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Anyland

Anyland Game Cover
95%Game Brain Score
graphics, humor
gameplay, story
95% User Score Based on 342 reviews

Platforms

PCVirtual RealityWindows
Anyland Game Cover

About

Anyland is a single player and multiplayer action game. It was developed by Anyland + Manyland and was released on October 6, 2016. It received overwhelmingly positive reviews from players.

Anyland is an open virtual reality universe to create your home, chat with others, explore & live in! Made from the ground up for VR, and shaped by all of us together.

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95%
Audience ScoreBased on 342 reviews
graphics5 positive mentions
monetization2 negative mentions

  • Extremely powerful creative tools allowing you to build and script almost anything in VR with ease and flexibility.
  • Very friendly, supportive, and tight-knit community that helps new players and shares creations.
  • Active and involved developer with frequent updates and close interaction with the player base.
  • Steep learning curve especially initially, with limited in-game tutorials leading to frustration for newcomers.
  • Low player count and a small community size making the social aspect less appealing and sometimes lonely.
  • Clunky and unintuitive interface and building controls, occasional bugs, and lack of some advanced building features.
  • graphics
    18 mentions Positive Neutral Negative

    The graphics feature a simple, low-poly art style that supports good performance and offers versatility for creative, detailed builds, though it lacks high-fidelity visuals and imported models. While not visually competitive with VRChat or Rec Room, the style suits the game’s unique gameplay and community-focused experience. Overall, the graphics are functional and charming but may disappoint those seeking graphical realism.

    • “Frequent updating, cool community, perfect graphics and exciting gameplay… I think it is really worth playing.”
    • “So much in here is possible and it's not difficult to get started, it has a very simple art style that is honestly versatile enough for beautiful, cute or detailed creations. I personally don't think the trailer does this much justice but detailed creations can really look nice!”
    • “Graphics wise, I think it hits the spot for that style of building.”
    • “The graphics suck, it's incredibly buggy, but give it a shot.”
    • “If you're a graphical fidelity junkie, this game isn't for you.”
    • “I could see a fantastic house built out of various shapes and sizes of cubes that do different things when you interact with them, but if we're going for visuals - VRChat lets you import things that were built from the ground up in a 3D program, and therefore look much better.”
  • gameplay
    15 mentions Positive Neutral Negative

    Gameplay in Anyland combines creative building and scripting within a VR sandbox, offering a unique hybrid experience reminiscent of VRChat but with deeper interactive mechanics. While initial controls may be unintuitive and some features like finger tracking are lacking, the game's flexible design and supportive community empower players to create complex, customized content for engaging and therapeutic gameplay.

    • “Anyland is like VR Chat but with actual gameplay you can program and experience.”
    • “The scripting is deceptively powerful, letting you make everything from working guns, moving mechanical objects to moving NPCs.”
    • “The roomscale is pretty perfect for this; once you get the hang of the commands you will be teleporting about and creating items left, right, and center. At no point did I feel restricted by the roomscale mechanics, and you are even able to rotate yourself via buttons should you need to.”
    • “The controls are slightly unintuitive to get used to and can even be a bit of an annoyance if you're new, but you get used to them quickly so it's only 10 minutes of frustration at most. My only real complaint at this point is the lack of skeletal finger tracking or Vive tracker support, which would make perfect sense for Anyland considering the presence of body spheres you can snap objects to.”
    • “Though the constraints with engine mechanics vary in number and severity – some even presenting a considerable barrier in some cases – the constraints with design mechanics are deliberately and ingeniously left bare and skeletal.”
    • “The scripting is deceptively powerful, letting you make everything from working guns and moving mechanical objects to moving NPCs.”
  • story
    13 mentions Positive Neutral Negative

    The game's story is largely player-driven and emergent, lacking predefined missions or villains, which encourages creativity and personal narrative development. Players often recount unique exploratory experiences and enjoy crafting their own RPG-style worlds and adventures, making the story a flexible, community-created element rather than a fixed plot.

