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Homeworld: Unboundactivework in progressReleases →

Homeworld (1999) in room-scale VR, running natively on a Meta Quest 3.

Not streamed from a PC, and not the flat game on a virtual monitor. The engine renders the battle in tracked stereo around you, and you command the fleet by pointing at it.

Homeworld’s own fiction was already describing this. You play Karan S’jet, a scientist who had herself surgically integrated into the Mothership’s core and who perceives the fleet through a neural link rather than through a screen. Every one of the game’s interface conventions is a compromise made for a mouse and a monitor. This port removes the compromise rather than adding a gimmick.

The name comes from the Bentusi, the trader race who gave up planets to live in the void — the Unbound. It cuts the other way too.

What VR actually changes

Orders are placed in real 3D, because a tracked controller has six degrees of freedom where a mouse has two. Routes are drawn freehand and flown as curves. Ships are their true relative size, with the monitor-era scaling that inflates distant fighters switched off. The two hands have distinct jobs — one commands, one points — and a command wheel at the left wrist carries the twenty-odd verbs that six buttons cannot.

Lineage

An unaffiliated fan project, built on the source Relic released in 2003 by way of Homeworld SDL and Gardens of Kadesh. No game assets from any commercial release are distributed. Homeworld is a trademark of its respective owners.

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