Retronika is a bit of a head-scratcher. While not bogged down by poor design, in its current early access form, it’s clearly in need of some serious balance tweaks before it earns a hearty recommendation.
When I first laid eyes on its trailer, there was a buzz of excitement that stuck around even as I booted up the game months later. The concept is straightforward yet thrilling: a VR single-player racer where you steer a hoverbike, weaving through traffic and blasting foes with laser guns. You play as an alien trying to find your way back home after being sucked through a wormhole into a future filled with flying cars.
The ambition is there, and the developers at 4Players-Studio, based in the Netherlands, know they need to ease players gently into Retronika’s universe. The controls aim to capture the feel of a real motorcycle, with a twist—literally, as it’s airborne. You extend your arms forward to grip virtual handlebars; pushing the analog stick forward revs up the bike, while pulling back hits the brakes.
If you’re steering with one hand, your movement is restricted to side-to-side; having both hands on the bars lets you move vertically, allowing you to dodge passing cars by manipulating the handlebars up and down. Mastering this takes time, and wisely, the game initially limits you to horizontal steering until you’re comfortable, only then adding full motion. Even at that point, it waits another mission before arming you.
Your guns appear in whichever hand isn’t on the bars, and you fire by pulling the trigger to fend off incoming drones. Each level becomes a test of skill as you zip through a 3×3 grid teeming with other vehicles, tasked with either wiping out drones or making it to the finish line against the clock.
First impressions of Retronika are strong. It’s visually compelling and draws you into its VR world, opting for simple cel-shaded graphics that craft a vibrant city. The raceway is crowded with vehicles; beyond that, you’ll see trains hurtling past, skyscrapers towering above, and speeders darting across the map. In the initial stages, it’s all about easing into the controls. It’s a chance to drink in the world, imagining the lives of the faceless commuters I whiz past.
Sadly, it only takes a few missions for joy to turn into vexation. In each level, you’re given a health bar, depleted by collisions with vehicles or drone attacks, and even when you fire your weapon. Slip outside the tight 3×3 racing grid, and your health plummets until you get back in bounds. Even if you avoid a total wipeout, you’ll likely sacrifice half your health doing so.
The balance is skewed in Retronika. While creating a lively environment is commendable, the road feels overpopulated. Up to nine vehicles can clutter each square of your path, often leaving just a single spot open, and when cars veer unpredictably across your path, it becomes a nightmare. There’s no joy in finding a clear spot only to be shoved aside by a rogue vehicle, which either causes damage or punts you out of bounds.
The drones compound the issue. Attacking from behind, they start shooting as soon as they appear, often landing hits before you even have them in your sights. Their aim is near perfect, and your weapons are too slow or weak to counter without taking damage. The sole solution seems to be stopping entirely, freeing both hands to fire—which leaves you exposed to drone fire or reckless drivers.
When multiple drones join the fray, it’s nearly impossible to survive with your health intact, and when the tougher white drones appear, success feels more like luck than skill. Levels drag on, and failure sends you back to square one, losing valuable progress. The repetition becomes soul-draining as you struggle to clear troublesome spots.
Upgrades are supposed to ease these woes, allowing you to spend in-game currency earned from completing levels on new gear or better bike components. Enhancements like improved braking, maximum speed, and acceleration can be purchased. Yet, for all the supposed benefits, they don’t seem to make a meaningful difference unless you stack several upgrades. Areas that desperately need attention, particularly health and defense, remain unchanged. Although trailers show a shield ability, it’s a late-game unlock.
Even with upgrades, costs are steep. Affording even a single upgrade through normal gameplay proved impossible, leading to repetitive grinding of earlier levels to amass funds. That quickly drains the enjoyment, turning my review sessions into a slog, far removed from my initial enthusiasm.
So, where does Retronika stand now? Despite its issues, it’s not beyond redemption. It’s still in early access, and foundational elements—responsive driving, striking visuals, and a robust selection of missions and weaponry—are promising. But, balance is critical. Difficulty settings can help, but deeper adjustments to vehicle behavior, drone precision, health replenishment, and defense mechanisms are essential. Presently, the game veers from delightful to daunting long before you reach the tenth mission.
Can these flaws be mended? The developers mentioned on their Discord server that Retronika is edging toward the end of its early access period, indicating few remaining balance tweaks. I sincerely hope there’s room for more refinement. Beneath its surface, there’s a compelling game. It doesn’t need a complete overhaul; just some important balancing acts to unlock its potential.
For now, though, for a game that should deliver the elation of zooming a hoverbike through a vibrant city, it falls short of fun. And that’s a real pity.