can detract from the experience when using controllers, and I personally wouldn’t suggest it for those lacking the necessary playspace, as this is essentially the game’s main charm. If you do have the required space, I would recommend waiting for a sale unless you’re particularly drawn to its clever design or enjoy highly experimental gameplay, as the game’s short length and lack of replay value after completion may not justify a full-price purchase.