Dark Trip isn’t your typical VR escape room. This psychedelic horror experience from iTales VR forces you to ingest hallucinogenic drugs to solve twisted puzzles while investigating a missing woman in a Lovecraftian nightmare. Since launching in Early Access on Meta Quest in February 2025 for $10.99, the game has attracted over 5,000 paid players and maintains an impressive 4.6-star rating. Now the developer is considering adding cooperative multiplayer where one player stays sober while the other trips through hallucinations.
The premise reads like something David Lynch dreamed up after binging Hellraiser and Lovecraft stories. You play an investigator searching for a missing girl in a small German town, only to discover an abandoned laboratory filled with evidence of grotesque experiments. The twist is you must consume virtual drugs throughout your investigation because only through hallucinations can you perceive the clues needed to solve puzzles and uncover the dark truth behind the disappearance.
Hallucinations as a Game Mechanic
What separates Dark Trip from standard VR escape rooms is how it weaponizes perception shifts. The game dynamically alters environments, puzzle elements, and available clues based on whether you’re sober or under the influence. Some puzzles are impossible to solve with clear vision because critical information only appears during drug-induced trips. Other challenges require sobriety to perceive mechanical components correctly.
The psychedelic experiences leverage VR’s immersive capabilities in ways flatscreen games simply can’t match. Walls breathe and distort, impossible geometry materializes, colors shift into surreal patterns, and grotesque biotechnological machinery reveals hidden components. The hallucinogenic states draw inspiration from Terry Gilliam and David Lynch films, creating unsettling atmospheric horror rather than relying on cheap jump scares.
iTales VR designed the drug mechanic to serve narrative and gameplay purposes simultaneously. The missing woman you’re searching for is a Medium, a rare person capable of remaining sane in the presence of the mystical Triptych and unlocking power hidden within eerie paintings. The antagonist Mengele keeps Mediums drugged to control them for twisted experiments. As the investigator, you’re forced down this same pharmaceutical path to understand what happened.
The Laboratory of Horrors
The setting channels heavy Lovecraftian cosmic horror mixed with body horror aesthetics. Each room contains evidence of perverse experiments through scattered employee notebooks, test subject testimonies, and the physical remnants of what occurred. The biotechnological devices look simultaneously organic and mechanical, creating an uncomfortable fusion that heightens the unsettling atmosphere.
The game currently includes Episode 1 in full, with Episodes 2 and 3 confirmed in active development. iTales VR plans regular bi-weekly updates expanding content and refining mechanics throughout the Early Access period. The complete version targets a 2026 release on both Meta Horizon Store and Steam, bringing the experience to PCVR platforms beyond standalone Quest hardware.
Puzzle design emphasizes lateral thinking rather than straightforward logic chains. You search for artifacts, diary fragments, and physical evidence while trying to piece together what happened in each location. The complexity escalates as you progress, with later challenges layering multiple perception states and requiring you to remember details from both sober and hallucinating perspectives.

Co-Op Could Be Game-Changing
The developer recently floated the idea of cooperative multiplayer on Reddit, describing a concept where one player stays sober while their partner experiences hallucinations. The two would perceive completely different realities and must communicate to solve puzzles neither can complete alone. The sober player might see mechanical components and switches while the tripping player perceives hidden symbols and pathways invisible to clear eyes.
This asymmetric approach to VR co-op feels genuinely innovative. Games like Keep Talking and Nobody Explodes proved information asymmetry creates compelling cooperative gameplay, but Dark Trip would take that concept further by making both realities equally valid and necessary. The communication challenges alone could provide hilarious and tense moments as players try describing their wildly different perspectives.
The developer acknowledged implementing co-op would require significant effort, which is why they’re gauging community interest before committing development resources. The Reddit post asking for feedback received 19 upvotes and 13 comments, showing modest but positive reception to the idea. Whether iTales VR moves forward with multiplayer likely depends on how strongly the existing player base advocates for the feature.
The Controversial Elements
Dark Trip doesn’t shy away from mature themes. The game features BDSM imagery, disturbing artwork that approaches but doesn’t cross into full nudity, depictions of drug use, sadomasochistic laboratory settings, and body horror elements inspired by Hellraiser’s Cenobites. The Meta Store age-restricts the game and YouTube age-gates the trailers due to suggestive horror content.
The drug use mechanic sparked discussion about how games handle substance depiction. Some players appreciate the artistic approach treating hallucinations as investigative tools rather than glorifying recreational use. Others question whether virtual drug consumption crosses ethical lines regardless of context. iTales VR frames it as integral to the psychological horror narrative rather than gratuitous shock value.
The sadomasochistic laboratory setting and BDSM themes tie into the Hellraiser influences. The game explores power dynamics, consent violations through forced experimentation, and the intersection of pleasure and pain in ways that make players uncomfortable by design. This isn’t horror for casual audiences – it targets players who appreciate transgressive art that pushes boundaries.
