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Apple’s AR/VR Headset: What Could Be Coming in 2023

The company’s next big product should arrive next year. Here’s what we expect.

This story is part of Focal Point iPhone 2022, CNET’s collection of news, tips and advice around Apple’s most popular product.

Apple has been integrating augmented reality into its devices for years, but the company looks like it will leap right into the territory of Meta, Microsoft and Magic Leap with a long-expected mixed-reality headset in 2023.

The target date of this AR/VR headset keeps sliding, with the latest report in early December from noted analyst Ming Chi-Kuo suggesting an arrival in the second half of 2023. With an announcement event that could happen as soon as January, we’re at the point where every Apple event seems to feel like the one where it could pull the covers off this device at last. Bloomberg’s Mark Gurman reported in early January that’s he’s heard the company is aiming to unveil the headset in the spring ahead of the annual Worldwide Developers Conference in June.

2023 looks like a year full of virtual reality headsets that we originally expected in 2022, including the PlayStation VR 2 and Meta Quest 3. Apple has already laid down plenty of AR clues, hinting at what its mixed-reality future could hold and has been active in AR on its own iPhones and iPads for years.

As far as what its device could be like, odds are strong that the headset could work from a similar playbook as Meta’s recent high-end headset, the Quest Pro, with a focus on work, mixed reality and eye tracking onboard.

Here’s what we’re expecting.

Is its name Reality Pro? Is the software called xrOS?

The latest report from noted Apple reporter Mark Gurman at Bloomberg suggests the operating system for this headset could be called «xrOS,» but that may not indicate the name of the headset itself. Recent trademark filings reported by Bloomberg showed the name «Reality» showing up a lot: Reality One, Reality Pro and Reality Processor. Apple’s existing AR software framework for iOS is named RealityKit, and previous reports suggested that «Reality OS» could be the name for the new headset’s ecosystem.

No one really expected the Apple Watch’s name (remember iWatch?), so to some degree, names don’t matter at this point. But it does indicate that Apple’s moving forward on a product and software, for sure.

One of several headsets?

The headset has been cooking for a long while. Reports have been going around for several years, including a story broken by former CNET Managing Editor Shara Tibken in 2018. Apple’s been building more advanced AR tools into its iPhones and iPads for years, setting the stage for something more.

Whatever the headset might become, it’s looking a lot more real lately. A detailed report from The Information earlier this year discussed likely specs, which include what Bloomberg’s Mark Gurman says is Apple’s latest M2 chip. According to another report from Bloomberg earlier this year, Apple’s board of directors have already seen a demonstration of the mixed-reality headset.

The expected arrival of this headset has kept sliding for years. Kuo previously predicted that Apple’s VR-AR headset would arrive in the fourth quarter of 2022 with Wi-Fi 6 and 6E support. But this VR-type headset could be the start of several lines of products, similar again to how Meta has been targeting future AR glasses. Kuo has previously predicted that Apple smart glasses may arrive in 2025.

Apple could take a dual headset approach, leading the way with a high-end AR-VR headset that may be more like what Meta has done with the Quest Pro, according to Bloomberg’s Gurman. Gurman also suggests a focus on gaming, media and communication on this initial first-wave headset. In terms of communication, Gurman believes FaceTime using the rumored headset could rely on Memoji and SharePlay: Instead of seeing the person you’re talking to, you’d see a 3D version of their personalized Memoji avatar.

Eventually, Apple’s plans for this headset could become larger. The company’s «goal is to replace the ‌iPhone‌ with AR in 10 years,» Kuo explained in a note to investors, seen by MacRumors. The device could be relatively lightweight, about 300 to 400 grams (roughly 10.5 to 14 ounces), according to Kuo. That’s lighter than Meta’s Oculus Quest 2. However, it’s larger than a normal pair of glasses, with early renders of its possible design looking a lot more like futuristic ski goggles.

Read more: The Metaverse is Just Getting Started: Here’s What You Need to Know

The headset could be expensive, maybe as much as $2,000 or more, with 8K displays, eye tracking and cameras that can scan the world and blend AR and VR together, according to a report from The Information last year. That’s to be expected, considering the Quest Pro costs $1,500 and AR headsets like the Magic Leap 2 and Hololens 2 are around $3,000.

It’s expected to feature advanced processors, likely based on Apple’s recent M2 chips, and work as a stand-alone device. But it could also connect with Apple’s other devices. That’s not a surprising move. In fact, most of the reports on Apple’s headset seem to line right up with how VR is evolving: lighter-weight, with added mixed-reality features via more advanced pass-through cameras. Much like the Quest Pro, this will likely be a bridge to future AR glasses efforts.

