REVIEW · LONDON
London: UK’s Only 60-minute Free-Roaming VR experience
Book on GetYourGuide →Operated by Navrtar · Bookable on GetYourGuide
A 60-minute VR battle is a great London break from queues. This free-roam set-up turns a full hour into two back-to-back game modes, so you get both warm-up chaos and a main event. I love the friendly team energy in the arena and the fact you can play with up to 6 people at once. I also like that it’s paced like a proper session: Hero Zone first, then the main zombie- or alien-shooting showdown. One drawback to keep in mind: one review flagged VR mask or headset connection problems that can cost you some play time if the system hiccups.
I’m also drawn to how practical this is for a first-timer. You’re moving through a 2,000-square-foot area instead of standing still, and the rules are clear: wear proper shoes, don’t eat or drink during the VR part, and use a credit card on site. The post-game bar area is a nice touch too, because it gives you a chance to compare scores and keep the fun going with AR darts and table games.
It’s small group by design, limited to 6 participants, and the experience runs with an English instructor. Plan for it to be physical, not passive. And if you’re short on time, the price may feel steep at first glance, but you’re basically buying one tightly packed hour of room-scale multiplayer entertainment.
In This Review
- Key highlights to know before you go
- How the 60-Minute Free-Roam VR Hour Works
- Hero Zone Multiplayer Mini-Games: Warm Up and Strategy
- Zombie Shooting or Alien Invasion in the 2,000-Square-Foot Arena
- Team-Up Energy: Battling With Friends in Small Groups
- VR Goggles, Shoes, and What You Need to Know
- Bring and pay
- Glasses check
- Shoes and behavior
- Health and comfort notes
- The Bar After: Where the Fun Continues
- Price and Value: Is $59 for 60 Minutes Worth It?
- Reviews and What They Signal About the Experience
- Who This 60-Minute VR Game Is Best For
- Should You Book This Free-Roam VR Experience in London?
- FAQ
- How long is the experience, and how is it split?
- What games will I play during the session?
- How many players can participate at once?
- Is food and drink included, and can I play AR darts?
- Is this experience suitable for children or people with mobility needs?
- Can I cancel for a full refund?
Key highlights to know before you go

- Two-part hour: Hero Zone mini-games first, main arena shooter second
- Room-scale play: you get a 2,000-square-foot area to roam
- Multiplayer matches: up to 6 players at once, with friends fighting together
- Big-theme choices: zombies or an alien invasion scenario
- Cooldown at the bar: food, drinks, and games like AR darts (extra cost)
How the 60-Minute Free-Roam VR Hour Works

This is a one-hour experience built around momentum. You don’t spend half your time learning tech or waiting around. Instead, your hour is split into two clear segments, each with its own vibe.
The first half is your warm-up and team setup. You start in the Hero Zone arena and jump into two multiplayer mini-games. Think of it as a training ground where you figure out how you move, how you aim, and how your group plays together.
Then the second half becomes the main show. You move into the larger, post-apocalyptic style arena and take on either a zombie-shooting fight or an alien-invasion mission. The core idea is simple: work as a team, keep shooting, and hold your ground while the hordes keep coming.
At the end, you head to a bar area. That’s where the experience turns social. You can refuel with food and drinks, and you can also jump into score-related friendly competition with AR darts or table games. The VR part is the star. But the bar is what keeps the energy going after the adrenaline drops.
You can also read our reviews of more tours and experiences in London.
Hero Zone Multiplayer Mini-Games: Warm Up and Strategy

The Hero Zone segment is where you get your game legs. You’ll play two multiplayer minigames in sequence. The format is made for groups, so you’ll likely be coordinating with friends quickly instead of waiting for turns.
What I like about this approach is that it reduces the intimidation factor. New players often worry about VR controls or timing. Here, the first half gives you two chances to adjust your rhythm. You can start off a little cautious, then speed up as you learn the flow.
In a multiplayer setting, the biggest skill isn’t just aim. It’s movement and communication. Even without detailed mission mechanics listed, these games are clearly built for teamwork. You’ll get a feel for how players split roles, how you push forward, and how you don’t get in each other’s way when you’re all roaming.
One small caution: this is still an active game zone, not a calm intro session. Even in the warm-up, plan to be on your feet and ready to move. If you’re coming from a long travel day in London, you’ll want a bit of energy in the tank.
Zombie Shooting or Alien Invasion in the 2,000-Square-Foot Arena

