Key art for Teenage Mutant Ninja Turtles Empire City

Game review

Teenage Mutant Ninja Turtles: Empire City

5 / 10

Developer
Cortopia Studios
Publisher
Beyond Frames Entertainment
Released
30 April 2026
Platforms
Windows (VR headset required)
Genre
Action, Adventure
Monetisation
One-time purchase, no in-game purchases listed
Players
Online co-op, up to 4 players (private room code only, per reviewers)

The short version

Teenage Mutant Ninja Turtles: Empire City, released 30 April 2026 by Cortopia Studios and published by Beyond Frames Entertainment, is a VR open-world beat-em-up letting players choose any of the four turtles, swing and climb across a stylised Empire City, and fight the Foot Clan solo or with up to three friends. It sits Mostly Positive with a sample of 104 reviews, and reading widely through it reveals genuine strengths in movement and fan service sitting alongside a specific, well-documented set of technical and design complaints. Multiple reviewers praise the parkour-style traversal — running, climbing, zip-lining and diving across the city — as genuinely excellent VR movement, and longtime TMNT fans report real emotional payoff from character choice, voice acting and turtle-lair detail. Set against this, a large number of reviewers report the grip mechanic for holding weapons is broken specifically on Valve Index controllers, with the game reportedly still requiring the grip button rather than the trigger despite this issue being raised since the demo. Separately, multiple reviewers describe the game as feeling like an underoptimised Meta Quest port on PC VR headsets, report the city hub as smaller and emptier than expected, and describe co-op multiplayer as functional only through a private room-code system with no public lobby or matchmaking.

Biggest strengths

  • Movement and traversal draw the most consistent, specific praise in this sample, with multiple reviewers describing running, climbing, zip-lining and diving through the city as genuinely excellent VR implementation that makes players feel like an athletic ninja
  • Longtime TMNT fans report real, specific emotional payoff, citing the choice between all four turtles, well-regarded voice acting with lip-sync during conversations, and detailed turtle-lair environments as delivering genuine childhood nostalgia
  • Four-player co-op draws praise from reviewers who played it with friends, describing the shared experience as a highlight despite acknowledged repetition in the underlying combat

Biggest weaknesses

  • A significant number of reviewers report the grip mechanic for holding weapons is broken specifically on Valve Index controllers, with the game requiring a grip-button hold rather than a trigger-based grip, and multiple reviewers state this exact issue has been reported since the public demo without being fixed by launch
  • Multiple reviewers describe the game as feeling like an underoptimised port of a Meta Quest build, citing graphics and performance that don't meaningfully improve on standalone VR hardware despite running on a full PC
  • The open-world city hub is reported by several reviewers as considerably smaller and emptier than expected, with one detailed reviewer specifically anticipating an area roughly ten times larger than what shipped, and multiple reviewers describing the streets as largely lifeless outside of scripted enemy encounters

Who it's for: TMNT fans with a compatible VR headset looking for genuine nostalgia and strong traversal mechanics, who are prepared to tolerate real technical issues, particularly on Valve Index controllers, and a smaller, more repetitive game than initial marketing implied.

Our recommendation: Worth it for dedicated TMNT fans and VR movement enthusiasts on the strength of its traversal and character work; wait for patches if you use Valve Index controllers specifically, and temper expectations about combat depth, city scale and multiplayer accessibility.

5 / 10

Introduction

Teenage Mutant Ninja Turtles: Empire City, released 30 April 2026 by Cortopia Studios and published by Beyond Frames Entertainment, brings the turtles to VR as a full open-world beat-em-up: choose any of the four brothers, traverse a stylised Empire City by running, climbing and zip-lining, and fight through Foot Clan encounters solo or with up to three friends. It sits Mostly Positive with a sample of 104 reviews, and reading widely through it reveals a game with real, specific strengths in movement and fan service, sitting alongside an equally specific and well-documented set of technical and content complaints.

Genuinely excellent movement, and real fan service

The clearest, most consistently praised element in this sample is traversal. Multiple reviewers independently describe the parkour-style movement — running, climbing, diving and zip-lining through the city — as some of the best VR movement they've experienced, with more than one reviewer specifically saying it made them feel like an athletic ninja in a way few VR titles achieve. Longtime TMNT fans report genuine emotional payoff beyond the mechanics themselves, praising the choice between all four turtles, well-regarded voice acting with lip-sync during conversations, and detailed turtle-lair environments that several reviewers describe as delivering real childhood nostalgia. Four-player co-op draws specific praise from reviewers who played with friends, and more than one reviewer specifically credits the developer for releasing broadly across PC VR headsets rather than locking the game to the Meta Quest storefront.

A grip system reviewers say has been broken since the demo

Set against that praise is this sample's most specific, most repeated technical complaint. A significant number of reviewers using Valve Index controllers report the grip mechanic for holding weapons is fundamentally broken, with the game requiring players to hold down a grip button rather than using a trigger-based grip that Index hardware handles more naturally. Multiple reviewers state directly that this exact issue was reported during the public demo and remains unresolved at launch, with one reviewer specifically noting it persisted even after a day-one patch. This isn't a minor input-mapping quibble — several reviewers describe being unable to reliably hold a weapon during combat at all, which for a melee-focused action game represents a fundamental, progression-blocking usability failure for anyone using this specific hardware.