Previous reports on Apple’s AR/VR roadmap suggested internal disagreements, or a split strategy that could mean a VR headset first, and more normal-looking augmented reality smart glasses later. But recent reports seem to be settling down to tell the story of a particular type of advanced VR product leading the way. What’s increasingly clear is that the rest of the AR and VR landscape is facing a slower-than-expected road to AR glasses, too.

VR, however, is a more easily reachable goal in the short term.

Apple has been in the wings all this time without any headset at all, although the company’s aspirations in AR have been clear and well-telegraphed on iPhones and iPads for years. Each year, Apple’s made significant strides on iOS with its AR tools. It’s been debated how soon this hardware will emerge: this year, the year after or even further down the road. Or whether Apple proceeds with just glasses, or with a mixed-reality VR and AR headset, too.

I’ve worn more AR and VR headsets than I can even recall, and have been tracking the whole landscape for years. In a lot of ways, a future Apple AR headset’s logical flight path should be clear from just studying the pieces already laid out. Apple acquired VR media-streaming company NextVR in 2020 and it bought AR headset lens-maker Akonia Holographics in 2018.

I’ve had my own thoughts on what the long-rumored headset might be, and so far, the reports feel well-aligned to be just that. Much like the Apple Watch, which emerged among many other smartwatches and had a lot of features I’d seen in other forms before, Apple’s glasses probably won’t be a massive surprise if you’ve been paying attention to the AR and VR landscape lately.

Remember Google Glass? How about Snapchat’s Spectacles? Or the HoloLens or Magic Leap? Meta is working on AR glasses too, as well as Snap and also Niantic. The landscape got crowded fast.

Here’s where Apple is likely to go based on what’s been reported, and how the company could avoid the pitfalls of those earlier platforms.

Apple declined to comment on this story.

Launch date: Looks likely for 2023

New Apple products tend to be announced months before they arrive, maybe even earlier. The iPhone, Apple Watch, HomePod and iPad all followed this path.

The latest reports from Kuo point to possible delays for the release of the headset to the second half of 2023, but an event announcing the headset could happen as soon as January. That timeframe would make a lot of sense, giving time for developers to understand the concept well ahead of the hardware’s release, and even possibly allowing for Apple’s WWDC developer conference (usually in June) to go over specifics of the software.

Either way, developers would need a long head start to get used to developing for Apple’s headset, and making apps work and flow with whatever Apple’s design guidance will be. That’s going to require Apple giving a heads-up on its hardware well in advance of its actual arrival.

An Apple headset could be a lot like the Meta Quest, but higher end

There’s already one well-polished success story in VR, and the Quest 2 looks to be as good a model as any for where future headsets could aim. Gurman’s report makes a potential Apple VR headset sound a lot like Facebook’s stand-alone device, with controller-free hand tracking and spatial room awareness that could be achieved with Apple’s lidar sensor technology, introduced on the iPad Pro and iPhone 12 Pro.

Apple’s headset could end up serving a more limited professional or creative crowd. But it could also go for a mainstream focus on gaming or fitness. My experiences with the Oculus Quest’s fitness tools feel like a natural direction for Apple to head in, now that the Apple Watch is extending to subscription fitness training, pairing with TVs and other devices.

The Oculus Quest 2 (now officially the Meta Quest 2) can see through to the real world and extend some level of overlap of virtual objects like room boundaries, but Apple’s headset could explore passthrough augmented reality to a greater degree. I’ve seen impressive examples of this in headsets from companies such as Varjo. It could be a stepping stone for Apple to develop 3D augmented reality tech on smaller glasses designs down the road.

Right now, there aren’t any smart glasses manufacturers able to develop normal-looking glasses that can achieve advanced, spatially aware 3D overlays of holographic objects. Some devices like the nReal Light have tried, with mixed success. Meta’s first smart glasses, Ray-Ban Stories, weren’t AR at all. Meta is working on ways to achieve that tech later on. Apple might take a similar approach with glasses, too.

The VR headset could be a ‘Pro’ device

Most existing reports suggest Apple’s VR headset would likely be so expensive — and powerful — that it will have to aim for a limited crowd rather than the mainstream. If so, it could target the same business and creative professionals that more advanced VR headsets like the Varjo XR-3 and Meta Quest Pro are already aiming for.

