‘Arizona Sunshine’ Might Be The Fastest-Selling VR Game With $1.4 Million In The First Month

by Jamie Feltham • January 24th, 2017

Arizona Sunshine [Review: 8.5/10] is getting an update that supports full locomotion. That part we knew, but what we didn’t know was how much money the game made so far.

Developers Vertigo Games and Jaywalkers Interactive today said their VR zombie shooter made $1.4 million in sales during its first month of release on the Oculus Rift and HTC Vive, from Dec. 6 to Jan. 5. In a prepared statement, Vertigo Games’ Managing Director, Richard Stitselaar said “from what we can tell, it may be the fastest selling non-bundled PC VR title to date.” The game usually sells for around $40 and we confirmed with Vertigo the $1.4 million figure that was shared is the amount sold before a cut taken by Valve’s Steam or Facebook’s Oculus store.

It is well-deserved; Arizone Sunshine was named UploadVR’s 2016 Game of the Year shortly after its launch. The first-person shooter uses position tracked controls to offer an intense zombie massacre in which the player treks across the Arizona desert.

Arizone Sunshine isn’t the only VR game to see success over the past year. Earlier this month we reported that Owlchemy Labs had sold $3 million with its Job Simulator since launch in April 2016. Furthermore, The Gallery developer Cloudhead Games and Raw Data developer Survios have both independently confirmed to UploadVR that they cleared $1 million in sales for their respective titles.

Along with the sales milestone, Vertigo took the opportunity to formally release the full locomotion update, arriving today. That means players will be able to navigate the game’s world using controls similar to a normal first-person shooter game, which fans had requested as an alternative to the teleportation system the title already uses.

We’re expecting the game to arrive on PlayStation VR later this year, though no final date has been set.

Tagged with: , ,

  • Angelo Overmeier

    “Along with the sales milestone, Vertigo took the opportunity to formally release the full locomotion update, arriving today.”

    WOW I’m soooo excited! The game is so great but teleportation kind of ruined it for me… Now with locomotion it will be my favorite “roomscale” game! 🙂

    • koenshaku

      I will stick with the teleportation motion sickness is pretty serious for me in VR.

  • Mane Vr

    great news about the locomotion and since i’m a man of my word I will be picking this game up on Thursday pay day just in time for new game Friday on my youtube page I love this

    • Bundy

      It is, by far, my favorite VR game. I don’t do well with locomotion so teleporting was fine by me. But compared to most of the VR games out, which lets face it, are mostly bad indie titles, it’s no comparison.

      • Mane Vr

        I think teleport is a great option for those who get sick and I think it’s an important one but if u don’t get sick it feels limiting. i’m so glad to see more and more devs doing what croteam did in Serious Sam FE which is give the option for both…

        • Bundy

          Absolutely. Hopefully this will be the standard path forward all devs take.

          • Agreed. My wife and kid both get motion sickness, but I don’t. I like to play with full locomotion, where they’re not good with it at all. RE7 gave me just the options I needed to make the game feel right, though my wife… she had to run and barf after 20 seconds into the game. I guess she shouldn’t have used my preference-settings.

            Anyways, yeah, it would be a smart move to do just as you guys have suggested, and make both full locomotion and some sort of easier movement mode for those that have trouble. I (also) think it might be even better if someone would create a multi-platform VR trainer system that would therapeutically work to help people overcome their VR sensitivity. For the most part, VR sensitivity *can be* overcome simply by slowly adjusting to it; about like learning to drive.

          • Bundy

            I was showing some friends some 360 pictures and one of them didn’t even get the headset completely on when he jerked it away and shook his head. He said as soon as he opened his eyes it was instant nausea.

            I think gamers criticizing devs for “nausea hysteria” for leaning on the side of safety don’t realize how sensitive some folks are. And that there are probably a lot of them.

    • JMB

      I think you will really enjoy it, it’s incredibly well polished by current VR standards.

      • Mane Vr

        thanks I look forward to giving it a try

  • NooYawker

    I think all VR games should include both options of movement. I can only take so much locomotion but I’d like to use it as long as I can then go back to teleporting.

  • IamTylerDurden1

    Crazy that Rush of Blood could actually selling 1 million copies and pc vr devs are bragging about 1 million dollars in sales.