In Death is coming to Playstation VR, Out On November 27

We are so excited to share with you the news that In Death, our roguelike VR shooter, is coming to PlayStation VR on November 27. Over the past couple of years, we’ve been hard at work crafting a core VR game that pays tribute to one of our favorite game genres: The roguelike dungeon crawler.


In Death is an unforgiving, challenging first person shooter that incorporates many of the hallmarks of roguelike games. Set in a surreal medieval world, you are the hero that must venture into the depths of Purgatory and traverse the soaring cathedrals and floating islands of Paradise Lost to bring harmony to the Afterlife.

 In Death features procedurally-generated levels and random enemy spawns meaning each run is unique and unpredictable. This is a high stakes permadeath style combat experience, with no save points during your run of each chapter of the game, only offering a continue point if you successfully complete a discrete chapter.

 We’ve created an achievement-based progression system that unlocks new power ups for your bow in the form of randomly generated special arrows and health boosts that you can loot from enemies. Defeating enemies also accumulates gold that you can spend in the Reliquary, an in-game item store where you can bolster your arsenal or defensive edge.  As you unlock new achievements, you gain ever increasing offensive and defensive skills that persist across each run. But as you improve, new and more powerful enemies arrive on the scene, making each run increasingly more challenging. We’ve put great effort into balancing this progression system against the enemy difficulty level, and we think we´ve created a core loop that rewards skill-based players with the kind of replay value that is the holy grail of all good roguelikes.

 Creating a core shooter experience for VR is all about delivering rewarding weapon handling coupled with a movement system that keeps you in immersed in the flow of combat. With In Death you move by shooting a golden teleport arrow, allowing you keep your aiming and combat stance while moving through the world, and even adjusting your aim mid-flight to land an awesome headshot as you drop into a slew of enemies around the corner. We think this locomotion mode, tightly integrated with your combat stance, works incredibly well in VR.

 And for those of you that prefer to play with a DUALSHOCK 4 controller, we’ve come up with a novel way of using the Lightbar for motion tracking together with the gyroscope and accelerometer to create a six degree of freedom (6DOF) and tracked experience for weapon handling and aiming. I really look forward to hearing how you think it plays compared to using the Move Motion Controllers, which we naturally also support.

 As your skill improves and you master the single player game mode, graduate to competing with other In Death players on the Ladder, our global leaderboard and asynchronous multiplayer mode. The Ladder is ranked leaderboard featuring a challenge and response system that allows players to issue a challenge to another player in their tier of the Ladder. A challenge is basically a contest between two players where they both will need to finish a run using the same random seed and achievement profile. Each week, the tiers are adjusted based on your performance in challenges, allowing you to progress up the Ladder over time.


Launching November 27, In Death is priced at $29.99. During our launch week, PlayStation Plus members can pick up In Death at a 20% discount. Check out our store page here. See you in the Afterlife!

In Death Leaves Early Access October 2nd

The Sólfar team is incredibly excited to announce that In Death is leaving Early Access on Tuesday October 2nd. Its been an amazing journey with those of you who chose to support our efforts to perfect this game after we first went to Early Access last February. We’ve been hard at work adding new content and balancing our full release based on the frankly incredible hours our players have logged in game over the past few months.

On October 2nd, we will formally leave Early Access and deliver the new chapter, Paradise Lost that we teased a couple of weeks back at Gamescom. The all new Crossbow is ready and waiting for your shooting pleasure in your Sanctuary, and we hope you enjoy close quarters combat with it as much as we have. The scoring system in Challenges, our async multiplayer mode, has been tweaked and balanced with the great feedback you’ve given us, resulting in what he hope is a fair shot for all play styles to reach the pinnacle of the Ladder. And In Paradise Lost, you’ll encounter a fresh host of angelic and demonic antagonists, culminating in an epic boss fight with Gabriel the Fallen.

