Beyond Victory
ILM's mixed-reality playset combines a Volo Bolus and Sebulba story with tabletop-style podracing and a sandbox that places digital figures and vehicles into the player's physical room.
Official source ↗Virtual reality · Mixed reality · Location-based immersion
Virtual reality changes the scale of Star Wars. A Star Destroyer becomes something that hangs above the player's body. Darth Vader occupies the same room. A lightsaber is no longer only an animation mapped to a button. IDS tracks the major VR and mixed-reality releases as a distinct branch of Star Wars interactive history.
Current immersive desk
Current storefronts and hardware differ sharply from the first generation of Star Wars VR. These three releases form the clearest modern path into the archive.
ILM's mixed-reality playset combines a Volo Bolus and Sebulba story with tabletop-style podracing and a sandbox that places digital figures and vehicles into the player's physical room.
Official source ↗A droid-repair technician crash-lands on Batuu and moves between blaster combat, cantina storytelling, Jedi tales, droid characters, and connections to the Black Spire Outpost setting.
PS VR2 edition ↗
The three-part canonical story places a Force-sensitive smuggler inside Vader's fortress on Mustafar. Narrative chapters sit beside Lightsaber Dojo modes built around physical lightsaber and Force interactions.
Official source ↗Chronological archive
This list includes full VR games, substantial VR modes, mixed-reality releases, and historically important location-based experiences. It does not treat every 360-degree video or technology demo as a separate game.
ILMxLAB's early interactive experiment put the player on Tatooine with R2-D2, the Millennium Falcon, stormtroopers, and a lightsaber. It established the basic Star Wars VR fantasy of scale, physical presence, and direct object interaction.
Criterion's free mission for owners of the 2015 Battlefront on PlayStation 4 placed the player inside an X-wing cockpit during a Rogue One-connected Rebel mission. The Star Destroyer encounter became an early showcase for how VR communicates fictional scale.
The player works as an astromech technician aboard General Leia's ship, repairing BB-8 and newly created droids. The experience is unusually useful for IDS because it makes maintenance labor, tools, droid personality, and backstage Resistance infrastructure the center of play.
Teams of four infiltrated an Imperial installation on Mustafar while disguised as stormtroopers. The VOID installation combined untethered VR with tracked movement, force-feedback vests, physical surfaces, heat, and other environmental effects.
ILMxLAB moved from short experiments into a sustained canonical narrative. Players explore Mustafar, confront Vader at human scale, learn Force interactions, and use Lightsaber Dojos that treat iconic weapons as practiced bodily skills.
Unlike a short VR side mission, Squadrons allows the complete space-combat experience to be played in VR. Cockpit instruments, power management, head tracking, squad commands, and the physical difference between Rebel and Imperial craft all become part of the player's military perspective.
The main Batuu story follows a droid-repair technician, while Seezelslak's stories let players move into other eras and roles. Last Call expanded the experience in 2021, and the Enhanced Edition brought it to PlayStation VR2 in 2023.
Eight launch tables are staged inside a customizable virtual fan cave filled with earned Star Wars objects. The result is less about inhabiting galactic history and more about representing fandom itself as a room, collection, and display practice.
Adventure Mode places the player in Volo Bolus's podracing story under Sebulba's mentorship. Arcade Mode converts the room into a holotable race. Playset Mode adds unlockable digital figures and vehicles that can be staged in physical surroundings.
Hardware map
The archive distinguishes release-era compatibility from present-day storefront availability. Older titles may require discontinued hardware, legacy software, or a base game.
Vader Immortal, Tales from the Galaxy's Edge, and Beyond Victory are the major Star Wars immersive releases represented in Meta's current ecosystem. Beyond Victory specifically requires Quest 3 or 3S.
Tales from the Galaxy's Edge - Enhanced Edition is the major native Star Wars release for PS VR2 and requires PS5, the PS VR2 headset, and Sense controllers.
Rogue One: X-wing VR Mission, Vader Immortal, Squadrons, and Star Wars Pinball VR belong to the original PlayStation VR generation.
Trials on Tatooine, Droid Repair Bay, Vader Immortal on Rift, Squadrons, and Pinball VR represent several generations of PC-based Star Wars VR support.
Secrets of the Empire depended on a dedicated physical site, tracked group movement, props, vests, heat, and set-like surfaces. It cannot be reduced to a normal downloadable headset title.
Anthropology lens
Immersive media makes several features of fictional worlds available through the body rather than through observation alone.
Head position, hand movement, reach, stance, and spatial awareness become part of the text. A lightsaber is experienced through repeated bodily action instead of only represented on screen.
Vader's height, a Star Destroyer's mass, a cockpit's enclosure, and Mustafar's architecture can be judged relative to the player's own body.
Droid Repair Bay turns maintenance into the narrative center. Squadrons turns instrument reading and power allocation into pilot work. VR can make fictional occupations procedural.
Weapons, controls, tools, droids, vehicles, and collectibles acquire position, reach, scale, and use. Beyond Victory extends this into mixed reality by placing digital objects into the player's room.
Secrets of the Empire used teams of four, tracked proximity, shared tasks, and embodied stormtrooper disguises. Social coordination became part of the story experience.
Pinball VR's customizable fan cave and Beyond Victory's playset mode make collecting, arranging, and displaying Star Wars objects part of the designed experience.
This page focuses on substantial interactive VR and mixed-reality releases. 360-degree promotional videos and non-interactive cinematic demos are not counted as separate archive entries. Hardware labels describe official release support, not a guarantee of present-day store availability or compatibility with newer headsets.