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Boom Dojo (Steam VR)

Boom Dojo (Steam VR)

System: Valve Index, HTC Vive, Oculus Rift & Windows MR
Price at Time Of Review: £7.19
Comfort Rating: Green
Genre: Music and Rhythm
Input: Tracked Motion Controllers
Best Playing Position: Standing, Room-Scale
Multi-Player: No
Age Rating: PG
VR Shop Score 1/100: 20

Description: Boom Dojo is a pure boxing trainer. Targets are procedurally generated from your music. You colour match targets to your hands and avoid bar contact which hurt your score. Targets correspond to notes in the music and are detected and emitted in real-time. The score is dynamically calculated as your hits / the current total of emitted targets. The minimum target rate is tied to your score so higher scores will yield more notes. The better you play the more detail you “squeeze” out of the music hardening the game.




Review: The idea of ‘Boom Dojo’ is simple, its a boxing game in which you hit the discs in time with the music. Just knowing that all those said “beats” are ‘procedurally generated from your music’ should be enough to tell you this game sucks arse. Of course, the beats are not in time with the music so you end up with gameplay that is just lame boxing while you stand there with music playing. Nothing more or less. It’s not like you can map the beats yourself neither. This is not something IW ill be recommending any time soon, not until it gets the fundamentals right and actually becomes fun to play.



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