A Quest-port feel on PC VR, and a smaller city than expected

Beyond the grip issue, multiple reviewers describe the broader PC VR experience as feeling like an underoptimised port of a Meta Quest build, with graphics and performance not meaningfully improving despite running on considerably more powerful PC hardware. Separately, several reviewers report the open-world city hub is considerably smaller and emptier than anticipated, with one detailed reviewer specifically expecting an area roughly ten times the size of what actually shipped, and multiple reviewers describing the streets as largely lifeless outside scripted enemy encounters.

Shallow combat and a broken multiplayer lobby system

Independent of the technical issues above, this review found specific, repeated complaints about the core combat and multiplayer structure. Combat is described by multiple reviewers as shallow and repetitive, amounting to little more than waving weapons at enemies with limited incentive for parrying or more advanced techniques, and boss fights specifically draw criticism as poorly designed. Co-op multiplayer draws its own pointed complaint: reviewers report it functions only through a private room-code system with no public lobby or matchmaking, meaning players without an existing group of friends to coordinate with have no practical way to find co-op partners. Additional bugs recur across this sample, including reported crashes, script-breaking progression issues, and bosses reported to die without any player involvement.

What non-fans get out of it

A useful, specific thread running through this sample concerns how differently the game lands depending on prior TMNT investment. Multiple reviewers state plainly there's "absolutely nothing here" for players without an existing attachment to the franchise, describing the story, world and combat as too thin to carry the experience on their own merits once the licensed characters and nostalgia are set aside. This isn't a universal position — several reviewers with no particular turtle fandom still report a fun few hours of co-op traversal with friends — but it recurs often enough, and specifically enough from reviewers who explicitly frame themselves as evaluating the game "as someone who wanted a quality game" rather than as a fan, that this review treats it as a meaningful, distinct finding: this is a title whose appeal is unusually front-loaded on licensed IP attachment even by the standards of licensed games generally.

A short experience built around the hideout, not the city

A further specific, recurring observation concerns where reviewers report finding the most lasting value. More than one reviewer states the turtle lair and hideout areas alone justified the purchase price for them as a fan, independent of how the wider open city performed — suggesting the game's strongest, most carefully crafted content is concentrated in specific hub locations rather than spread evenly across the advertised open world. This is a useful distinction for prospective buyers: if your interest is specifically in inhabiting authentic, detailed TMNT spaces rather than in a large, systemically rich open city to explore, this sample suggests you're likely to find more of what you're looking for than a reviewer approaching the game primarily for open-world scope and freedom.

Final Verdict

Teenage Mutant Ninja Turtles: Empire City succeeds specifically at movement and fan service — genuinely excellent parkour traversal and real, detailed nostalgia payoff for longtime TMNT fans choosing between all four turtles. What holds this score down is a specific, well-documented cluster of problems: a grip mechanic reported broken since the public demo on Valve Index controllers, a PC VR experience multiple reviewers describe as an underoptimised Quest port, a smaller and emptier open world than marketing implied, shallow repetitive combat, and a co-op system that locks out players without an existing friend group to coordinate with via private codes. Worth it for dedicated TMNT fans and VR traversal enthusiasts prepared to work around real technical rough edges; players on Index hardware specifically should wait for a fix to the grip system before buying.

Pros and cons

Pros

  • Movement and traversal draw the most consistent, specific praise in this sample, with multiple reviewers describing running, climbing, zip-lining and diving through the city as genuinely excellent VR implementation that makes players feel like an athletic ninja
  • Longtime TMNT fans report real, specific emotional payoff, citing the choice between all four turtles, well-regarded voice acting with lip-sync during conversations, and detailed turtle-lair environments as delivering genuine childhood nostalgia
  • Four-player co-op draws praise from reviewers who played it with friends, describing the shared experience as a highlight despite acknowledged repetition in the underlying combat
  • Several reviewers specifically credit the developer for releasing on PC VR headsets generally rather than locking the game to the Meta Quest storefront, framing this as a meaningful, appreciated choice independent of the game's other issues

Cons

  • A significant number of reviewers report the grip mechanic for holding weapons is broken specifically on Valve Index controllers, with the game requiring a grip-button hold rather than a trigger-based grip, and multiple reviewers state this exact issue has been reported since the public demo without being fixed by launch
  • Multiple reviewers describe the game as feeling like an underoptimised port of a Meta Quest build, citing graphics and performance that don't meaningfully improve on standalone VR hardware despite running on a full PC
  • The open-world city hub is reported by several reviewers as considerably smaller and emptier than expected, with one detailed reviewer specifically anticipating an area roughly ten times larger than what shipped, and multiple reviewers describing the streets as largely lifeless outside of scripted enemy encounters
  • Combat is repeatedly described as shallow and repetitive, amounting to little more than waving weapons at enemies with limited incentive for parrying or more advanced techniques, and multiple reviewers separately report boss fights as poorly designed
  • Co-op multiplayer draws specific criticism for lacking any public lobby or matchmaking system, requiring players to already have a friend's private room code, and multiple reviewers separately report crashes, script-breaking bugs, and bosses dying without player involvement

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5.5 / 10
  • Performance 3.5 / 10
  • Originality 5 / 10
  • Multiplayer 4 / 10
  • Story 5.5 / 10