Survios’Alien: Rogue Incursion, a virtual reality take on the famedAlienfranchise, will soon become available to Meta Quest 3 users. This move will allow even more players to get up close and personal withRogue Incursion’s visceral rendition of the franchise’s iconic Xenomorphs.
Alien: Rogue Incursionlaunched last Decemberfor PSVR 2 and PC, and just two months later, it’ll be hitting Meta’s line of Quest 3 headsets on February 13. The game follows ex-Colonial Marine Zula Hendricks—who has previously appeared in severalAliencomics and novels—as they navigate an alien-ridden research facility. To learn more about the title’s development and its release on the Meta Quest 3, Game Rant sat down with lead producer Margherita Seconnino and lead software engineer and project lead Eugene Elkin.
Alien: Rogue Incursion Devs Talk On The Game’s Meta Quest Release
Bringing Rogue Incursion To A New Platform
Q: WithAlien: Rogue Incursioncoming to Meta Quest, how does the game leverage the unique capabilities and haptics in Quest 3?
Seconnino:We’re excitedto bringAlien: Rogue Incursionto the Meta Quest 3 and 3S because it opens the door to a whole new audience. The haptics play a huge role in immersing players—whether it’s the satisfying kick of the Pulse Rifle or the heart-stopping sensation of a Xenomorph closing in, making every encounter more intense. The immersive nature of VR paired with the tactile feedback makes every moment feel more intense and personal, which fits perfectly with theAlienuniverse. It’s these small but powerful details that we think players will connect with on the Quest 3.
Q: Are there any updates or changes coming to the game with its arrival on Meta?
Seconnino:Since the game’s original release, we’ve been listening closely to community feedback and making improvements along the way. With the Meta release, players will get all the improvements we’ve implemented on other platforms, ensuring a smoother, more polished experience right from the start.
Elkin:The most exciting update isthe rebalancing of the Xenomorphs. We’ve fine-tuned their behavior and spawn rates to make the experience feel even more intense and unpredictable while still being fair. We’re proud of how these changes elevate the gameplay, and we think Meta players will love exploring Castor’s Cradle with these updates.
Developing A Virtual Reality Alien Game
Q: What did you feel was most important to “get right” making the first VR game in theAlienfranchise?
Seconnino:Alien: Rogue Incursioncame from our desireto create the most authenticAliencombat experience in gaming, and to make it stand out in the action-horror space.
Elkin:One of the key things we wanted to nail was recreatingthe atmosphere of theAlienfilms—the mist, the shadows, and that sense of the enemy being right there, hiding in plain sight. VR is a fantastic vehicle for that, as there’s nothing quite like having a Xenomorph up in your face and feeling completely helpless as it tears you apart!
Q: TheAlienfranchise often shifts between high-octane action and moody horror. What was your approach toRogue Incursion’s balance of action and horror?
Seconnino:Alienis all about delivering that pure, spine-tingling horror, and we wanted to keep that essence while also adding the action that fans love. The environment plays a huge role in creating that fear, and with VR, we had the perfect platform to make that experience even more immersive—something fans have been eagerly waiting for.
Elkin:Our Xenomorphs act just like they doin the movies—they can come from anywhere, and no place ever feels truly safe. The feeling that ‘danger lurks everywhere’ was something we kept at the core of the game.
Seconnino:At the same time,Alienhas always been about resilience. We wanted to honor the franchise by creating a unique story where Zula fights to save her friend or die trying. Players get to fight back using those iconic weapons we all know and love, but combat is always looming, so one wrong move could mean the end.
Q: What did you find most challenging about developing a VR game set in theAlienuniverse?
Seconnino:Developinga VR game set in theAlienuniversewas incredibly exciting, and while there were challenges, each one allowed us to push the boundaries of what’s possible in VR. One of the biggest challenges was ensuring we stayed true to the coreAlienexperience—capturing that fear, tension, and vulnerability—but also adapting it to VR in a natural and immersive way. VR is a powerful tool for this, and we knew we had to get the technical side right to fully bring the horror to life.
We took player comfort seriously. In VR, even the smallest details can make a big difference. So, we carefully fine-tuned movement and controls to ensure players could focus on the action and feel in control without worrying about motion sickness.
Elkin:On top of that,designing the Xenomorphs to feel like true predators—always lurking and reacting to player actions—was both a challenge and an incredible reward. Getting that balance between fear and agency, where players feel the danger but still have the tools to fight back, was key to creating the tension thatAlienfans love.
