We design and build virtual reality games and immersive experiences for Meta Quest, PC VR, PlayStation VR2 and Apple Vision Pro. From a first playable prototype to a full multiplayer release, our London-headquartered team uses Unity and Unreal Engine to create VR that feels natural, performs smoothly and keeps players coming back.
Great VR is about presence: the moment a player forgets they're wearing a headset. Getting there takes more than impressive graphics. It needs intuitive hand interactions, comfortable movement, rock-solid frame rates and gameplay designed for a 360-degree world.
Fulminous Software works with London studios, publishers, brands and businesses to plan, build and launch VR games and experiences. We handle game design, 3D art, development, optimisation, testing and store submission, so you have one team accountable from concept to launch day.
Building for flat screens too? See our game development services in London.
End-to-end virtual reality development, or specialist support for your existing team.
Action, puzzle, simulation, sports, horror and casual VR games, designed around hand tracking, motion controllers and room-scale play.
Online co-op and competitive VR with matchmaking, voice chat, avatars and networked physics.
A playable proof of concept to test your idea, pitch to publishers or secure funding.
Safe, repeatable training for healthcare, construction, manufacturing, energy and public services, with progress tracking.
VR activations for London events, launches and exhibitions, plus virtual showrooms and tours.
Experiences that blend digital content with the real world on Meta Quest and Apple Vision Pro.
Bringing existing games to VR or between headsets, and fixing frame-rate, comfort and performance issues.
Characters, environments, animation and VFX optimised for the strict performance budgets of VR.
Updates, new content, analytics, bug fixes and headset compatibility after launch.
We recommend platforms and tools based on your audience, budget and visual ambitions.
| Platform | Best for | Distribution |
|---|---|---|
| Meta Quest (standalone) | The largest consumer VR audience; games, fitness, social and training | Meta Horizon Store, App Lab-style early access, enterprise deployment |
| PC VR (SteamVR) | High-fidelity visuals and enthusiast players | Steam |
| PlayStation VR2 | Console players and premium experiences | PlayStation Store |
| Apple Vision Pro | Spatial and mixed reality experiences for premium audiences and businesses | App Store (visionOS) |
| Enterprise headsets | Training and simulation deployed to staff | Private or managed deployment |
Our usual choice for standalone headsets, training and fast iteration, with strong cross-platform support.
Ideal for photorealistic PC VR and console projects that need cinematic visuals.
An open standard that helps one project run on multiple headsets with less rework.
Poor performance in VR isn't just annoying; it can make players feel unwell and leads to refunds and bad reviews. We treat comfort and performance as core requirements from day one.
Every build is playtested on real headsets, and we profile performance throughout development rather than leaving optimisation to the end.
A staged process with a playable build at every milestone, so you can feel progress in the headset.
Audience, platforms, core loop, scope and budget agreed up front.
Mechanics, interactions, levels and comfort approach documented and storyboarded.
A playable greybox to test the fun and comfort before full production.
Art, animation, audio, gameplay and multiplayer built in sprints with regular headset demos.
Playtesting, performance profiling and device compatibility checks.
Store submission to Meta, Steam, PlayStation or Apple, plus marketing assets.
Patches, new content, analytics and community-driven improvements.
Indicative ranges. Your quote depends on content volume, art style, platforms, multiplayer and interaction complexity.
| Project type | Typical cost | Typical timeline |
|---|---|---|
| VR prototype or proof of concept | £15,000 – £40,000 | 6 – 12 weeks |
| VR training simulation or brand experience | £40,000 – £100,000 | 3 – 6 months |
| Commercial VR game (single platform) | £100,000 – £250,000 | 6 – 12 months |
| Multi-platform or multiplayer VR game | £250,000 – £500,000+ | 9 months or more |
Prices exclude VAT. Many games made in the UK may qualify for the Video Games Expenditure Credit (VGEC); check eligibility with a specialist adviser.
Start with a playable prototype. Tell us your concept and we'll suggest the right headset, engine and a clear budget for a first build.
The techniques behind great VR games also power training, sales and education for London businesses.
Procedure training, patient education and therapeutic experiences.
Site safety training and walk-throughs of buildings before they're built.
Virtual showrooms, product demos and event activations.
Interactive learning that brings history, science and skills to life.
Hazardous-task rehearsal and equipment training without the risk.
Virtual tours and immersive storytelling for venues and attractions.
Read more in our guide to AR and VR app development for UK businesses.
A selection of games our team has designed and built. Ask us about VR-specific work during your consultation.
Based in London since 2018, with project management during UK hours and the option to meet in person.
We prove the fun and comfort in a headset before you commit to full production.
Design, art, development, QA and launch support under one roof.
Unity or Unreal, recommended for your project, not our habits.
Itemised quotes and milestone-based payments.
Full source code, assets and IP transferred to you.
Need to grow your own studio team instead? Hire game developers in London.
As a guide, a VR prototype or proof of concept typically costs £15,000 to £40,000, a VR training simulation or branded experience £40,000 to £100,000, and a full commercial VR game £100,000 to £500,000 or more. Cost depends on content, art style, platforms, multiplayer and the level of interaction.
We develop for standalone headsets such as Meta Quest, PC VR through SteamVR, PlayStation VR2 and mixed reality devices including Apple Vision Pro. Using OpenXR where possible makes it easier to support more than one headset from a single project.
Both. Unity is often the best fit for standalone headsets, training simulations and fast development. Unreal Engine suits high-fidelity PC VR and console projects. We recommend the engine after understanding your goals, platforms and visual ambitions.
A VR prototype typically takes 6 to 12 weeks. A training simulation or branded VR experience usually takes 3 to 6 months, and a full commercial VR game can take 9 months or longer depending on scope.
We design for comfort from the start, with stable frame rates, comfort-friendly movement such as teleportation or snap turning, careful camera control and options players can adjust. Every build is playtested on real headsets before release.
Many video games made in the UK can qualify for the Video Games Expenditure Credit (VGEC), which replaced Video Games Tax Relief in 2024. Games must pass the British certification test and meet HMRC conditions, so check your eligibility with a specialist adviser.
Yes. Alongside VR games, we build VR training simulations, product demos, virtual tours and immersive brand experiences for UK businesses, using the same game engines and techniques.
Yes. We sign an NDA before you share details, and full ownership of the source code, assets and design documents is transferred to you on completion.
Tell us about your idea, audience and target headsets. We'll recommend the right approach and send a clear, itemised quote.
Our offshore IT consulting services along with the AI-powered core helps top companies stay competitive, win new markets and increase shareholder value.