Player's guide
Everything you need to pick up a gun and start shooting: controls for both play spaces, reload rituals, all 10 courses of fire, the unlock ladder, and the comfort settings that make it work for you.
Getting started
- Walk up to the rack and shoot a weapon to equip it. You start on PISTOL, the default course.
- Shoot the menu to pick a different course of fire.
- Shoot the plate to start the run.
- On the results screen, press the same reload button again (Grip / X / A) to restart the run.
Controls
Two play spaces, two control schemes. THREAT RANGE is where you shoot. WAR ROOM is where you walk through your own pentest findings.
THREAT RANGE
The shooting range: every course of fire runs here.
| Control | Action |
|---|---|
| Trigger | Fire, hold for beam or flame |
| Grip / X / A | Reload |
| Same reload press, on results | Runs it again |
| L stick | Move and strafe |
| R stick left/right | Turn |
| R stick up/down | Change ammo load |
| Off hand grip near gun | Two-hand hold |
| Off hand grip at belt or magwell | Reload |
| Stick in | Weapon info card |
| Shoot the rack | Equip that weapon |
| Shoot the menu | Pick a course |
| Shoot the plate | Start the run |
| L Menu | Show or hide the help card |
WAR ROOM
The findings browser: walk your pentest results as physical panels on the wall.
| Control | Action |
|---|---|
| Trigger | Select what you point at |
| Grip | Grab and move a panel |
| Grip + stick | Reel it in or push it away |
| L stick | Move and strafe |
| R stick left/right | Turn |
| R stick up/down | Scroll what you point at |
| R grip + left/right | Severity filter |
| L stick in | Recenter the room |
| R stick in | Clear the filter |
| L X | Show or hide pentest list |
| L Y / Menu | Show or hide the help card |
| R A | Finding detail |
| R B | Detach from pentest |
Ammo switching and reload rituals
Flick the right stick up or down to cycle a weapon's loaded ammunition mid-run, no need to holster or stop moving. Reloading itself is a physical ritual on six of the weapons on the rack, not a timer. Every one of them, cylinder, pump, bolt, lever, break, or string draw, is something you actually do with your hands.
Cylinder
Swing the cylinder out, thumb rounds in one at a time, snap it shut.
Root Cannon, Logic Bomb, SUDO
Pump
Rack the pump between shots to feed the next shell from the tube.
SHELLSHOCK
Bolt
Lift and pull the bolt handle to eject, push it forward and down to chamber the next round.
SPEARPHISH
Lever
Throw the lever down and back between every shot.
PIVOT
Break
Break the action open, dump the spent hulls, feed fresh shells, snap it shut.
FORK BOMB
String draw
Draw the string back by hand, no trigger pull until you let go.
PAYLOAD, BACKDOOR
The gel bay
A standalone sandbox, separate from every course of fire. Fire any load into the gel bay and it carves the real wound channel for that round, with depth and cavity printed beside it. It is there to let you compare loads side by side before you pick one, nothing more: the gel bay cannot add to your score and cannot break a streak, because it is never part of a run.
10 courses of fire
Every course, its window downrange, the weapon it is built around, and whether it posts to the global leaderboard.
| Course | Mode | Duration | Window | Suggested | Leaderboard |
|---|---|---|---|---|---|
DAILY TODAY'S GLOBAL RUN - SAME SEED AND GUN FOR EVERYONE | Timed | 90 s | 8-60 m | weapon of the day | Global |
ARCADE ESCALATING WAVES - THREE SHIELDS - ONE LIFE - PICK AN UPGRADE BETWEEN WAVES | Survival | shields | 8-28 m | Kernel Panic | Local during beta Local while ARCADE is in beta. |
LONG RANGE DISTANT PLATES, ONE AIMED SHOT AT A TIME | Timed | 100 s | 38-60 m | SPEARPHISH | Global |
PISTOL CLOSE AND FAST AT HANDGUN DISTANCE | Timed | 75 s | 8-18 m | Auth-9 | Global |
CLOSE QUARTERS DENSE FAST SWARMS AT ARM'S LENGTH | Timed | 70 s | 8-12 m | Brute Force | Global |
PRECISION SPARSE, HIGH VALUE - EVERY SHOT COUNTS | Timed | 60 s | 24-55 m | SUDO | Global |
SKEET CALL THE BIRD - BREAK IT BEFORE IT LANDS | Timed | 100 s | 55-60 m | SHELLSHOCK | Local during beta Local while SKEET is in beta. |
FREE PLAY THE MIXED RUN - EVERY THREAT, YOUR GUN, YOUR DISTANCE | Timed | 90 s | 8-60 m | any | Global |
THREAT ASSESSMENT YOUR OWN FINDINGS, ARMED AND WALKING | Timed | 120 s | 8-40 m | any | Local by design Local by design, because your findings never post anywhere. |
ENDLESS ESCALATING WAVES UNTIL THE SHIELDS ARE GONE | Survival | shields (3) | 8-35 m | DDoS | Global |
The ARCADE draft
ARCADE runs in escalating waves behind three shields and one life. Clear a wave and pick one upgrade card before the next begins.
