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DUSTCROW PRESS KIT

Logos, key art, screenshots, copy, trailer. Contact press@nulleffectstudio.com.

Fact Sheet

Developer
Null Effect Studio
Solo dev
Alfie Herrington (Rad)
Based in
United Kingdom
Founded
20 July 2025
Engine
Unity 6
Genre
VR Salvage Sim, Zero‑G Exploration
Platforms
Meta Quest 2, Meta Quest 3, Meta Quest Pro (standalone VR). Steam VR cross‑play planned post‑launch.
Modes
Single‑player. Cross‑platform multiplayer planned.
Languages
English at launch.
Demo
Weekend-only Beta channel, 2 May to 2 Aug 2026 (now closed)
Early Access
Out now on Meta Quest (launched August 2026)
EA price
£14.99

Descriptions

Short (~50 words / tweet)

DustCrow is a zero-G salvage and exploration VR game. Strip derelict wrecks and abandoned stations for scrap with industrial tools, haul it home in zero gravity, and sell it into a live economy where prices move with what every other player brings in. Out now in Early Access on Meta Quest. Clock in. Scavenge. Get paid.

Medium (~150 words / video description)

SARIS Industries is hiring, but this isn't a job for "heroes." DustCrow is a space salvage sim built around zero-gravity physics. As a contractor for SARIS Industries, you'll head out to derelict wrecks and abandoned stations with one goal: strip anything of value and haul it back, driving a profit for a corporation that doesn't care if you make it back alive.

Every piece of salvage is a physical object you cut loose and haul back yourself. Cut solar panels free from their mounts, hack locks with decoding tools, and set breaching charges to crack open ore and blow through hulls. Dock with derelict stations and venture inside: interiors are pressurised and unpowered, and cracking a sealed door vents the air, taking loose gear, and you, with it.

Back at the hangar, sell your haul in a live, player-driven economy where prices move in real time with what every other contractor is bringing in.

Clock in. Scavenge. Get paid.

Long (~400 words / article body)

DustCrow is a zero-G VR salvage and exploration game about industrial work in space. You are a contractor for SARIS Industries, stripping derelict wrecks, old satellites and abandoned stations for a corporation that doesn't care if you make it back alive.

Every piece of salvage is a physical object, and you work it with industrial tools: extracting bolts, cutting solar panels free from their mounts, hacking locks with decoding tools, and setting breaching charges to crack open ore and blow through hulls. Moving a heavy piece of debris shifts your trajectory, and failing to anchor yourself while cutting can send you spinning into the void, with Eli, your ops tech, keeping an eye on you from the station.

Some of the wrecks are derelict stations you can dock with and go inside. Interiors are pressurised, unpowered and full of things left behind. Blast open a sealed compartment or crack a pressurised airlock door and the air rushes out, taking loose gear, and you, with it.

Your haul is only worth what the market will pay. DustCrow runs a live economy where prices move in real time with what every other contractor is bringing in. Flood the market and watch a price drop, or hold your stock and wait for a shortage. Knowing when to sell is half the job.

Take weekly contracts from SARIS, hit your daily quotas, and climb the ranks. Recover rare, proprietary Data Drives to raise your clearance, unlock better tools, and reach further, more dangerous sectors, then tune your booster loadout to fly the way you want.

DustCrow is made by one developer, Alfie "Rad" Herrington, at Null Effect Studio in the UK. It launched in Early Access on Meta Quest in August 2026, with multiplayer, new points of interest, more tools and more lore on the roadmap.

Clock in. Scavenge. Get paid.

Trailer

Direct link: youtube.com/watch?v=FTdqT5cyp7E

Features

  • Zero‑G Movement

    You fly on wrist thrusters with full momentum, tuned by a former European Echo VR pro, and anything heavy you carry changes how you fly.

  • Industrial Salvage

    Cut solar panels off satellites, pull bolts, hack locks with a decoder and set breaching charges to crack ore and blow through hulls. Every piece of salvage is a physics object you haul back to your ship yourself.

  • Derelict Stations

    Procedurally generated stations you can dock with and go inside. They are pressurised and unpowered, and cracking a sealed door vents the air, taking loose gear and you with it.

  • A Real Star Chart

    Destinations sit where they would in the Alpha Centauri system, under the real night sky as seen from there. Hold up the Site Tablet to name any star or planet, and you can find our Sun in Cassiopeia.

  • Live Economy and Leaderboards

    Every player sells into the same market, so prices move with what everyone brings in. Your sales count toward public leaderboards in the game and on this website.

  • Contracts and Clearance

    SARIS hands out weekly contracts, daily quotas and survey jobs. Recover data drives to raise your clearance and reach further destinations, out to the Vela Pulsar, along with better tools and booster loadouts.

  • Recording and Haptics

    Record clips and take photos from the Site Tablet, and feel the work through native bHaptics support for the TactSuit vest, arm sleeves and visor.

Screenshots

16 stills. Click to enlarge.

History

I started DustCrow in May 2025. I used to play Echo VR competitively in Europe, so getting the zero-G movement right came before anything else, and once the wrist thrusters were in it felt good enough that I nearly ditched salvage and made a racing game instead. I stuck with salvage, and by late June 2025 the first loop worked: fly out, cut solar panels, haul them back. Since then I've built it out with more tools, procedurally generated wrecks and stations, and a live economy shared by every player.

It's built for Quest first rather than ported down from PC VR, which meant a lot of time on performance and a custom physics IK avatar rig that works in both artificial gravity and zero-G. Before Early Access the beta only opened on weekends, which kept everyone online at the same time for network testing.

Rad (Alfie Herrington), Null Effect Studio

Logos & Key Art

Click any tile to download the PNG. Or grab everything in one go: dustcrow-press-kit.zip (logos, key art, screenshots, README).

Studio

Game key art

Need a higher-res master, an alternate ratio, or an animated version? Email press@nulleffectstudio.com.

Credits

Developed by Null Effect Studio.

Founder & Game Director (design, code, art)
Alfie Herrington (Rad)
Voice of Eli (Ops Tech)
Robert Keen
Original Soundtrack
Cure the Clouds
Narrative Design
Alfie Herrington & Robert Keen
Special Thanks
The Discord Alpha Testers (clocking in since the beginning)

Press Contact

press@nulleffectstudio.com