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Hand-driven VR locomotion leaves vehicles and mounts open: 4. Seated vehicles and thinking mounts are where shipped VR thins out

4. Seated vehicles and thinking mounts are where shipped VR thins out

These gaps rest on searches that mostly returned bare link lists, so read every "we found no" as "a few days of searching did not surface one".

Goofy wheelchair and office-chair racing

The Switch title that prompted the question is almost certainly Drag x Drive. Our inference is that it is the Switch 2 wheelchair-basketball game, not a racer and not VR: each Joy-Con 2 works as a mouse driving one wheel (Nintendo). In VR, we found only itch.io prototypes. Wheelchair Basketball VR lets you "grab each wheel individually, push it in either direction or brake", but its developers say they cannot currently work on it (itch.io). Wheely Stealy is a mall-heist proof of concept with a motion-sickness warning; its page was not re-verified (itch.io). Research systems simulate real chairs: Genova et al. put a real wheelchair on a CAVE motion platform and named the lack of force feedback as the main limitation (Springer).

For office chairs, Need for Seat is a non-VR office-chair kart racer. The two accounts we found reconcile: it is a playable pay-what-you-want itch.io prototype (0.2.1 in Oct 2025, the devlog reports 15,000+ downloads) with a Steam page and playtest sign-ups but no release date and no VR mode found (itch.io devlog; Insider Gaming, secondary). Neither source was re-fetched in the verification pass. VRChairRacer steers a cart by backrest lean, not hands. We found no VR game in which you push off desks and walls from a rolling chair, and no arcade VR wheelchair racer.

Responsive AI mounts

The shipped rein pattern is grip-to-hold and pull-to-turn: Rival Stars' horse "will not turn if blocked", and energy comes from smooth up-down arm motion (Pikpok FAQ). DovaVR adds whip-to-accelerate in 3 to 6 stages, hand-above-chest to lock heading, and arms-down-and-back to slow (Nexus). We found no VR mount with rein slack and tension, autonomy, trust, voice commands or learning.

The best mount minds are all non-VR. Agro steers around obstacles and stops at drops too big to jump (Team Ico wiki, secondary). Trico picks "points of interest" by priority (GameAnim, secondary). Breath of the Wild has a hidden 0-to-100 bond that never decreases, rises +3 for soothing after a gallop, +5 for soothing after a stray, +10 per apple, and pays out as obedience and road-following (Zelda Dungeon wiki, secondary). RDR2 has four bond levels that improve response (GameSpot, secondary). The best-known RDR2 VR mod did not support motion controllers in the article we found. That article is undated, and its "early access" framing is our inference (VRScout, secondary). So RDR2's horse has never been ridden with tracked hands, as far as we can tell. Dragon titles treat the dragon as a vehicle skin: arms-as-wings or a wand.

On the research side, Flemisch's H-Metaphor proposes a "well-trained horse" as the model for shared human-automation control, a design point between manual control and full automation (DLR 2005; DLR 2007). That framing supports the idea; our research did not confirm any finer-grained mode vocabulary from it.

Other open spaces

We found no VR handcar, handcycle or crank-driven vehicle, and no VR monowheel or unicycle that the player must balance with physics. MonoRaceVR is lean-only and apparently delisted. We found no shipped game where the hands become wheels, tentacles or other appendages on the Gorilla Tag core, no documented stroke-to-thrust swim model, and no VR co-op game with networked physical coupling, such as a three-legged race or piggyback. The physics tether co-op hits (PEAK at about 10M copies, Chained Together) are flat-screen (Co-Optimus, secondary; 80.lv, secondary). For foot-tracker kick skating like the existing rollerblade prototype, we found almost no prior art.


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