Way, way too many game studios approached VR the same way they might a new graphics feature like raytracing or HDR. “Bolt it on and they’ll come” basically, which obviously didn’t pan out. Unsurpringly the titles that took flight were those where VR was integral to the experience and added lasting novelty — “AAA game but with VR” is just not that interesting (unless it’s a free community-developed mod, maybe).
Of course, it’s much more difficult and risky to develop VR-first games like that. With studios being more profit-driven and risk-averse than ever, that’s a recipe for vanishingly few new flagship VR games being developed. It’s a safer bet to develop yet another faceless loot box driven Fortnite/Counterstrike/etc clone or gacha game.
I feel like some parts of the HN crowd are oblivious to the advancements and continued, impressive work that happens in the VR Space, just because a VR game isn't (for the time being) going to sell a million copies, but it will very comfortably sell to a 100k userbase that want to spend that money.
People who prefer Valve to Facebook, or who want a device-agnostic software library, might prefer buying from Steam. However, many of these games have been basically abandoned on Steam. Even though Quest ports exist, the versions on Steam may have controls that don't work with Quest controllers over Steam Link.
That said, eye tracking and IPD adjustment is a huge upgrade to Beyond 2 for their niche