Technical Performance and Design
Dark Trip runs on Meta Quest 2, Quest 3, Quest 3S, and Quest Pro with optimized performance across the hardware spectrum. The current build uses teleportation locomotion, which some players dislike, but iTales VR confirmed updates adding joystick navigation and free movement options are coming. The developers actively respond to feedback about movement systems and accessibility features.
Visual presentation emphasizes atmospheric lighting, detailed environment art, and creative use of VR space. The grotesque biotechnological devices demonstrate impressive modeling work for a small indie team. Character models and animations received upgrades in recent updates, with the Medium character becoming a focal point of Episode 2’s narrative expansion.
Audio design contributes heavily to the unsettling mood. Ambient soundscapes shift between sober and tripping states, with distorted audio cues during hallucinations creating disorientation that reinforces the loss of stable reality. Voice acting for diary entries and character encounters maintains quality despite the modest budget.
The iTales VR Team
iTales VR operates as a small indie studio focused exclusively on virtual reality experiences. The team draws inspiration from classic horror literature, psychological thriller cinema, and escape room design philosophy. Their goal with Dark Trip was redefining VR horror by emphasizing psychological suspense and surreal imagery over jump scares and chase sequences.
The development philosophy prioritizes atmosphere and narrative depth over action-oriented gameplay. This positions Dark Trip alongside contemplative VR experiences like Cosmodread and The Gallery rather than action-heavy titles like Saints and Sinners. Players seeking combat mechanics or traditional horror game loops won’t find satisfaction here, but those appreciating slow-burn psychological horror will discover something unique.
Community engagement remains strong with the developers maintaining active presence on Reddit, Discord, and social media. They share development updates, solicit feedback on planned features like the co-op mode, and respond to bug reports and suggestion threads. This transparency helps build trust with the Early Access audience investing in an unfinished product.
Frequently Asked Questions
How much does Dark Trip cost?
Dark Trip is available on the Meta Quest Store for $10.99 during Early Access. The price will increase when the full version launches in 2026. Occasional discount codes circulate through community channels, sometimes bringing the price down to around $7.
What VR headsets support Dark Trip?
Currently, Dark Trip works on Meta Quest 2, Quest 3, Quest 3S, and Quest Pro as a standalone experience. A Steam version is planned for 2026 that will support PCVR headsets including Valve Index, HTC Vive, and other SteamVR-compatible devices.
How long is Dark Trip?
The current Early Access build includes Episode 1, which takes approximately 1-2 hours to complete depending on puzzle-solving speed. The full release will include Episodes 2 and 3, extending total playtime significantly. Replayability comes from using different drug combinations in rooms.
Is Dark Trip actually scary?
Dark Trip focuses on atmospheric psychological horror and body horror rather than jump scares. Players describe it as unsettling and disturbing rather than traditionally frightening. The horror comes from environmental storytelling, grotesque imagery, and the disorientation of shifting realities.
Will there be co-op multiplayer?
The developer is considering adding cooperative multiplayer where one player is sober while the other hallucinates, requiring communication to solve puzzles. This remains in the concept phase and hasn’t been confirmed for development yet.
What are the mature content warnings?
Dark Trip contains BDSM themes, depictions of drug use, body horror, sadomasochistic laboratory settings, disturbing artwork approaching nudity, and mature psychological horror themes. It’s rated MA and age-restricted on storefronts.
Can you play Dark Trip seated?
Yes, the teleportation movement system works well for seated play. Future updates adding joystick navigation will further improve seated accessibility. Room-scale play is supported but not required.
When does the full version release?
iTales VR targets a 2026 release for the complete version including all three episodes. The game will launch simultaneously on Meta Horizon Store and Steam when exiting Early Access.
Worth the Trip
Dark Trip delivers one of the most unique VR experiences available right now, for better or worse depending on your tolerance for transgressive horror. The drug-induced puzzle mechanic genuinely innovates within the escape room genre rather than just adding VR to existing formulas. The Lovecraftian body horror aesthetic creates memorable imagery that sticks with you long after removing the headset.
The $10.99 Early Access price feels reasonable for what’s currently available, especially considering the developers actively expand content through regular updates. The 4.6-star average rating from over 5,000 players suggests most buyers feel satisfied despite the game’s controversial elements and short current runtime. Whether you find the drug use mechanic clever or distasteful will determine if Dark Trip clicks for you.
The potential co-op mode could elevate Dark Trip from interesting curiosity to must-play VR experience. Asymmetric multiplayer built around perception differences offers gameplay possibilities no other VR game currently explores. If iTales VR commits to developing that feature and executes it well, Dark Trip might become the go-to recommendation for groups seeking weird VR experiences to share.
For now, Dark Trip remains a fascinating Early Access experiment that pushes VR horror in directions most studios won’t touch. The combination of psychedelic aesthetics, unconventional puzzle design, and willingness to explore uncomfortable themes creates something genuinely different in a VR market dominated by safe, familiar experiences. Whether that difference appeals to you depends entirely on how much weirdness you can handle.