GamingMay 26, 2026

Compass Launches Wednesday and It Might Be the VR Flight Game I Have Been Waiting For

By Evan Marcus
Co-Founder, VR.org
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I am going to be honest with you. The moment I saw the trailer for Compass, I added it to my wishlist without reading a single word of the description. An open-world VR flight game where you pilot a cargo ship through pastel-colored skies, leave the cockpit to physically grapple across floating landscapes, and chart a course for a roving airborne caravan? That is not a game pitch. That is a checklist of things I did not know I needed in VR until someone put them all in one package.

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Compass launches this Wednesday, May 28, on Meta Quest 3/3S and SteamVR, with a PSVR2 version coming later. It is developed by Trebuchet, the studio behind Broken Edge (one of my favorite VR sword fighting games) and Winds & Leaves (a meditative gardening experience that was way more compelling than it had any right to be). These are people who understand how to make VR feel physical and present rather than just visual.

Compass VR open world flight adventure gameplay showing the cargo ship in pastel skies
Image: Trebuchet / YouTube

Why Flight Works So Well in VR

Flight games in VR hit different than almost any other genre. There is something about sitting in a cockpit, looking around at the world below you, and physically reaching for controls that creates an immediate sense of presence. I felt it the first time I played VTOL VR years ago and I have been chasing that feeling in every flight game since.

What makes Compass interesting to me is that it is not trying to be a simulator. It is not asking you to memorize switch panels or manage realistic aerodynamics. You are piloting a cargo ship through a stylized world full of floating islands, turbulent weather, and mysteries to discover. The vibe is closer to Wind Waker than Microsoft Flight Simulator, and honestly that is exactly what I want from a VR flight experience right now. Something that feels adventurous rather than technical.

The open-world structure means you are not locked into linear missions. You scout ahead of the Caravan (a roving airborne community that serves as your home base), charting safe routes through dangerous skies, delivering cargo between settlements, and discovering what happened to this world. That loop of exploration, discovery, and returning home is one of the most satisfying structures in gaming, and wrapping it in a VR flight game with hand-tracked grapple mechanics sounds like exactly the kind of thing I will lose entire evenings to.

Compass VR gameplay showing the player leaving the cockpit to explore floating landscapes
Image: Trebuchet / YouTube

Getting Out of the Ship

The detail that elevated Compass from "interesting" to "day one purchase" for me is that you leave the cockpit. You land your ship on a floating island, step out, and physically navigate hazardous terrain using handheld grapples. The movement system is not just teleportation or smooth locomotion. You are grabbing things with your hands and pulling yourself through the environment.

Trebuchet built their reputation on games that make VR movement feel intentional. Broken Edge turned sword fighting into something that required real physical commitment. Winds & Leaves had you planting trees by physically reaching into the ground. Compass sounds like it applies that same philosophy to traversal: you are not pressing a thumbstick to move, you are physically engaging with the world to get from point A to point B.

For VR gaming, this is the kind of design thinking that separates memorable experiences from forgettable ones. The games I remember years later are not the ones with the best graphics. They are the ones that made me feel like I was doing something with my body rather than just watching something with my eyes.

Compass VR world showing the Caravan airborne community and open world environments
Image: Trebuchet / YouTube

What I Am Watching For

My main concern with any open-world VR game is content density. Big worlds are easy to build. Filling them with interesting things to find and do is hard. The trailer shows gorgeous environments and satisfying flight mechanics, but the real test is whether the world rewards exploration after the first few hours or whether it becomes empty sky between mission markers.

Trebuchet is a small studio. Their previous games were focused, contained experiences that worked because they did one thing exceptionally well. Compass is more ambitious by a wide margin. An open world is a fundamentally different scope challenge than a linear sword fighting game or a gardening sim. I am rooting for them to nail it, and their track record gives me reason to be optimistic, but I will reserve final judgment until I have spent real time in the world.

Compass launches May 28 on Meta Quest 3/3S and SteamVR. I will have impressions up after I have put some hours into it. If it delivers on even half of what the trailer promises, it is going to be one of the highlights of May in a month that has already been stacked for VR gaming.

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