We also want to let you know that at Full Release on October 2, the retail price of In Death will increase from $19.99 to $29.99.  If  you’ve already purchased the game during Early Access, you will of course receive all of the new content at no additional charge. This does mean that if you’ve been thinking about jumping into In Death’s dream kingdom but haven’t crossed over yet, now would be a good moment to do so. And if you have friends that might like to get in on our game at the Early Access price, they can do so until October 2nd.

In Death is available now in Early Access for Oculus Rift, HTC Vive and Windows Mixed Reality. In Death is in active development for PlayStation VR, with more news to follow soon on the PSVR launch date.

Find us on the In Death subreddit for feedback and more details as we near Full Release.


Sólfar Studios announces charitable donation of EVEREST VR to support the application of Virtual Reality in the Society’s Collections-related educational outreach and training programmes.

February 15, 2017 (Reykjavík, Iceland) -Sólfar Studios, the Icelandic VR studio behind the critically-acclaimed virtual reality experience EVEREST VR, announced today that the Royal Geographical Society (with IBG) has accepted Sólfar’s charitable donation of the EVEREST VR application, which will be held as part of the Society’s Everest Collection.

EVEREST VR was initially released in 2016 and was widely hailed as a breath-taking representation of the experience of climbing Mount Everest in VR. Sólfar continued to extend the experience’s educational utility by incorporating 18 historical expedition routes into a real-time 3D map of the mountain that participants can follow at their own pace and traverse the mountain at scales ranging from 1:1 to 1500:1 metres. No depiction of such expeditions would be complete without the famous 1953 British Expedition, where Edmund Hillary and Tenzing Norgay became the first climbers to successfully summit Everest.

“As we became familiar with the work of the Society, and the wonderful collection of photographs held in their Everest Collection, we set out to include photographs from the 1953 Expedition within our VR experience such that viewers could gain a stronger appreciation of the setting for this historical moment in mankind's urge to explore the unknown,” commented Kjartan Pierre Emilsson co-founder and CEO at Sólfar. “The unique ability of VR to transport us to impossible places is something we strongly believe in and we're deeply honoured that the Society feels VR has this potential to support their mission.” 

The donation of EVEREST VR is meant to support the Society’s contemporary charitable and educational work in promoting awareness and knowledge of its historical Mount Everest-related Collections. These will include presentations and demonstrations for public audiences, schools, academic and research communities in the UK, linked to the Society’s Everest Collection. Further uses include a training function.


“We are delighted to receive this generous donation and using historic stills imagery from our Everest-related photographic collection within the virtual reality environment provides added context and value for the viewer”, said Alasdair MacLeod, Head of Enterprise and Resources at the Society.

The donation of EVEREST VR to the RGS-IBG is made possible by the generous support of HTC, NVIDIA and Scan Computers, with each company contributing the high performance VR and PC hardware needed to form the Virtual Reality system required for EVEREST VR to be displayed alongside the Society´s Everest Collection.

Peter Frolund, VP for VR (Europe) at HTC commented, “Everest VR offers a spectacular journey to the top of the earth, showcasing stunning visual fidelity combined with room-scale technology, which allows players to walk around the virtual space, only possible on HTC Vive. Virtual reality is an incredible tool to explore and discover real life environments few have had the chance to visit first hand, and we are thrilled to support the Royal Geographic Society’s Everest Collection with HTC Vive.”

“Conquering Mount Everest is on the bucket list of many climbers and adrenaline junkies, but only a few will ever have the chance to scale it,” says Jason Paul, General Manager for Virtual Reality at NVIDIA.  “NVIDIA has worked closely with Solfar Studios to bring advanced effects such as NVIDIA Turbulence and VRWorks to EverestVR so aspiring adventurers can experience a virtual Everest that is as close as possible to the real climb.  We’re very excited to support this experience and see it part of the Society’s Everest Collection.”

