Rick and Morty: Virtual Rick-ality VR

A native VR comedy adventure that puts you in Rick's garage — funny, polished, and over before you want it to be.

Rick and Morty: Virtual Rick-ality VR
Tier
B
Platforms
PCVR, PSVR
VR Option
Standalone VR
Release
Apr 20, 2017
Input
Full Motion Controls
Setup
Beginner Friendly
Performance
Efficient
Comfort
Comfortable

Here’s the thing about licensed VR games: most of them suck. They exist to cash in on a brand, not to make something worth playing. So when I heard Owlchemy Labs — the people who made Job Simulator actually fun — was doing Rick and Morty, I paid attention. These are the same developers who figured out that picking up virtual coffee cups could be satisfying. If anyone could translate Roiland’s chaotic energy into something that doesn’t make me want to throw my headset across the room, it was them.

They mostly pulled it off.

Rick and Morty: Virtual Rick-ality drops you into Rick’s garage as a clone of Morty, which is the perfect excuse for you to be clueless while Rick berates you for being an idiot. The writing is sharp — not just “references the show” sharp, but actually-funny-in-its-own-right sharp. The whole voice cast shows up. Justin Roiland improvises, Dan Harmon’s timing lands, and even Jerry gets some solid lines. When a VR game gets me to genuinely laugh out loud while I’m standing alone in my living room, that’s rare.

The gameplay is classic Owlchemy: physics-driven object interaction, teleportation locomotion, and a whole lot of “what happens if I combine this with that?” You’re solving puzzles, sure, but the real joy is in the discovery — finding Easter eggs, throwing things at Rick, seeing what breaks and what doesn’t. There’s a shooting mini-game that feels tacked on but works fine. The “Mr. Youseeks” mechanic, where you spawn a helper to grab distant objects, solves the reaching problem without breaking the immersion.

This is a comfortable experience by design. Teleport-only movement means motion sickness is basically off the table. You can play this for two hours straight without your stomach staging a revolt. On PSVR, some people report tracking hiccups when reaching behind them — single-camera setups struggle with that. PCVR handles it better.

Which brings me to the problem: you’ll finish this in about two hours. Maybe three if you’re hunting achievements. Seven if you’re trying to 100% it, but who’s doing that?

I know, I know — “quality over quantity.” But at $30, that’s $10–15 per hour of entertainment. That’s movie ticket pricing for a game, and unlike a movie, you can’t really rewatch it. Once you know the puzzles, you know them. The jokes still land, but the discovery doesn’t.

So who should buy this? If you’re a Rick and Morty fan with a VR headset, it’s basically mandatory. This isn’t a lazy cash-in — it’s a legitimately funny, polished VR experience that understands what makes the show work. If you’re VR-curious and want something comfortable that won’t make you sick, this is a decent entry point, though the short runtime might leave you wondering if VR is worth the investment.

If you’re neither — if you don’t care about the IP and you want meat on your VR bones — skip it. There are longer, deeper experiences for your money. Astro Bot this ain’t.

The bottom line? Owlchemy delivered exactly what they promised: a funny, well-crafted VR comedy that ends too soon. It’s worth playing, but wait for a sale unless Rick’s voice in your ear is worth the premium.

Verdict

Recommended with Caveats
B

A genuinely funny VR experience that nails the show's voice, but the 2-hour runtime makes it hard to justify at full price unless you're a die-hard fan.

PuzzleComedyNative VRTeleport LocomotionRoom-scalePhysics InteractionsStory-drivenSingle-playerLicensed IP
Sources
Research conducted via Steam store page, IGN review (2018), UploadVR coverage, HowLongToBeat data, Meta comfort ratings, Reddit community reports, and YouTube gameplay footage from VR Grid and Gamertag VR. No direct testing performed.
Last verified 2017-04-20