I tried Varjo’s hardware. My experience with it could hint at what Apple’s headset might also be focusing on. It has a much higher-resolution display (which Apple is apparently going to try to achieve), can blend AR and VR into mixed reality using its passthrough cameras, and is designed for pro-level creative tools. Apple could integrate something similar to its lidar sensors. The Quest Pro does something similar, but in a standalone device without as high-end a display.

Varjo’s headset, and most professional VR headsets, are tethered to PCs with a number of cables. Apple’s headset could work as a standalone device, like the Quest 2 and Quest Pro, and also work when connected to a Mac or iPad, much like the Quest 2 already does with Windows gaming PCs. Apple’s advantage could be making a pro headset that is a lot more lightweight and seamlessly standalone than any other current PC-ready gear. But what remains unknown is how many apps and tools Apple will be able to introduce to make its headset feel like a tool that’s truly useful for creators.

Controls: Hand tracking or a small wearable device?

The Information’s previous reports on Apple’s headset suggest a more pared-down control system than the elaborate and large game controller-like peripherals used by many VR headsets right now. Apple’s headset should work using hand tracking, much like many VR and AR headsets already enable. But Apple would likely need some sort of controller-type accessory for inputs, too. Cracking the control and input challenge seems to be one of the bigger hurdles Apple could face.

Recent patent filings point to a possible smart ring-type device that could work for air gestures and motion, and maybe even work with accessories. It’s also possible that Apple might lean on some of its own existing hardware to act as inputs, too.

Could that controller be an Apple Watch? Possibly, but the Apple Watch’s motion-control capabilities and touchscreen may not be enough for the deeper interactions an Apple headset would need. Maybe iPhones could pair and be used as controllers, too. That’s how Qualcomm is envisioning its next wave of phone-connected glasses.

Future AR smart glasses may also be in the works

Getting people to put on an AR headset is hard. I’ve found it a struggle to remember to pack smart glasses, and find room to carry them. Most of them don’t support my prescription, either. Developer-focused AR glasses made by Snap that I tried at home show what everyday AR glasses could look like someday, but they’re still a work in progress.

Qualcomm’s plans for AR glasses show a wave of devices arriving between 2023 and 2025, but at this point no one has been able to crack making a perfect pair. Software, battery life and even common cross-platform interfaces remain a big challenge.

Kuo’s prediction of AR glasses coming a few years after a VR-AR goggle-type headset would line up with what other companies are promising. The challenges with AR glasses are a lot greater than VR. No one’s figured out how wearing them all the time would work, or how you’d interact with virtual objects: Hand tracking? A watch or a ring? Voice? Neural inputs?

Apple always touted the Apple Watch, first and foremost, as a «great watch.» I would expect the same from its glasses. If Apple makes prescription glasses and makes them available, Warby Parker-style, in seasonal frames from its Apple Stores, that might be enough for people if the frames look good. Apple’s VR headset, according to Gurman, will also offer prescription lenses. That could be a stepping stone to developing glasses later on.

Google acquired smart glasses manufacturer North in 2020, which made a prescription, almost normal set of eyewear. North’s concept for glasses might be too similar to Google Glass for Apple’s tastes, but the idea of AR glasses doubling as functional glasses sounds extremely Apple-like. More recently, Vuzix’s planned smart glasses for 2021 show how far the tech has shrunken down, but even those planned glasses won’t have the ability to spatially scan the world and overlay augmented reality: They’ll be more like advanced glasses with heads-up displays and 3D audio.

A report from The Information in 2020 said new AR lenses were entering a trial production phase for Apple’s AR hardware (9to5Mac also broke the report down). These lenses sound much closer to normal glasses than current AR headsets allow, but when would those be ready?

Could Apple make its first smart glasses something more basic, letting Apple slowly add more AR features over time and let newcomers settle into the experience? Or would Apple try to crack the AR challenge with its first pair of glasses? Augmented reality is a weird concept for eyewear, and potentially off-putting. Maybe Apple will aim for subtlety. The original Apple Watch was designed to be glanced at for just 5 seconds at a time.

A recent patent filing also showed Apple looking to solve vision conditions with adaptive lenses. If true, this could be the biggest killer app of Apple’s intelligent eyewear.

Are the AirPods Max a sign of how expensive a headset could be?

The business-focused HoloLens and Magic Leap cost thousands of dollars. Current VR headsets have trended towards $500 or more.

The latest price reports suggest something between $2,000 and $3000, which is in the territory of business-focused AR headsets like the HoloLens 2, or business-creative VR headsets like those from Varjo. An analysis from TrendForce published in February also estimates that an Apple headset’s hardware would cost in the thousands, and it predicts that Apple would employ a «monthly subscription-based software solution.»