The second half is the main arena, and it’s where the session earns its keep. You’re roaming through a 2,000-square-foot space, which matters because free-roam only feels like free-roam when you actually have room to move.
You’ll face one of two big themes: zombie-shooting or saving the world from an alien invasion. Both are built around the same core action: team up and fight relentless hordes.
Why I think this works for most groups:
- It’s high intensity without being endless. You get the big climax without stretching to a multi-hour commitment.
- It feels like a real event. The change from mini-games to the main showdown gives you a mental shift from practice mode to competition mode.
- The arena size makes it more than a screen game. Standing in place gets old fast. Room-scale movement helps the whole thing feel physical.
One practical note from an experience you should take seriously: one review mentioned issues with VR masks or headset connection, including cases where the mask disconnected temporarily. The impact was real—some people lost time during gameplay, and the session wasn’t always restarted. That doesn’t mean it will happen to you, but it’s a consideration if you’re booking for a tight schedule or hoping for a perfectly smooth run.
Team-Up Energy: Battling With Friends in Small Groups

This is built for groups. The experience can host up to 6 players at once, and the overall group size is limited to 6 participants. That’s a sweet spot. Large groups can feel chaotic. Tiny groups can feel underpowered for the horde-style battles. Here, you get enough players to make teamwork feel real, without drowning in noise or waiting.
If you’re traveling with friends, the setup makes it easy to stay engaged. Instead of watching someone else play while you wait, you’re part of the action. And because this is a themed battle—zombies or aliens—the shared goal is obvious. You’re all pushing toward the same win condition: survive, score, and beat back the hordes.
I also like that you can compare scores after the action. That small social ritual turns the hour into something you remember, not just something you did. If you enjoy friendly competition, the whole structure supports that.
VR Goggles, Shoes, and What You Need to Know

This experience includes VR goggles, and the rules are there for comfort and safety. Read them like you would read a gym rule sheet: not as a buzzkill, but as a way to avoid problems.
Bring and pay
- Bring a credit card.
- Card payments are in-store only.
Glasses check
If you wear glasses, the fit matters. The guidance provided says glasses with a frame smaller than 142mm wide and 50mm high should fit inside the VR goggles. If your frames are bigger, you might want to plan for contacts or a different setup.
Shoes and behavior
- High-heeled shoes are not allowed.
- Intoxication isn’t allowed.
- Food and drinks are not allowed during the VR experience.
Health and comfort notes
There’s a clear safety warning that this isn’t suitable for:
- Pregnant women
- People under 4 ft 3 in (130 cm)
- People with mobility impairments
- Children under 8 years
They also ask you to mention any conditions that might impact your experience when booking. That’s worth taking seriously. VR can be disorienting for some people, even if they feel fine in everyday life.
All of this adds up to a simple strategy: wear comfy, stable shoes; avoid anything that restricts movement; and make sure you’re in a physical state that can handle 60 minutes of active play.
The Bar After: Where the Fun Continues

The hour ends, but the experience doesn’t have to. After the main arena, you get access to the bar area for food and drinks.
Here’s what you can do at the bar:
- Order food and drinks, including cocktails
- Play table games (these are purchased separately)
- Try interacting social AR darts (also purchased separately)
- Compare scores with your group and share your wins
This matters because VR gameplay can be intense and short. The bar gives you time to come down, talk tactics, and laugh at the moments that didn’t go perfectly. It also lets your group stay together instead of scattering right after the session ends.
If you like social travel, this is a plus. If you’re trying to keep costs down, plan to treat the bar games as optional add-ons since the VR ticket covers the hour, not the extra games.
Price and Value: Is $59 for 60 Minutes Worth It?

