Wolfenstein: Cyberpilot (2019)
Wolfenstein: Cyberpilot is a 2019 VR spin-off set in Nazi-occupied Paris, running parallel to the events of Wolfenstein: Youngblood. Instead of playing as B.J., you step into the role of a Resistance hacker who “cyberpilots” captured Nazi machines—turning enemy hardware into wrecking balls from inside a headset.
Game Data
| Release Year | 2019 |
| Developer | MachineGames / Arkane Studios Lyon |
| Publisher | Bethesda Softworks |
| Platform | PlayStation VR, PC VR |
| Genre | VR Action / Shooter |
| Players | 1 |
| Original Media | Digital Download |
Gameplay:
You remotely control heavy Nazi war machines in VR—aiming, firing, and managing movement through hands-on, cockpit-style interaction.
The fantasy is pure “hijack the enemy’s toys”: stomp through streets, shred squads, and use brute force instead of classic run-and-gun pacing.
Story:
In Paris, the Resistance needs a specialist: a cyberpilot who can hijack Nazi tech and use it against them.
Missions focus on supporting Resistance operations while the broader series storyline unfolds nearby.
Trivia:
Cyberpilot is the franchise’s first VR-only entry, designed around presence and scale—making the machines feel huge and physical in a way flatscreen entries can’t replicate.
Cyberpilot is less about being a traditional Wolfenstein shooter and more about delivering a very specific VR power trip: “I’m inside the machine.” It’s a short, focused spin-off that experiments with perspective and control—what Wolfenstein feels like when you swap speed-running corridors for piloting steel monsters.
Screenshots
Timeline / Versions
Why Wolfenstein: Cyberpilot Was Historically Important
Cyberpilot is historically important because it marks Wolfenstein’s first purpose-built VR chapter—an experiment in how a classic FPS franchise can translate into presence-driven design. By focusing on cockpit interaction and “captured machine” fantasy, it explores a different kind of power: not speed and precision on foot, but scale, weight, and physicality. Even as a smaller spin-off, it’s a clear example of late-2010s AAA studios testing VR as a narrative side-branch for established series.