Apple’s headphones, the AirPods Max, indicate that the pricing could climb high. At $549, they cost more than a PlayStation 5. And those are just headphones. A pair of smart glasses, or an advanced VR headset, would be a lot more advanced.

iPhone-connected, too?

Qualcomm’s AR and VR plans telegraph the next wave of headsets: Many of them will be driven by phones. Phone-powered glasses can be lighter and just have key onboard cameras and sensors to measure movement and capture information. Meanwhile the phone does the heavy lifting and doesn’t drain headset battery life.

Apple’s star device is the iPhone, and it’s already loaded with advanced chipsets that can do tons of AR and computer vision computation. It could already power an AR headset right now; imagine what could happen in another year or two.

Apple could also have its own high-end dedicated chip in its first wave of VR and AR headsets, as reports suggest, but they’ll also undoubtedly dovetail with more advanced processors in Apple’s phones, tablets and Macs. Over time, this could mean smaller glasses that lean on connecting to other Apple devices, or the cloud.

How Apple could blend the real world with AR and VR

Apple already dabbles with AR overlays with real world locations: QR code and NFC-enabled App Clips can launch experiences from real-world locations with a tap or scan. These micro apps are made to work with AR, too: With glasses or an AR headset, they could eventually launch interactions at a glance.

Maybe QR codes can help accelerate AR working in the «dumb» world. Apple’s iPhones also have a U1 chip that can be used to improve accuracy in AR object placement, and also to more quickly locate other Apple devices that have the U1 chip, too.

Apple’s AirTags arrived in 2021 with features similar to Samsung’s SmartTags Plus that use similar ultrawideband technology. These tags could be seen via an iPhone app using AR, which could possibly extend into Apple’s future VR or AR headsets. If all Apple’s objects recognize each other, they could act as beacons in a home. The U1 chips could also be indoor navigation tools for added precision.

Microsoft’s collaborative mixed-reality platform, Mesh, shows how meetings with people in virtual spaces could happen instantly and in work-like environments. Apple already enables multiperson AR in real places, but a necessary next step would be to allow a platform for collaboration in AR and VR like Microsoft is developing.

Apple’s depth-sensing hardware is already here

Apple is already deeply invested in camera arrays that can sense the world from short and long distances. The front-facing TrueDepth camera, which Apple has used on every Face ID iPhone since the X, is like a shrunken-down Microsoft Kinect and can scan a few feet out, sensing 3D information with high enough accuracy to be used for a secure face scan. Apple’s lidar technology on its recent iPhones and iPads can scan out much further, several meters away. That’s the range that glasses would need.

Apple’s existing lidar technology, combined with cameras, is already good enough to scan environments and 3D objects. Add to this the wider-scale lidar scanning Apple is doing in Maps to enable overlays of real-world locations with virtual objects via a technology called Location Anchors, and suddenly it seems like the depth-scanning Apple is introducing could expand to worldwide ambitions.

Apple’s new Mac chips already point toward VR-AR compatibility

Apple’s M1-enabled Macs and those since are technically a lot more capable of the power needed to run AR and VR, and they share similarities to how iPhone and iPads handle graphics. Developing a common groundwork across devices could allow a headset to feasibly run on an iPhone, iPad or Mac, making it a universal Apple device accessory.

That would be essential if Apple intends on its VR or AR headsets to have any role in creative workflows, or be used for games or apps. It’s one of the limitations of existing VR headsets, which need to run off particular Windows gaming PCs and still don’t play that well with iOS or Android phones.

Look to AirPods for ease of use — and audio augmented reality

I’ve thought about how the AirPods’ comfort — and weird design — was an early experiment in wearing Apple’s hardware directly on our faces — and it was a success. It proved that doing so could be accepted and become normal. AirPods are expensive compared to in-box wired buds, but they’re also utilitarian. They’re relaxed. If Apple’s working on AR or VR headsets, they’ll need to feel the same way.

The AirPod Pros’ spatial audio, which AirPods Max and AirPods 3 also have, points to where future ideas could head. Immersive audio is casual, and we do it all the time. Immersive video is hard and not always needed. I could see AR working as an audio-first approach, like a ping. Apple glasses could potentially do the world-scanning spatial awareness that would allow the spatial audio to work. In the meantime, Apple’s already developing the spatial audio tech that its VR headset would need.