At $59 per person for one hour, this is not the cheapest activity in London. But it can be good value if you compare it to other “ticketed” experiences that don’t include multiplayer teamwork and room-scale movement.
Here’s what makes the price more reasonable:
- You get a full 60-minute package, split into two different gameplay phases.
- You play in a 2,000-square-foot free-roam arena.
- It’s built for multiplayer action with a group size that stays small (up to 6 players at once).
- The session includes an English instructor, which usually means you’re not figuring everything out alone.
- The bar area is included as an access point, so you’re not stuck leaving hungry.
Where you should stay realistic:
- Food, drinks, and bar games like AR darts and table games are not included in the ticket.
- If you’re sensitive to VR headsets or prone to motion discomfort, that could affect how much you enjoy it.
- There’s also the technical concern from one review about headset/mask disconnects, which can reduce effective play time.
My take: if you go in with the right expectations—an hour of active, team-based VR entertainment—the cost makes sense. If you want a quiet, cultural activity, it’s the wrong fit.
Reviews and What They Signal About the Experience

The overall rating is 4.9 across 8 reviews, which is strong for an activity that depends on tech working correctly and on people having fun together.
The most praised themes are also the ones that matter for your decision:
- The gameplay feels thrilling and fun
- The staff are described as very friendly
- The zombie portion is singled out as a highlight
- The team style encourages energy and participation
And the one meaningful caution came from technical issues with the VR masks. Specifically, the reviewer noted partial and total mask disconnections during the game and mentioned that the session wasn’t restarted. That’s the kind of thing you should keep in your mind if you’re trying to book this as a one-time event.
If you’re the type who gets frustrated when tech misbehaves, build in a little emotional flexibility. If you’re going in for the fun of the challenge, you’ll probably still have a good time.
Who This 60-Minute VR Game Is Best For

This experience fits best if you want something social, active, and different from the usual London sightseeing checklist.
You’ll likely enjoy it if:
- You’re traveling with friends and want a shared challenge
- You like multiplayer competition and team shooting games
- You want a short, contained activity that doesn’t swallow your whole day
- You’re comfortable moving around and wearing VR goggles
You should skip it if:
- You’re in the “not suitable” groups listed (pregnancy, mobility impairments, under 8, or below 4 ft 3 in)
- VR headsets make you feel uneasy
- You want a low-tech, calm experience
It’s also a good option for a group of adults who want an event-style activity. The structure is timed, so it doesn’t feel like a long commitment, and it naturally becomes a story you can tell later.
Should You Book This Free-Roam VR Experience in London?
If you’re deciding whether to book, I’d use this quick filter.
Book it if you want:
- A full hour of multiplayer action
- A choice between zombies or aliens
- Room-scale roaming in a large arena
- A social finish at a bar with optional games
Skip or reconsider if:
- You need the experience to be perfectly technical with no chance of headset disconnect issues
- Your group includes people in the listed “not suitable” categories
- You want included food or included bar games (those are extra)
Given the strong rating, the emphasis on teamwork, and the fact you get two distinct gameplay phases in one hour, I think it’s a solid choice for the right group. It’s exactly the kind of activity that feels like a modern London day: quick, playful, a little chaotic in a good way, and easy to talk about afterward.
FAQ
How long is the experience, and how is it split?
It lasts 1 hour and is split into two halves. The first half is in the Hero Zone with two multiplayer mini-games, and the second half is in the main arena where you battle zombies or aliens.
What games will I play during the session?
You’ll do two multiplayer minigames in the Hero Zone during the first half. In the second half, you’ll take part in the main zombie-shooting showdown or alien invasion scenario.
How many players can participate at once?
The experience can host up to 6 players at once, and the small group is limited to 6 participants.
Is food and drink included, and can I play AR darts?
Food and drinks are not included in the ticket price, but you do get access to the bar after your adventure. AR darts and table games are available there, but they are purchased separately.
Is this experience suitable for children or people with mobility needs?
It is not suitable for children under 8 years, pregnant women, people under 4 ft 3 in (130 cm), or people with mobility impairments.
Can I cancel for a full refund?
Yes. You can cancel up to 24 hours in advance for a full refund.
If you tell me your group size and ages, I can help you sanity-check whether this is a good fit and what to expect from the pacing.






