About Sólfar Studios

Founded in Reykjavík, Iceland in October 2014 by game industry veterans, Sólfar Studios’ mission is to create and publish pure virtual reality experiences that define the medium and establish Sólfar as the category leader in virtual reality entertainment. Sólfar Studios is currently developing multiple projects across all major VR platforms, including PlayStation VR, HTC Vive and Oculus Rift.


The Royal Geographical Society (with the Institute of British Geographers) is the learned society and professional body for geography. Founded in 1830, the Society is dedicated to the development and promotion of geographical knowledge, together with its application to the challenges facing society and the environment.

Within its wider 2-million strong Collections, the Society houses over 500,000 photographic images, artworks and film, collected since the Society’s inception. These include some of the most important historical images in the field of geographical exploration, travel and discovery, with over 20,000 photographs and related documents charting the nine British Mount Everest expeditions from 1921 through to 1953.

To find out more please visit


Sólfar and RVX Take Virtual Reality to New Heights

SAN FRANCISCO, HELSINKI, November 2015 -- Sólfar Studios today announced they are bringing EVEREST VR to virtual reality platforms in 2016.  In partnership with RVX - Nordic’s leading visual effects and animation house - the two companies are co-developing a VR experience like no other. 

“In forming this VR expeditionary force with RVX, our mission is to construct the definitive experience of what it feels like to summit Mount Everest, an epic feat that most will never attempt in the real world,” said Kjartan Pierre Emilsson CEO and co-founder at Sólfar. “By combining incomparable visual fidelity with real player agency and interactivity, EVEREST VR will immerse you in a virtual reality that feels both real and emotionally stunning.”

The premise of EVEREST VR is simple. Preparing for your expedition at Basecamp, you will traverse the Khumbu Icefalls, scale Lhotse Face, ascend the Hillary Step, and finally conquer the summit of Everest. You will learn to respect the mountain, you may even survive the encounter. You will leave the experience feeling like you were there. 

EVEREST VR is poised to generate huge interest from VR fans, with virtual exploration set to become the breakthrough application on VR platforms launching in 2016. In a survey of 2,250 U.S. consumers published by Greenlight VR today, travel and exploration categories registered the highest interest across all age, gender, and ethnicity groups, garnering the interest of 66% of respondents, higher than gaming. 

The partnership between Sólfar and RVX brings together a stellar team from the games and film industries to deliver an industry first experience in VR. Combining the best technology the games and film industry have to offer with a masterfully scripted AAA VR experience, Solfar and RVX have created an emotionally stunning and truly immersive VR journey. 

“As a creative director in the VFX industry working with phenomenal directors like Baltasar Kormákur and Alfonso Cuarón, I´ve always strived to perfect visual effects that add verisimilitude to the story and increase its emotional impact,” said Dadi Einarsson, founder and Creative Director at RVX. “With EVEREST VR, we now place the participant into a story where they control their pace and interaction with the experience. This will rewrite the rules for future storytellers and I can´t wait to see where this creative intersection of film and games talent in VR takes us.” 

EVEREST VR pushes the envelope of real-time graphics. Using advanced stereophotogrammetry techniques, the two studios have created the definitive CGI model of Everest for high-end VR platforms. Using NVIDIA‘s GeForce GTX TITAN X GPU to churn through over 300,000 high resolution images of the mountain range, a highly detailed 3D point cloud of the whole area was created. They then generated a 3D mesh and textures made to measure for the demands of a real-time VR application.

Sólfar and NVIDIA will further collaborate during the production of EVEREST VR to integrate GameWorks VR including VR SLI and multi-resolution shading and to take advantage of VR-ready PCs equipped with NVIDIA GeForce GTX 970 GPUs on up to GeForce GTX TITAN X in SLI.

Building on this stunning visual backdrop in Unreal Engine 4, EVEREST VR will bring a level of interactivity and player agency that promises to become an apex experience for this new medium. 

Published by Sólfar, EVEREST VR will debut in 2016.