Originally a virtual reality game called *Alien: Rogue Incursion*, Survios is now releasing a version for players without VR headsets. Since announcing this change, many people have asked how the game will be different on standard screens. Luckily, TQ Jefferson, the studio’s chief product officer, took the time to answer our questions about the transition.
Alien: Rogue Incursion started as a virtual reality game. What made the team decide to also release it on regular screens?
People really loved the VR version of the game! What was especially exciting was the huge number of *Alien* fans who specifically requested a version for PC and consoles, with or without VR support. Their enthusiasm was impossible to miss, and it quickly became clear that we needed to make the game available to a wider audience.
VR games are known for letting players really interact with the game world. So, what had to be changed or simplified when those same games were adapted for regular TVs or monitors?
Virtual reality provides a truly immersive experience unlike anything else. When designing for standard screens, we concentrated on optimizing the controls, rhythm, and suspense. Expanding to PC and console allowed us to explore new possibilities we couldn’t achieve in VR. Specifically, having full camera control let us revisit certain scenes, making them more dramatic and visually impressive for traditional players. The final result is a version that maintains the same thrilling feeling, but is specifically designed for fans of first-person shooter games.
When designing for typical screens, we concentrated on optimizing the experience – things like making the controls easy to use, finding the right speed for gameplay, and building suspense.
Since ‘Rogue Incursion’ is the first part of a bigger story, will the next installment also start as a virtual reality game before becoming available on other platforms, or will it be released on both VR and traditional gaming systems at the same time?
We’re aiming to release all versions of *Rogue Incursion* worldwide at the same time. But, as we learned with our VR game, delivering a great experience for everyone is our top priority. This means we might need to fine-tune the game for each platform. As we continue developing Part Two, we’ll keep focusing on quality and will keep our fans updated on any launch plans as soon as we have information.
VR games often create a strong sense of horror and scale using 3D visuals. How does removing that 3D effect when playing on a regular flat screen change the feeling of those games, particularly when it comes to experiencing horror and a sense of size?
Switching to flat display technology allows us to create a more immersive experience for players, with detailed environments and a stronger focus on the character Zula – her personality and how she moves and interacts with everything around her. The game world, Miasma, responds to characters as they play, and dynamic lighting helps us tell a more compelling story and build suspense, particularly during exciting or tense moments.
How much will regular action and stealth elements be changed for the PC and PS5 release?
We’ve stayed true to the original game’s action and stealth elements, but we’ve made combat more dynamic with improved player movement. The xenomorph now behaves more like a predator, actively stalking and lurking. We’ve also refined the controls and camera for PC and PS5 to provide a smooth, natural experience that maintains the game’s intense atmosphere and challenging gameplay.
“Our ideal scenario involves a simultaneous global launch for all versions of Rogue Incursion.”
Could you explain how players develop and improve their characters in Alien: Rogue Incursion Evolved Edition?
The way you improve your character and abilities is just as thrilling on a normal screen as it was in the VR version. You play as Zula Hendricks, a resilient former Marine investigating a dangerous research facility overrun with xenomorphs. As you progress, you’ll discover classic weapons and tools that help you navigate the environment, encouraging you to think strategically and stay alert. The game is designed to steadily increase the tension, making every moment feel both dangerous and exciting. We’ve made sure the experience is just as immersive and satisfying, no matter how you play.
How have changes been made to ensure players using standard controllers have similar accuracy to those using manual aiming in virtual reality?
Because players are generally more accurate with traditional controllers than in VR, we made enemies more challenging. The creatures now attack more intelligently and use their surroundings to keep players guessing. We also adjusted weapon kickback and how quickly enemies respond to make combat exciting and satisfying, but not too simple. Our aim was to create a balance between precise shooting and a constant sense of tension, so every fight feels thrilling.
Are there any plans to bring other VR titles by Survios to flat screens?
Developing *Alien: Rogue Incursion* for PC and consoles taught us a lot. Going forward, we plan to use that knowledge to release our games on a wider range of platforms.
Is there any specific reason why this game is not coming to Xbox? Will it come in the future?
We don’t have any news to share at the moment, but we’re still exploring other platforms for potential future use.
As a game developer, what are your impressions of the PS5 Pro? Specifically, how does the upgraded graphics processing unit (GPU) improve the game development process and the final product compared to working with the original PS5?
Similar to how the jump from VR to flat screens improved graphics, the PS5 Pro lets us make the game’s visuals even more true to the world of *Alien*. We can enhance the lighting and fog to really capture the look and feel of the original *Alien* films – think dramatic light and shadow, and a sense that something dangerous could be hiding anywhere. More realistic reflections and textures also help us create the gritty, lived-in future that’s central to our game’s design.
Improved lighting and fog effects help us recreate the look and feel of the original *Alien* films.
What are your thoughts on PSSR? What kind of opportunities will this open for the game?
PSSR dramatically improves how realistic the game looks, especially reflections and surface textures, which are key to building a convincing and immersive world. It makes the game feel more engaging without significantly impacting performance, letting us maintain high visual quality and increase suspense. Ultimately, this technology enhances the atmosphere and makes the game world feel more believable, directly benefiting the player’s experience.
What resolution and frame rates will the game target on PS5 and PS5 Pro?
Alien: Rogue Incursion Evolved Edition will aim for 1080p-1440p resolution at 60 FPS on the PS5.
With the more powerful PS5 Pro, we’re aiming for a resolution between 1080p and 2160p (4K) at 60 frames per second. We’ll use a technology called PlayStation Spectral Super Resolution (PSSR) to intelligently upscale the image, effectively creating a 4K picture.
Do you have plans to launch the game on Nintendo Switch 2?
The Nintendo Switch is a wonderful system with a large and enthusiastic player base. We’re currently dedicated to making the game as good as it can be on the platforms we’ve already confirmed, but we’re always open to exploring future options and where else we might take it.
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2025-09-18 17:43