DEEP MAG
UptimeMagazine x1.5
Slower to fill a pump or lever.
Max 3
OVERCLOCK
UptimeFire rate +30%
Magazine drops a quarter.
Max 2
PATCH
Survival+1 shield
Not offered at full shields.
SIDEARM
SurvivalA second gun in your off hand
One only.
HAZARD PAY
GreedScore x1.35
Buys nothing that keeps you alive.
Max 6
The unlock ladder
Every one of the 22 weapons on the rack past your standard-issue sidearm is earned, by lifetime score, by accuracy, or by surviving waves in Endless. The ladder ends with SIGKILL, the endgame weapon.
| Weapon | Unlock requirement |
|---|---|
Auth-9 | standard issue |
Root Cannon | finish a run at 90% accuracy |
Attack Vector | 75,000 lifetime score |
Brute Force | 25,000 lifetime score |
Kernel Panic | 150,000 lifetime score |
DDoS | reach wave 10 in Endless |
Firewall | reach wave 5 in Endless |
Logic Bomb | 300,000 lifetime score |
SIGKILLENDGAME | master the whole rack + 500,000 lifetime score |
PING | 10,000 lifetime score |
SUDO | 200,000 lifetime score |
SPEARPHISH | finish a run at 95% accuracy |
CHIP SHOT | 50,000 lifetime score |
PAYLOAD | 120,000 lifetime score |
DEFACE | 15,000 lifetime score |
WILDCARD | 250,000 lifetime score |
SHELLSHOCK | 35,000 lifetime score |
OVERFLOW | 400,000 lifetime score |
PIVOT | 60,000 lifetime score |
FORK BOMB | 90,000 lifetime score |
BACKDOOR | finish a run at 85% accuracy |
TRUNCATE | reach wave 3 in Endless |
The daily challenge and your streak
DAILY hands the entire world the same seed and the same weapon of the day, decided once and shared everywhere, so every score on that leaderboard came from an identical run. TurboPentest VR tracks your day streak, how many days in a row you've completed DAILY, alongside your longest-ever streak, so a missed day costs you the current run without ever erasing the record.
Comfort
Locomotion is smooth by default, with snap turn or smooth turn available as a toggle and an adjustable comfort vignette that narrows your peripheral vision while you move. Play standing or full roomscale, whichever fits your space. The help card is always one button away (L Menu in THREAT RANGE, L Y or Menu in WAR ROOM), and it follows you lazily around the room and never disappears on a timer.
Frequently asked questions
What is TurboPentest VR?
A cyber-security VR shooting game from TurboPentest: a 60-metre range with 22 invented weapons, 23 ammunition loads, and 10 courses of fire, where the findings from your own agentic AI pentest walk the lane as five tiers of boss machine.
Which headsets does TurboPentest VR run on?
Meta Quest, in private beta today. A Steam release is planned next.
Is TurboPentest VR multiplayer?
Asynchronous social play only. Global leaderboards, a worldwide daily challenge on a single shared seed, ghost rivals (race a recorded replay of another player's run), and share links. No live sessions, no lobbies, no matchmaking, no voice chat.
How do I join the private beta?
TurboPentest VR is in private beta for current TurboPentest users. Sign in and send a beta access request through the support page, and come introduce yourself on our Discord.
Do my pentest findings leave the headset?
No. The findings that become bosses are read on your headset and nowhere else, and a run built on your findings can never be posted to a leaderboard, a share link, or a QR code. The game refuses, by construction.
What is the war room?
The war room is the heart of TurboPentest VR: a command deck where your pentest reports live as grabbable panels. Navigate any report finding by finding, and monitor a running pentest in real time as agent screens stream what every tool is doing.
Do I need pentest findings to play?
No. The range, the courses of fire, skeet, ARCADE, ghost rivals, and the leaderboards all stand on their own. Connecting your own agentic AI pentest findings is what turns a run into a boss fight.
Still have questions?
Request beta access if you're not in yet, or come ask the team directly on Discord.
Come introduce yourself on our Discord.