Titanfall 2 Gets a Full VR Mod Built in a Month by One Developer

Titanfall 2 is playable in virtual reality through a free mod by solo developer Jordan "CircuitLord" Juarez, as reported on Oct. 7, 2026. The Verge
Juarez had spent a single month on the project at the time of that report. The mod supports both of the game's core movement systems, wall-running on foot and piloting Titans.
On foot, the view follows the headset through Titanfall 2's running and climbing routes. The technical term is 6DOF, or six degrees of freedom, which means leaning, turning, and looking in any direction. In a Titan, players can look freely around the cockpit and move the Titan's arms with their own hands.
The Verge described the result as one of the top five VR games its author had ever played.
Juarez says he previously worked on Gorilla Tag, Zenith: The Last City, Synth Riders, and Desktop Portal. He left his job at VR studio Another Axiom and started solo studio Iteration Three to build No Shot, described as an Echo Arena successor. In August he released a VR mod for Big Walk, so the Titanfall 2 project followed within weeks.
The mod is available through CircuitLord's mod installer, which installs, updates, and launches his full-conversion VR mods. CircuitLord
Flat-screen shooters map looking, moving, and shooting to sticks, mouse, and triggers. A VR version must remap those inputs to a headset, called an HMD, and two hand controllers without breaking timing tuned for a gamepad. Fast wall-running while turning the head can cause motion sickness, a mismatch VR developers call vection. The cockpit helps because it gives the balance system a fixed frame, which is why seated mech games often allow longer sessions.
In my view, the one-month build time is the detail other engineers will notice, and it should be read with care. It does not mean VR ports are simple. It means tools for adding stereo views and controller tracking to an existing game have matured enough for an experienced VR developer to prototype fast. I have seen similar friction fade before, when PC and mobile ports stopped requiring frame-by-frame fixes. The hard part now is comfort tuning and maintenance across updates, which the self-updating installer is built to handle. If that approach holds, it allows more testing of movement ideas on top of finished flat-screen games without changing the games themselves.


