Gunman Contracts VR vs Non-VR: Which Mode Should You Play?

Quick mode comparison
| Question | VR | Non-VR |
|---|---|---|
| Headset required | Yes, through an OpenXR PCVR setup | No |
| Main input | Tracked motion controllers | Mouse/keyboard or controller |
| Steam Deck | Not the VR use case | Officially included in the launch plan |
| Leaderboards | Separate VR boards | Separate non-VR boards |
| Main appeal | Physical handling, presence and manual interaction | Convenience, conventional FPS precision and portability |
| Main setup risk | Comfort, tracking and room layout | Sensitivity, controller layout and small-screen readability |
The game is built for both modes. Non-VR is not described as a cut-down viewer for the VR campaign; the story contracts, Hive and challenge structure are part of the same Early Access package.
Choose VR if physical handling is the point
VR is the stronger choice when the appeal is manually aiming, reloading and moving through action-movie encounters. It asks more from your hardware and play space, so verify the setup before committing to a long contract.
Start in VR when most of these are true:
- You already own a PCVR/OpenXR headset and tracked controllers.
- Physical gun handling matters more than immediate precision.
- You have enough room to turn, crouch or reach interaction points safely.
- You are comfortable learning through body movement instead of familiar FPS inputs.
- You want to compete on the VR-specific leaderboard.
The official system requirements identify the recommended tier as the VR target: Windows 10 64-bit, Intel Core i7-12700 or better, 16 GB RAM and RTX 3060 or better. These are published targets, not a guarantee that every headset/runtime combination will perform identically.
Choose non-VR for convenience and conventional control
Non-VR is the practical starting point when you prefer mouse/keyboard, controller or Steam Deck. It is also useful if you want to learn objectives and map flow before adding the physical complexity of VR.
Start non-VR when any of these are decisive:
- You do not own a PCVR headset.
- You prefer conventional FPS aiming and movement.
- You want to play on Steam Deck or away from a dedicated VR space.
- Motion comfort or tracking reliability is a concern.
- You want shorter sessions with less setup time.
The published minimum target is the non-VR tier: Windows 10 64-bit, Intel Core i5-7500 or better, 12 GB RAM and GTX 1070 or better, plus 20 GB storage. The store notes that testing is ongoing, so check the final launch page and patch notes before treating these as permanent requirements.
Does Quest 2 or Quest 3 work?
The confirmed release is PC and PCVR through OpenXR; a native Quest standalone version is not announced. A Quest headset may be usable as a PCVR display through a compatible PC connection/runtime, but that is not the same as buying a native Quest build.
The developer said in a 2023 Steam discussion that there were no current plans for a Quest 3 standalone port, while leaving the long-term possibility open. That statement is old enough that it should not be treated as a permanent promise. The safe buying rule is simple: buy the Steam version only if your PCVR path already works, and do not assume a native Quest store release.
What to test in the first ten minutes
VR
- Confirm the correct OpenXR runtime launches.
- Check standing/seated position and reach.
- Test turning and movement comfort.
- Fire and reload without looking down for the entire sequence.
- Run one pop-up target drill and one movement drill.
Non-VR
- Choose mouse/keyboard or controller.
- Set sensitivity using smooth target tracking.
- Check that interact, reload and weapon switch are easy to reach.
- Run the same target drill three times before changing settings.
- On Steam Deck, confirm text, sights and frame pacing are readable and stable.
The Hive guide turns these checks into a repeatable warm-up.
How the leaderboard split changes your choice
Every contract, challenge and skill game has Steam leaderboards divided between VR and non-VR. This prevents a direct input-method comparison from dominating one shared board, but it also means switching modes creates a new competitive baseline.
- Compare only with players in your mode.
- Keep separate personal bests if you play both.
- Do not assume the fastest route is identical: physical interactions and conventional inputs can change where time is lost.
- If you switch modes, relearn the route before judging the weapon or balance.
Should you learn the campaign in flat mode before VR?
Choose this approach if route knowledge matters more than surprise. A flat-screen reconnaissance run can reduce the number of unknown objectives when you later play in VR. Skip it if discovering environments in VR is a major part of the experience.
The important point is to avoid comparing the two runs as if only the headset changed. You will have different interaction timing, aiming behavior and leaderboard pools.
Comfort and accessibility decisions
The store confirms OpenXR standing/sitting support and an optional low-violence mode that removes nearly all blood effects and splatter while keeping the action. It does not publish a complete final comfort menu, handedness map or controller binding table.
Check those settings in the live build before a long session. Change one comfort option at a time, then use a short Hive drill to test it. Copying Half-Life: Alyx mod controls is unreliable because Stand Alone is a new Unity game, not an exported Alyx Workshop level.
Which mode should you start with?
- VR: you have working PCVR hardware and want physical gun handling above everything else.
- Non-VR desktop: you want conventional FPS control, faster setup or the lower published hardware target.
- Steam Deck: portability is the deciding factor and you accept the smaller screen.
- Try both in the Hive: you already own the hardware and care equally about immersion and precision.
Use the mode planner for a quick recommendation, then validate the result in the Hive before chasing a leaderboard score.
What remains unconfirmed
Final controller maps, comfort options, Steam Deck graphics presets, handheld performance, headset-specific compatibility and native console/Quest releases need launch-build or official post-launch confirmation. A community question is not a platform announcement.
Version 0.3.1.0 (September 22): VR-specific fixes
- Hands no longer get stuck in walls — a distance check was added.
- Hands are visible in result screens again.
- Chest-bump reload for rifles and shotguns: bring the weapon close to your chest and hold until refilled.
- Toggle Grip in the controls settings switches weapon and smartphone grabbing between hold and toggle.
- Non-VR changes in the same patch: leaderboard lists display correctly, doors use the correct open sound, graphics options were rearranged, GPU instancing was added to reduce CPU usage, and Outpost map culling was adjusted.
Scoring changed for every mode: missed targets in the target parcours now give point penalties (you can still finish the run), and cheat-check loopholes were closed to protect leaderboard scoring.
