Announcing Owlchemy’s next VR game… Vacation Simulator!

Hello Humans!

We’re thrilled to announce our latest VR game: Vacation Simulator!

As per the Owlchemy way, we never stop jobbing over here at the Labs! Since the launch of Job Simulator, we’ve been hard at work prototyping fun, concocting spatial interactions, and quantitatively analyzing jokes for our next original VR title.

After pondering the progression of life, the universe, and JOB, we came to the natural conclusion: First you JOB, then you VACATION. Experience RECREATION, optimal RELAXATION, and classic human pasttimes like SUNBURN. Vacation Island offers all this and more so that you can discover the lost art of TIME OFF.

Vacation Simulator will be launching on Vive, Oculus, and PlayStation VR! Keep an eye on and on our social media channels for more details in the coming months!

Kick back, relax, and get ready to book your vacation in 2018!


Job Simulator New Mode ‘Infinite Overtime’ + Price Drop!

Hello Humans!

You’ve worked the day shift, now it’s time to work into the night! Today, we’re launching a free content update to Job Simulator on all platforms. Now you can work the never-ending night shift with Job Simulator’s new Infinite Overtime mode– a free content update to the game! We’re also permanently dropping the price of Job Simulator to $19.99! Now, there’s exactly zero reasons not to experience the magic of JOB!

Infinite Overtime

Clock in to Infinite Overtime and meet TempBot— JobBot’s far less motivated nighttime replacement— as TempBot guides you through endless, randomized tasks. Each job has been updated to allow for a countless stream of customers as you punch the clock late into the evening. Check it out below!

Look, a teaser!

We’re super excited about this one! We’ve been working in secret on this update for quite a while, creating randomized bot interactions, adding in new mini-meta games, and updating our vehicular drift vectors. Each of the jobs in Job Simulator has been fitted with an Infinite Overtime mode, which includes new tasks, promotions and, of course, easter eggs! Keep at the nightly grind to earn promotions and desk flair to declare your dedication to endless jobbing. Even a human like you could one day be promoted to ‘Managing Director of Interns’! Also, we added fidget spinners, because why not?

We couldn’t stop ourselves from adding new stuff.

Anyone who already has Job Simulator will automatically receive this new mode in the latest update. Once you’ve completed all tasks in a job, you can access this game mode by flipping the Infinite Overtime switch attached to the kiosk in the museum.

We’re incredibly happy to be able to share this update with you! Happy (infinite) JOBBING!


Owlchemy Labs and Google join forces for the future of VR

Today is a REAAAALLY BIG day for Owlchemy. We’re positively thrilled to announce that Owlchemy Labs has been acquired by Google!

Continuing Owlchemy’s journey
We set out on a journey over six years ago to build the kinds of games we wanted to see exist. Over those years, we learned that Owlchemy, at its core, cares deeply about a few key things: building quality multi-platform games, solving tough problems with a small but absurdly talented team, sharing our learnings with the community, and Austin’s famous tacos. Now, as we look to the future with Google by our side, we couldn’t be happier. Our plan to build awesome things will continue forward stronger than ever.

This means Owlchemy will continue building high quality VR content for platforms like the HTC Vive, Oculus Touch, and PlayStation VR. This means continuing to focus on hand interactions and high quality user experiences, like with Job Simulator. This means continuing our mission to build VR for everyone, and doing all of this as the same silly Owlchemy Labs you know and love. We are continuing to do all of this with even more support and focus on building awesome stuff. It’s incredibly exciting that Google and Owlchemy are so well aligned on our goals and vision for the future of VR.

A parliament of Owls

Humble beginnings
Looking back on the past couple of years, it’s honestly pretty crazy to think about the humble beginnings of Owlchemy, growing from a team of 4 to a parliament of 23 owls today! Statistically, most small studios that work incredibly hard and make amazing things still go out of business after their first or second title. We simply wanted to make absurd and highly polished experiences that made enough money to support the development of the next one.

We eventually started to crest the hump with some success (thanks to our old school Owlchemy fans!) and we began to gravitate as a team toward solving tough problems instead of shying away from them (like more reasonable people would). VR acted as an electromagnet for our science-focused brains as it presented us with the most expansive field of untapped potential and tough unsolved problems. Once we dipped our toes into the VR waters in the early DK1 days, we quickly vowed to never look back and build a flat-screen game again, and to jump headfirst into the awesome potential of VR. The studio was hooked and we’d found our stride.

Finding success in VR
Job Simulator was our overnight success many years in the making. We pushed in VR so early and so hard that we were repeatedly told we were crazy, but we knew that we would never be satisfied by making a “safe bet”. We ignored the cries of “But VR died in the 90s!” and we instead spent over a year envisioning what was possible with a tracked head and hands. After a ton of experimenting and prototyping, we emerged with Job Simulator as a day one launch title for HTC Vive, Oculus + Touch, and PlayStation VR.