Apple Watch and AirPods could be great companions

Apple’s already got a collection of wearable devices that connect with the iPhone, and both make sense with glasses. Its AirPods can pair for audio (although maybe the glasses have their own Bose Frames-like audio, too), while the Watch could be a helpful remote control. The Apple Watch already acts as a remote at times, for the Apple TV or for linking up with the iPhone camera. Apple’s future headsets could also look to the Watch and expand its display virtually, offering enhanced extras that show up discreetly, like a halo. Or they could use the Watch as some sort of controller.

The Apple Watch could also provide something that it’ll be hard to get from hand gestures or touch-sensitive frames on a pair of glasses: haptics. The rumbling feedback on the Watch could lend some tactile response to virtual things, possibly.

There’s already a low-cost pair of phone goggles, the HoloKit X, that explores these ideas. It uses an iPhone for the headset’s display and cameras and can channel spatial audio to AirPods, and use an Apple Watch for gesture controls. Apple could do the same.

Could Qualcomm and Apple’s reconciliation also be about XR?

Qualcomm and Apple are working together again on future iPhones, and I don’t think it’s just about modems. 5G is a key feature for phones, no doubt. But it’s also a killer element for next-gen AR and VR. Qualcomm has already been exploring how remote rendering could allow 5G-enabled phones and connected glasses to link up to streaming content and cloud-connected location data. Glasses could eventually stand on their own and use 5G to do advanced computing, in a way like the Apple Watch eventually working over cellular.

Qualcomm’s chipsets are in almost every self-contained AR and VR headset I can think of (Meta Quest, HoloLens 2, a wave of new smart glasses, the latest version of Google Glass, Vive Focus). Will Apple’s tech dovetail at all with Qualcomm’s cross-device platforms?

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WWE 2K25 Jumps From the Top Rope Onto PlayStation Plus in September

Subscribers will also be able to play a turn-based strategy Persona game.

«The American Nightmare» Cody Rhodes, son of one of the greatest pro wrestlers of all time, «The American Dream» Dusty Rhodes, is the current undisputed WWE champion. And PlayStation Plus subscribers can bring Rhodes down a peg or help establish a new wrestling dynasty with the champion beginning on Sept. 16 in WWE 2K25.

PlayStation Plus is Sony’s version of Xbox Game Pass, and it offers subscribers a large and constantly expanding library of games. There are three PlayStation Plus tiers — Essential ($10 a month), Extra ($15 a month) and Premium ($18 a month) — and each gives subscribers access to games. However, only Extra and Premium tier subscribers can access the PlayStation Plus Game Catalog. 

Here are all the games PS Plus Extra and Premium subscribers can access starting on Sept. 16. You can also check out the games all PS Plus subscribers can play in September, including Psychonauts 2.


Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.


WWE 2K25

Take control of your favorite superstar from the men’s and women’s divisions in this knockdown, dragout wrestling game. Become one of over 300 wrestlers from today and years past, like Rhea Ripley and Andre the Giant. This entry in the series also introduces intergender wrestling matches, barricade diving and new brawl environments where you can get over or turn heel.

Persona 5 Tactica

Join the Phantom Thieves in this real-time strategy game set in the Persona universe. You and the group wander into a bizarre realm where people are living under tyrannical oppression, and you cross paths with a revolutionary named Erina. Now you’re in cahoots with the rebels as you try to free an oppressed people and find your way back home.

Other games on PS Plus

Those are a few of the games Sony is bringing to PlayStation Plus, and subscribers can play these games as well starting on Sept. 16.

*Premium subscribers only.

For more on PlayStation Plus, here’s what to know about the service and a rundown of PS Plus Extra and Premium games added in August. You can also check out the latest and upcoming games on Xbox Game Pass and Apple Arcade.

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Little Nightmares 3 Hands-On: a Creepy Co-Op Game Arriving Just in Time for Halloween

The sequel adds cooperative play with all the haunting hallmarks of the earlier games.

After about an hour playing Little Nightmares 3, I’d used a person’s bisected halves to solve a puzzle, gotten a high score in a carnival shooting game and escaped the murderous claws of a deranged baby. As a 2-foot-tall youth trying to survive the morbid dangers of one demented area after another with my co-player, I was terrified and delighted.

I’ve only sampled the first two Little Nightmares games, but in my brief preview of Little Nightmares 3, it felt like a refined version of the series’ premise: small protagonists endangered by a large, grim world filled with traps to evade, puzzles to solve and horrid, lethal enemies to outwit. Take the scale of the animated horror movie 9, mix it with the darkest of stop-motion director Henry Selick’s maudlin settings and let players enjoy the haunting ride, room by perilous room.