    • “You here..? After traveling through 4 areas, I found myself on a road in the middle of nowhere. It was too dark to barely see my menu, the only light was a lamppost next to a sewer entrance, so I walked towards it. I accidentally touched the sewer lid and it actually opened. Curious, I went down there, holding a light orb like a lantern while venturing further. I found a room full of weapons, tools, and trophies, all with a story behind them, reminiscent of a character named "overviser." It was a memorable adventure that added depth to my search in the game.”
    • “I'm currently creating an RPG-style world with NPCs, quests, bosses, weapons, and hidden treasure—all of which can be created in-game using your own hands, making it much more enjoyable.”
    • “A little bit of backstory: I've always loved Second Life-type open world games with avatars and was blown away by the creativity of fellow players. However, I always found the creation tools and scripting language in those games a little beyond my means.”
    • “The game doesn't set up any bad guys to beat, and there are no inherent missions to clear.”
    • “You here..? None of them really stood out, except for one. After traveling through 4 areas, I found myself on a road in the middle of nowhere. It was too dark to barely see my menu; the only light was a lamppost next to a sewer entrance, so I walked towards it. At this point, I had light and could’ve just left. I accidentally touched the sewer lid and it actually opened. I grew curious and went down there. It was too dark; I wasn’t gonna turn back. I pulled out a light orb and took a step through the sewer. Some quiet atmospheric music started playing. I held the light orb like a lantern while I ventured further into the sewer. I found something at the end: a room full of weapons, tools, and posters. I looked around, still using the light orb as my only source of light. I looked at all of the trophies and mini figures on the shelves. All of them seemed to have a story behind them and were all reminiscent of a character. A frog head placed on a lot of these trophies; all of them read the name “overviser.” I had wasted too much time. Who knew when this monster frog would return? Back to work, I made my way out and continued my search for my friend. Eventually, I found him and told him about how cool my little adventure was and I showed him my light orb and my finished early game avatar, and eventually, he left and so did I.”
    • “So a bit of backstory before I get into this review: I'm not a VRChat player. In fact, I actually came in from another VR sandbox game, which gave me a bit of an advantage when learning the mechanics of Anyland since I'm already used to building stuff in VR anyways. Suffice to say, Anyland conceptually is pretty neat; it feels a lot like a hybrid of Neos and Rec Room but without the ability to import, which would sound like a major flaw but in this case seems like a massive strength since it encourages creating stuff from scratch. I will say the controls are slightly unintuitive to get used to and can even be a bit of an annoyance if you're new, but you get used to them quickly, so it's only 10 minutes of frustration at most. My only real complaint at this point is the lack of skeletal finger tracking or Vive Tracker support, which the latter would make perfect sense for Anyland considering that there are body spheres you can snap objects to. Thankfully, you can get information into Anyland from external sources, though, and there is scripting, so with a bit of some hacky website implementation magic, you might be able to do something. I also think gizmo-based editing should be a thing for precision reasons. If it is a thing, I definitely didn't find it.”
  • humor
    8 mentions Positive Neutral Negative

    The humor in the game is driven by player interactions, playful creativity, and the spontaneous, lighthearted atmosphere that emerges when building and exploring together. Users find the funny objects, tools, and shared moments of laughter with the community to be a core part of the fun, creating an engaging and amusing social experience. Overall, the humor feels organic, stemming from collaborative play and the whimsical nature of avatars and creations.

    • “Yesterday I was working in my secret lab (that is open to the public) when a couple of players popped in. Within minutes we were laughing and seeing the cool things they found and made. A few minutes later more people turned up; we were all talking, laughing and before I knew it time had slipped away and it was 7 am and I decided I needed to sleep.”
    • “It may look simplistic at first, but once you realize you can build endless things and combine them into new things - and do this live with friends watching and building together with you while you mess around, tell a few jokes or so, things soon become hilarious as you laugh at each other's avatars and creations.”
    • “If you like funny objects/tools, this game is for you.”
  • music
    6 mentions Positive Neutral Negative

    The music in the game features atmospheric and immersive tracks that enhance exploration, particularly in darker, mysterious areas like sewers. While a few pieces stand out, the highlights include player-created music and instruments, adding a creative and customizable dimension appreciated by users. However, some users find the trailer music unpleasant, contrasting with the richer in-game sound experience.

    • “I was suddenly surrounded by a rich area full of colours and music.”
    • “If you like to make music, this game is for you.”
    • “People have built working cinemas, music instruments, mini-games and more with this already.”
    • “Trailer music is horrid.”
    • “After traveling through 4 areas, none of the music really stood out except for one quiet atmospheric piece in the sewer, but overall the music lacked impact.”
    • “The game allows you to make music, but there are no notable pre-existing tracks, making the musical experience mostly user-generated rather than composed.”
  • monetization
    4 mentions Positive Neutral Negative

    Monetization ultimately led to the game's downfall as the developer ran out of funds, causing servers to shut down. However, users appreciate that the game was free to play without microtransactions. Some in-game advertising and user-driven promotions were present but did not impact the free access.

