Social VR Meta Quest In development

SMALL GNOME. BIG BACKYARD.

Get tiny.
Cause problems.

Be a tiny gnome loose in a giant backyard with your friends. Climb it, prank it, protect it, and star in what happens next.

Closed alpha first. Public release only when the garden is ready.

WELCOME TO THE GARDEN

A social playground at gnome scale.

You are about 15 cm tall. A flowerpot is a building. A watering can is a landmark. The backyard is less "level" and more "what can we climb, launch, roll, hide behind or accidentally flood?"

01

Move like you belong here

Arm-driven movement and climbing are the first toy. Garden materials change the feel: soil grips, leaves slip, mushrooms spring, ceramic clinks and hoses recoil.

02

Make your own fun

We make the props. You make the stories. Mess around with toys, routes and other gnomes without a checklist telling you how to have fun.

03

Opt into the chaos

Short Garden Incidents temporarily transform the space. Help, sabotage, rescue, spectate, or just stand nearby laughing at everyone else.

04

Look wonderfully ridiculous

Gnome identity matters. Hats, beards, outfits and discoveries are about expression and personality, not buying power over other players.

THE GARDEN HAS WEATHER

Every so often, normal goes out the window.

Garden Incidents are optional, short shared problems designed to turn a hangout into a story your group will still be talking about tomorrow.

INTRUDER

Cat Patrol

The cat is in the garden. Freeze like a lawn ornament, move the shiny stuff, distract it with terrible ideas and try not to blink at the wrong moment.

ENVIRONMENT

Sprinkler Flood

Pipes rattle. Sprinklers wake up. Dry routes turn slippery, leaves become boats and a suspicious amount of teamwork is required to stop the main line going completely feral.

AUTHORITY

Grandmother Inspection

The back door opens. Suddenly the garden needs to look respectable. Put things back, make things worse, then freeze mid-chaos when she looks your way.

Incident names and details are work-in-progress and may change during testing.

SCALE IS THE FANTASY

The boring stuff in your yard gets much better when you're tiny.

Named routes run across trellises. A hose becomes a sound tube. A toppled pot becomes a spawn point. A snail fountain becomes the place everyone knows to meet.

The goal is simple: if something could just as easily live in a generic game map, it needs more garden.

OUR VIBE

Cozy until it isn't.
Chaotic until it settles down again.

01

Players make the fun

Objectives are invitations, not assignments. Hanging out, climbing something stupid or watching your mate fail a jump all count as playing.

02

Mischief with a wink

The joke is usually on the garden, not another player. Chaos should create stories without turning into humiliation or griefing.

03

Identity, not advantage

The current economy direction is cosmetics and earnable identity. No paid power. No paid randomness. No buying your way into social status.

04

Safety is part of the game design

Private spaces, personal boundaries and fast mute/block/report flows are being designed into the core experience rather than treated as launch-week polish.

WHAT WE'RE BUILDING FIRST

One great garden before a whole gnome universe.

The first testable version is deliberately focused: one polished garden district, eight-player rooms, gnome-scale arm locomotion and climbing, a handful of great social toys and three Garden Incidents.

Persistent personal gardens, user-generated worlds, trading economies and extra biomes are not part of the first build. We want to prove the movement, the social chemistry and the garden identity first.

8-player rooms 1 garden district 3 incidents Social toys Meta Quest

FAQ

Questions from beyond the hedge.

We are still in development, so this is the useful stuff we can say without pretending every detail is locked.

What is Gnomin Around?

A social VR game set in an oversized backyard. You play as a tiny gnome, move with your arms, hang out with other gnomes, mess with garden toys and optionally jump into short shared Garden Incidents.

Is it a farming game?

No. Gardening verbs are toys and social rituals, not a chore loop. The core is movement, social play, mischief, exploration and shared chaos.

How many people play together?

The current MVP target is eight-player rooms, with ten players used as a stress-test target during development.

What headsets are you targeting?

Gnomin Around is being built for Meta Quest, with Quest 3 and Quest 3S as the performance baseline.

When does it launch?

There is no committed public launch date yet. The plan is to run closed-alpha testing first and make the release decision from real evidence rather than a countdown.

Will it be free?

The current direction is a free Early Access release if the testing gates pass. Any later monetisation is intended to focus on cosmetics and identity, with no paid randomness or paid power.

How are you thinking about safety?

Safety is being designed as core product work. The planned baseline includes private rooms, personal-space controls, recent-player tools and fast mute, block and report actions. We will only make public safety claims that the shipped systems can actually support.