This time, players aren’t alone. In Little Nightmares 3, developed by Supermassive Games, two players (or one and an AI companion) choose between characters Low (a bird-masked boy with a bow) and Alone (a girl with a jumpsuit and a wrench), who rely on each other and get out of rooms using their unique tools or just good ol’ fashioned teamwork. Sometimes this means pushing a box for the other to jump on, but other obstacles require rather complex puzzle-solving. 

In the game, Low and Alone seek to escape the bleak Nowhere and its roulette of dystopian lands. My preview was limited to one of these areas — Carnevale, a demented circus where our small characters had to sneak under the feet of grotesque, ambling workers (or their corpses, tied up or swinging for the sport of their fellows). When we thought we were safe, possessed puppets sprinted after us until we could team up to knock their wooden heads off and crush them. Being noticed by anyone meant our demise, requiring frantic cooperation amid the anxious stakes of rather gruesome deaths. 

It’s this tension and the dour setting that sets Little Nightmares 3 apart from other co-op games like the more excitable and dynamic Split Fiction released earlier this year, a rollercoaster flipbook of game genres that made for a breathless if not terribly coherent experience. In contrast, the section of Little Nightmares 3 I played unfolded like a series of grim vignettes that rely on its pleasingly goth trappings as much as working together with your friend (or computer teammate) to progress. 

Surviving your little nightmares

While I got only an hour with the game, Little Nightmares 3 seems to iterate on rather than innovate away from its predecessors: Expect more of the same in new, grotesque settings, just with the welcome addition of tightly designed teamwork dynamics. For fans of the series, this is likely a good thing. There’s not much else like Little Nightmares.

The Carnevale stage I played through opened up with rain pelting red-and-white circus tent tops, which I as the masked Low (and someone from Bandai Namco who kindly played as the jumpsuit-wearing Alone) skittered between. Lumbering above us were brutish factory workers seeking escape at the funfair, which very quickly turned sinister as we very shortly saw some hanging tied-up as others took turns beating them like a piñata. We entered one room to find one worker in connected boxes as the subject of a magician’s saw-in-half trick…which was no trick, as we had to separate the halves to climb out of a window. I tried, and failed, to ignore the viscera slopping out of the boxes.

While we hid from the human-size enemies, we had to fight the wooden puppets. Like Geppeto’s most horrid creations, they ambushed us in several rooms, requiring me to knock their heads off with Low’s bow and run away from their decapitated bodies while my teammate rushed forward to crush their heads with Alone’s wrench. 

But most of the rooms are about solving puzzles, which could be as simple as moving a box for my teammate to jump up and pull a switch or figure out how a radio plays into a complex solution. While these quiet moments are a nice break from the tense combat or pursuit, they also give time to appreciate the macabre backgrounds: I ran past one room with a circle of empty tall chairs only to come back a few seconds later to find them filled with puppets, unmoving but watching.

And then there are the really, really tense moments. We moved from the carnival to the adjoining candy factory (apparently where all those brutes work) and up to the offices where the boss works, to find him asleep with the TV droning on in the darkness…and his frankly hideous baby nestled next to him. Naturally, we had to make noise, cranking open a grate, awakening the terrifying spawn who ran after us. After many, many failed escapes, my teammate and I discovered we had to scramble for a hiding place after making it past the grate. 

This was perhaps the most frustrating part of the preview as we panicked looking for a solution to our deadly woes (as opposed to the slow, methodical gameplay earlier) — but that’s part of the tension, especially when adding a teammate to the mix. Ultimately, it was a hard-won lesson in patience. In the next room, a kitchen, the nightmarish baby banged a bowl on the table until the father walked over to a corpse (presumably his worker) and cut out some meat for his ghoulish child to eat.

In my short time with it, Little Nightmares 3 seems like a cooperative spooky storybook for players and their friends (but not couch buddies, sadly — it’s online co-op only) to experience. How much it lives up to previous games in the series, especially as developer Supermassive Games takes more of the reins from the franchise’s original creators Tarsier Games, is anyone’s guess. (Tarsier’s similar spiritual sequel to Little Nightmares, Reanimal, is coming in 2026.) 

But as the air turns crisp and Halloween beckons, it’s the best time of the year for a creepy co-op game like Little Nightmares 3 to land.

Little Nightmares 3 comes out Oct.10, 2025, for PC, PS4, PS5, Xbox One, Xbox Series X/S, Nintendo Switch and Nintendo Switch 2.

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