Job Simulator

We were honored to win multiple awards for our gameplay and interaction in Job Simulator, and we were elated to see the game become the go-to VR title to showcase the medium’s potential (and for folks to finally learn how to JOB)! Our work didn’t stop there. Seeing a strong need to show VR to everyone, we pioneered a new way to show VR footage with Spectator Mode and built out a new depth-based mixed reality technique. By the time we launched Rick and Morty VR, thousands of streamers were sharing their gameplay to millions of fans around the world on launch day.

Building a great partnership
Owlchemy Labs makes things that are absurd, highly polished, and filled to the brim with terrible puns & jokes that we love making. We both believe that VR is the most accessible computing platform and that there’s a ton of work to be done, especially with regards to natural and intuitive interactions. Together with Google, with which we share an incredible overlap in vision, we’re free to pursue raw creation and sprint toward interesting problems in these early days of VR.

To the future!
Thanks so much to our fans who have been smuggling stuffed animals, chopping logs, surviving on desert islands, and jobbing with us over the years, and a special thanks to our investors and partners who believed in us early on. It’s because of you and your support that we are where we are today. We’re insanely excited to join the Google family and we cannot freaking wait to show you what we’re concocting next at Owlchemy Labs. The future of VR is extremely bright, so we’re donning our lab goggles just in case. 😉

– Alex, Devin, and the entire Owlchemy Labs team

P.S. Check out Google’s blog post here!

Rick and Morty: Virtual Rick-ality in the Press!

Hello Humans and Clones!

Rick and Morty: Virtual Rick-ality launched last week, and the response has been FUCKING BONKERS. People have been throwing YouSeeks balls, opening real fake doors, and yes, manipulating plumbuses in ways we shall not speak of. The response has been overwhelming and we’re so happy everyone has been enjoying the game! Below are a few of the best of the press that’s come out!


(Gizmodo, Motherboard, New Atlas, PCGamerThe Verge)


Everyone has been wondering what it was like working with such an incredible IP like Rick and Morty! The short answer: pretty rick-diculous! Check out our exclusive interviews about the challenges we overcame during development, working with Justin Roiland and Adult Swim Games, and some of our favorite parts of the game.

UploadVR Interview – UploadVR delves into the origins of the project, the relationship with Adult Swim Games and the show, as well as a peek into the Labs themselves!

Oculus Blog – Oculus interviewed Alex about the process of taking 2D characters to 3D, player response, and the liberal application of squanch.

NVidia Blog – NVidia asks us about interaction, humor and working with Justin in their blog post!

Daily Dot – Daily Dot chatted with us about hanging out with our favorite characters, and the cultural zeitgeist of Rick and Morty.


One of our favorite things about launching a new game is all of the incredible Let’s Play videos and streams from content creators on YouTube and Twitch! Here are a few of our favorites…

REACT – The Fine Brothers’ REACT Gaming channel has fans of the show try Rick and Morty: VR for the first time!

JackSepticEye – We love Jack’s enthusiasm (and hair!) and he loves us! Always fantastic to hear his takes on our games!

And OMGitsfirefoxx!! Sonja dives into the game, praises our attention to detail, and lives that large life with Giant Morty Mode!

It’s been a great ride so far and we can’t see what else everyone thinks of the game! Keep at it and happy combinating!


Rick and Morty: Virtual Rick-ality – Available Now!

Wubba lubba dub dub!! After over a year in development, we’re proud to be launching Rick and Morty: Virtual Rick-ality today on the HTC Vive and Oculus + Touch! Check out the brand-new launch trailer below::

You can buy the game right-freaking-now for both HTC Vive and Oculus + Touch. Links here!
Oculus Store:

Rick and Morty: Virtual Rick-ality out now!!

Working on an IP where almost everyone in the studio was already OBSESSED with the show was really an awesome experience. The entire team came to the project with incredible enthusiasm and hit the ground running. We learned so much about creating bipedal 3D characters in VR, building intuitive character interactions, portals, and, of course, the intricacies of Plumbus physics. We’re truly proud of what we’ve created here and we’re really excited for fans to get their virtual hands on this!

Also, we couldn’t have asked for better partners to bring this game to market! Adult Swim Games and the Rick and Morty show team have been endlessly supportive of us and our development process, believing in us while we exclaimed wildly, trying to describe our style of VR development. They trusted us with their beloved characters, knowing that we were ridiculous fans of the show before we started work on the VR game. We certainly couldn’t have done it without their help and support!

The Rickest part of Rick and Morty: Virtual Rick-ality

And of course a very important thanks to Justin Roiland! Without him, this project wouldn’t have even existed. It was our first meeting that cemented the idea that building a VR game in Rick’s garage would be awesome, and his unique brand of VO really brings together the humor and magic of Rick and Morty! Honestly, we don’t know how he still has a functioning voice after doing all of those Rick recordings.

The Mortyest part of Rick and Morty: Virtual Rick-ality

So the game is finally polished and ready to squanch right into your living rooms. It’s been months and months of prototyping, testing, and experimenting to create something we’re truly proud of and feels like an honest extension of the show. Sometimes VR is a lot more art than science, eh Morty?

And that’s the wayyy the news goes!