    • “* Free with no microtransactions.”
    • “Sadly, after all the effort I put into this game trying to prevent its decline, the fate of the game was controlled by monetization that ultimately failed. The developer ran out of money, leading to server shutdowns and leaving players with only memories of what the game once was.”
  • stability
    4 mentions Positive Neutral Negative

    The game experiences a fair share of bugs and occasional crashes, but overall runs smoothly most of the time, even in complex environments. Despite its instability issues, ongoing developer support and prompt bug fixes improve the experience, making it playable and steadily more stable.

    • “Now mostly the game runs great. I have visited areas with thousands of objects and been unaffected. Although I have experienced some crashes, the game recovers quickly, allowing me to load up straight away.”
    • “The graphics suck, it is incredibly buggy, but give it a shot.”
    • “So in short, not the smoothest VR game I have ever played but by no means too buggy. When it is running okay, which is the majority of the time, it is perfectly fine.”
    • “The only criticism I have is the game is very buggy and nowhere near complete, but bugs are getting reported and fixed. It's incredible that I can talk directly to the developer when he hangs out in the game and make suggestions or tell him what I'd like to see next.”
  • atmosphere
    3 mentions Positive Neutral Negative

    The atmosphere is highly immersive and versatile, capable of evoking comfort, emotion, terror, and challenge. Players praise the game's detailed environments, atmospheric lighting, and evocative sound design, which create memorable and engaging experiences such as exploring dark sewers with only a light orb. This dynamic ambiance enriches storytelling and exploration, making the game a compelling and atmospheric journey.

    • “It can be made comfortable and relaxing, useful and productive, atmospheric and emotional, terrifying and challenging - literally whatever you want it to be.”
    • “Murky and his amazing vision to recreate Doom in VR before Doom was even available, Walker and his amazing imagination, Spider and his awesome masks and atmospheric areas and many others.”
    • “After traveling through four areas, I found myself on a road in the middle of nowhere. It was too dark to barely see my menu; the only light was a lamppost next to a sewer entrance. I walked towards it, and when I accidentally touched the sewer lid, it actually opened. I grew curious and went down there. It was too dark, but I pulled out a light orb and ventured further into the sewer. Quiet atmospheric music started playing, and I held the light orb like a lantern. At the end, I found a room full of weapons, tools, and posters, with trophies and mini figures all reminiscent of a character named 'Overviser.' The whole experience felt immersive and atmospheric.”
  • optimization
    2 mentions Positive Neutral Negative

    The game is widely criticized for poor optimization, resulting in subpar performance and a frustrating experience for players.

    • “The most un-optimized game I've ever played”
  • emotional
    2 mentions Positive Neutral Negative

    The game offers a highly versatile emotional experience, allowing players to feel relaxed, productive, atmospheric, or even terrified and challenged. It uniquely avoids any sense of limitation, enabling a personalized and immersive emotional journey.

    • “It can be made comfortable and relaxing, useful and productive, atmospheric and emotional, terrifying and challenging - literally whatever you want it to be.”
    • “This is one of the few games I have ever played that have never made me feel in any way limited.”
  • grinding
    1 mentions Positive Neutral Negative

    Users note that grinding in the game requires a significant time investment, often necessitating a secondary account or extended play sessions to progress effectively.

  • replayability
    1 mentions Positive Neutral Negative

    Users find that the similarity in Anyland enhances its replayability, making the game more enjoyable and encouraging repeated playthroughs.

    • “But this similarity doesn't make it worse… quite the contrary, this similarity makes Anyland a lot better and more replayable.”
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100h Median play time
93h Average play time
54-125h Spent by most gamers
*Based on 3 analyzed playthroughs
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Skip FAQs

Frequently Asked Questions

Anyland is a action game.

Anyland is available on PC, Virtual Reality and Windows.

On average players spend around 93 hours playing Anyland.

Anyland was released on October 6, 2016.

Anyland was developed by Anyland + Manyland.

Anyland has received overwhelmingly positive reviews from players. Most players liked Anyland for its graphics but disliked it for its gameplay.

Anyland is a single player game with multiplayer support.

Similar games include Homebrew: Patent Unknown, Sansar, Neos VR, StarMade, No Limits 2 and others.