Ghost Town key art from Fireproof Games, a supernatural puzzle adventure for Meta Quest
Image: Fireproof Games (Steam store artwork)

The studio behind one of VR’s most admired puzzle adventures is returning with a new supernatural mystery. Ghost Town, from Fireproof Games, launches on Meta Quest on April 24, inviting players to investigate strange events as a ghost-hunting detective in a richly detailed 1980s setting.

Fireproof is best known in VR for The Room VR: A Dark Matter, a title that demonstrated how tactile puzzles and deliberate environmental exploration could translate into an immersive headset experience. Ghost Town is a new intellectual property, but its emphasis on examining locations, manipulating objects and unraveling a mystery should feel familiar to fans.

The change is in the structure and storytelling. Rather than presenting only a sequence of elaborate puzzle chambers, the new game follows characters across multiple locations in a supernatural investigation.

Meet Edith Penrose

Players step into the role of Edith Penrose, an Irish witch, exorcist and paranormal investigator. Together with her associate Rina, she searches for clues connected to the disappearance of her brother. The story leads through atmospheric environments around the United Kingdom, turning the investigation into an opportunity to explore unsettling but carefully crafted spaces.

The premise creates room for both supernatural events and recognizable detective work. A locked cabinet can serve as a puzzle, a room can hold visual clues, and an apparently ordinary item can acquire new meaning once the player understands the larger mystery.

Fireproof’s history suggests a particular approach to that design. Instead of filling the screen with menus and flashing objectives, the studio tends to make the environment itself the interface. Turning a dial, inspecting a strange mechanism or discovering a hidden compartment offers satisfaction because the player appears to perform the action personally.

Ghost Town also gives the studio more opportunities for dialogue and character-driven narrative. Its tone combines eerie locations with humor and companionship rather than relying exclusively on sudden scares.

Why puzzle games work well in VR

Virtual reality is exceptionally effective at making players pay attention to the physical characteristics of fictional objects. In a conventional adventure game, a lever might be activated with a button prompt. In VR, a player can notice the lever, reach toward it and discover how the mechanism responds.

That difference is small in description but significant in practice. It can transform a puzzle from an abstract interface problem into something closer to handling a real machine. It also changes the rhythm of play: an object sitting on a desk is not just background art if it can be picked up, examined and connected to a clue elsewhere.

The risk is frustration. Puzzles must be challenging enough to feel rewarding but understandable enough that players do not get trapped by imprecise interactions or obscure visual details. Especially in a headset, long periods of fruitless searching can become physically tiring.

Fireproof’s existing work gives it relevant experience balancing these demands. Ghost Town will be judged on whether its new, broader story preserves that clarity while offering a more expansive sense of place.

Built for Quest, with other versions planned

Ghost Town is launching first on Meta Quest at $29.99. PC VR and PlayStation VR2 versions are also planned for 2025, according to current release information, although their arrival should not be assumed to be simultaneous with today’s Quest launch.

For Quest players, the appeal is an experience that takes advantage of both the headset’s motion tracking and the accessibility of standalone hardware. A convincing room does not require photorealism in every texture; it requires reliable spatial relationships, readable objects and environmental details that support the story.

The game’s supernatural material also gives the developers creative freedom to make spaces behave in unexpected ways. That is one of VR’s underused strengths. Familiar surroundings can become unsettling simply because the player expects them to obey the rules of the real world.

What the early response suggests

Early reviews published around the Quest launch have praised the game’s atmosphere, puzzles and production values. Such responses are encouraging, but individual reviews are opinions rather than an objective measure of how every player will experience the game.

Prospective buyers may also have different priorities. Someone primarily interested in action may find a slower detective adventure less appealing, while players who enjoy exploration and environmental storytelling may see that pace as a central attraction.

What seems clear from the game’s design is that Fireproof is not using VR merely as a display technology. The player must notice spaces and engage with objects; immersion is part of the mechanical language rather than decoration.

A meaningful addition to the library

Standalone VR benefits from games that ask for more than reflexes or competitive skills. Thoughtful narrative experiences give players reasons to return to the headset alone, without friends online and without needing a large play area for physical action.

Ghost Town arrives in a market where developers must fight for visibility against big brands and established multiplayer favorites. Fireproof’s reputation will help, but a new series also has to establish its own characters and sense of identity.

With its haunted locations, approachable mystery and hands-on puzzle design, Ghost Town offers something distinct. Instead of asking players to survive a virtual battlefield, it asks them to look carefully, reach out and discover what the room is hiding.

Sources

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