Ubisoft is disappointed by the sales performance of Assassin's Creed Nexus VR, as revealed by the company's top executive. Furthermore, Ubisoft has decided not to expand its virtual reality endeavors at this time due to the current state of VR gaming.
Released in mid-November as an exclusive for the Meta Quest headset lineup, Assassin's Creed Nexus VR marked the franchise's first full-length AAA experience in virtual reality. Despite receiving positive reviews, the game has not achieved significant commercial success, according to Ubisoft CEO Yves Guillemot, who expressed a degree of disappointment during a Q&A session following the company's third-quarter financial report for fiscal year 2024.
Ubisoft CEO Voices Disappointment Over Assassin's Creed Nexus VR Sales
Despite positive critical reception, Assassin's Creed Nexus VR has not met Ubisoft's sales expectations, leading to disappointment voiced by CEO Yves Guillemot. He described the sales performance as 'OK' but below the company's aspirations.
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During the Q&A, Guillemot also disclosed that Ubisoft does not plan to increase its VR investments in the near future, citing the need for the VR industry to gain momentum before expanding further.
This stance may disappoint VR enthusiasts, given Ubisoft's significant support for virtual reality among major publishers. Since 2017, Ubisoft has consistently released over two VR titles annually, demonstrating a strong commitment to the VR gaming sector.
Complete List of Ubisoft VR Games
- AGOS: A Game of Space
- Assassin's Creed Nexus VR
- Assassin's Creed: The Temple of Anubis
- Beyond Medusa’s Gate
- Eagle Flight
- Escape the Lost Pyramid
- Far Cry VR: Dive Into Insanity
- Hungry Shark VR
- Huxley VR
- Prince of Persia: The Dagger of Time
- Save Notre-Dame On Fire
- Star Trek: Bridge Crew
- Transference
- Virtual Rabbids: The Big Maze
- VR Rabbids: The Big Ride
- Werewolves Within
Despite the challenges faced in VR game publishing, Ubisoft remains committed to the sector, opting to maintain its existing level of investments. However, the VR industry continues to grapple with a limited game library and financial constraints, hindering its growth and audience expansion.