liper76 shipped TWFC-VR v1.0.2. That build patches Steam DRM startup and SteamVR’s 32-bit OpenXR path. The free flat-to-PCVR OpenXR mod targets High Moon’s 2010 UE3 shooter Transformers: War for Cybertron.
I haven't played it. This is based on liper76’s GitHub README, releases, and UnflatVR’s listing.
v1.0 landed Nov 3, 2026 (first public build). v1.0.1 followed Nov 3 with TWFC-VR-Setup-Steam.exe beside the general PC TWFC-VR-Setup.exe.
The v1.0 release notes call it the first release of the VR mod for Transformers: War for Cybertron (PC, 2010) and flag an early version.
UnflatVR gives the listing UFVR Grade A (92/100) and Full Motion controls. That page credits NotAGameAddict for a Nov 3, 2026 video. This article uses liper76’s README control diagram (hero above). For another recent flat-to-PCVR write-up, see Anger Foot VR.
The English README calls the core a proxy xinput1_3.dll. The game loads it, MinHook patches the engine, the HUD is split off, frames come through D3D11 with the stock D3D9 path routed via dgVoodoo. Output goes to OpenXR. That file also says the repo sits beside the game but ships only the mod’s files.
What v1.0.2 fixes
The v1.0.2 release notes open the Fixes section with:
Steam version: the game no longer crashes at start-up. The Steam TWFC.exe is wrapped by Steam's DRM, which decrypts the game's code only after the mod has loaded; the mod patched the still-encrypted code and the game ended a moment after launch. The mod now waits until the code is decrypted (#1).
The next bullet there is the SteamVR fix: the game is 32-bit, SteamVR registers only its 64-bit OpenXR runtime, so it stayed flat on the desktop (xrCreateInstance failed: -51 in the log). The mod now finds the 32-bit build of the active runtime (SteamVR's steamxr_win32.json) by itself (#2).
Those notes also say which installer matches which build and that the author tested only with a test OpenXR runtime, without the Steam build or PSVR2 on hand.
Verbatim “Fixes” and installer lines (v1.0.2)
Copied from TWFC-VR v1.0.2 on GitHub.
## Fixes
- **Steam version: the game no longer crashes at start-up.** The Steam TWFC.exe is wrapped by Steam's DRM, which decrypts the game's code only after the mod has loaded; the mod patched the still-encrypted code and the game ended a moment after launch. The mod now waits until the code is decrypted (#1).
- **SteamVR (PSVR2 and other SteamVR-only headsets): the game now finds the VR runtime.** The game is 32-bit, and SteamVR registers only its 64-bit OpenXR runtime, so the game stayed flat on the desktop (`xrCreateInstance failed: -51` in the log). The mod now finds the 32-bit build of the active runtime (SteamVR's `steamxr_win32.json`) by itself (#2).
Which installer: **TWFC-VR-Setup-Steam.exe** for the Steam version, **TWFC-VR-Setup.exe** for the other PC versions. Keep Steam running when you start the Steam version.
Tested on our side only with a test OpenXR runtime (we have neither the Steam version nor a PSVR2). If something is still off, please open an issue and attach `BinariesVR\twfcvr.log`.
Install and controls: see [v1.0](https://github.com/liper76/TWFC-VR/releases/tag/v1.0).v1.0.1 Steam installer
The v1.0.1 release begins its Steam section by telling Steam players to download TWFC-VR-Setup-Steam.exe and everyone else to use TWFC-VR-Setup.exe.
That note also tells Steam players to keep Steam running and points people at BinariesVR\twfcvr.log plus the installer log when something breaks.





