Things to do · Oct 4, 2026
Don’t Just See It. Feel It: Haptic VR in Seaside
At Seaside VR, shooter sessions use StrikerVR Mavrik-Pro blasters. Recoil, reloads, and impact you feel in your hands. From $15.
Most VR shows you another world. At The Multiverse Portal, the shooter sessions hand you something that answers back. A shot kicks into your palms. A reload lands with a thud. A blast nearby runs through the grip.
That is haptics. It is the difference between watching an adventure and flinching at one.
What haptics actually are
Haptics is technology that talks to your sense of touch. The buzz of a phone in a pocket is the simplest version. A venue blaster goes further. Timed pulses and a real kick, lined up with what you are seeing, so your hands read recoil, impact, and the click of a magazine.
Touch is a sense your brain trusts. When the picture and the kick disagree, you stay aware that you are playing a game. When they line up, you stop narrating it. You duck. That is the whole trick, and it is why a home controller’s rumble motor is not the same thing.
The gun in your hands
Our blasters are the StrikerVR Mavrik-Pro, built for arcades and training floors, not a weekend on a couch. StrikerVR’s earlier gun used one large motor. The Mavrik-Pro uses three smaller engines: a Thunder recoil module for the hit, and a Cricket module in each grip for the smaller events.
What that means on the floor:
- A shot is not a buzz. The trigger pull kicks back into your hands. A pistol can feel like a crack. A heavier weapon can feel like a punch. A charge-up can buzz before it fires. The game has to call for it. When it does, you can tell the weapons apart without looking.
- Reloads are a gesture, not a button. Capacitive sensors in the grip, the trigger, the foregrip, and along the body know how you are holding it. Slapping a magazine home, working a slide, or pumping under the barrel can be something your hands do, not a menu prompt.
- It is built for a venue. Commercial duty cycle, a battery that lasts a session day, and a gun we fit and charge. You do not bring your own, and you do not set one up.
What it feels like in Seaside
You are behind cover with the people you came with. Something is closing in. You fire, and the blaster jolts. You seat a fresh clip and feel it lock. An explosion goes off to your left and the rumble arrives through your hands, not through a speaker.
That is the moment the room on Highway 101 drops out. You are still at 140 N Roosevelt Drive, across from City Hall. You have stopped checking.
Haptics show up on the shooter sessions: Quick Play such as Cops vs Robbers, AIM Assault, RE:COIL, and Zombie Storm, at $15 for 20 minutes, and on the longer combat adventures. The no-combat escape rooms are a different visit. They are puzzles, not guns. If you came to feel the kick, book a blaster game.
Why this is hard to do at home
A living-room headset can rumble. It cannot hand you a commercial recoil blaster, a clear floor, and three other people who can hear you yell. Home VR is good at midnight on your own couch. This is the version where the weapon has weight and the person covering you is actually beside you.
FAQ
What is haptic VR? Feedback you feel, not only see. At Seaside VR that means recoil and impact through a StrikerVR Mavrik-Pro blaster, timed to the shot and the reload.
Do all games use the blasters? Shooter sessions do. Puzzle escape rooms such as The Pharaoh’s Tomb do not. Check the game before you book if the kick is the reason you are coming.
Do I need to have played VR before? No. Staff fit the headset and the blaster and walk you through the controls. Ages 9 and up.
How much does it cost? Quick Play shooter games are $15 a player for 20 minutes. Longer adventures are $35 to $40. The floor is yours for the session.
Seeing is one thing. A kick in the hands is another. Bring the people you want next to you.