Q: What do you feel areRogue Incursion’s most unique characteristics as a VR game?
Elkin:One of thestandout features ofAlien: Rogue Incursionis our dynamic, multi-surface enemy navigation. The Xenomorphs intelligently use the environment to find the best attack angle, making every encounter feel unpredictable. What’s even more exciting is that the player’s actions directly influence their behavior, so the interactivity of objects and the environment not only naturally immerses players but also inherently makes those interactions more meaningful because of their impact. One wrong move or unexpected noise, and Xenomorphs will be on you in an instant! We wanted to create a balance between player agency and that sense of disempowerment that’s so central to theAlienexperience.
Seconnino:The moment that has stood out every single time someone plays the game is when they find themselves cocooned in the hive, surrounded by Ovomorphs (eggs), and about to be facehugged. VR allows us to deliver this moment in the most immersive way possible. There’s nothing like it anywhere, and it does a lot to sell the ultimate fantasy of VR, which is to completely immerse you in the world and make it feel real.
Q: Since its initial release, how has player feedback factored into the team’s approach to updates? Are there significant changes you find notable?
Seconnino:From the start, our goal has always been to create the most memorable experience for our players. We’re a small, passionate team that’s poured our heart and soul into this project, so seeing the incredible reception fromAlienfans, VR enthusiasts, and newcomers alike has been amazing. Player feedback has been invaluable to us from day one, and we’ve taken it to heart throughout development and now post-launch.
Elkin:Sincethe game’s release for PlayStationand PC in December, we’ve carefully reviewed player comments and used every opportunity to improve the experience. So far, we’ve released several hotfixes to address edge-case bugs, compatibility issues with Virtual Desktop on PC, and new gameplay options to help players further customize their experience. Right now, we’re working on a more comprehensive patch that will adjust Xenomorph spawn rates and locations, as well as improve performance for players on minimum and medium-spec PC hardware.
For Quest players, all the work we’ve done on the other versions has been integrated and will be available at launch. We’re committed to keeping this a dynamic, player-focused experience and will continue listening to feedback to make the game even better.
Q: Survios has worked on a plethora of VR games. Were there certain lessons learned from past projects that helped guide your approach toRogue Incursion?
Elkin:Absolutely, our work on previous VR games really set the foundation for how we approached elements like how we make gameplay feel seamless and immersive. WithRogue Incursion, we drew heavily on everything we’ve learned—whether it was perfecting responsive motion controls, creating intuitive combat systems, or making sure every interaction feels smooth and engaging.
Seconnino:We wanted players to experience the tension and intensity of theAlienuniverse in how they move, react, and survive in VR, making the gameplay itself a key part of the immersion. Along the way, we were also fortunate to add new talent to the team, bringing specialized expertise in art, design, and technology. Their fresh ideas, combined with our experience, allowed us to craft environments and spaces that feel like they’re straight out of the movies, drawing players deeper into the action while staying true to the franchise’s iconic atmosphere.
Exploring The World Of Alien Through Rogue Incursion
Q: TheAlienuniverse has greatly expanded narratively over the years. How did you approachRogue Incursion’s story concerning the broader franchise?
Seconnino:When we were developingAlien: Rogue Incursion, our goal was to stay true to the core elements that make theAlienuniverse so gripping—survival, corporate corruption, and the constant threat of the Xenomorphs—while also introducing something new. We chose Zula Hendricks—a character from theAliencomic books—as our protagonist, leveraging her personal mission that connects to the larger themes of the franchise. Her journey allows us to explore fresh perspectives while staying grounded in what fans love aboutAlien.
We also worked closely with Alex White, a talented author of multipleAliennovels, to ensure our story was authentic and fit seamlessly within the established lore. Their input and vast knowledge helped us strike a balance between honoring the franchise and introducing new twists.
Zula’s mission to expose the secrets of Gemini Exoplanet Solutions brings a deeper exploration of the franchise’s recurring themes—like the dark side of corporate power—while offering players an exciting new narrative. We wanted to create a story that fans would connect with while offering something fresh and engaging.
Q: Are there ways that you feel theAliensetting is particularly beneficial for a VR game?
Elkin:TheAliensetting works so well for VR because it enhances everything that makes the universe so intense, and vice versa. In VR, you’re not just observing—you’re actually in it, experiencing that sense of isolation and constant tension firsthand. It’s one thingto hear a Xenomorph in the distance, but in VR, it feels like they could be right behind you. The immersion really amplifies the fear and suspense. We highlight those smaller details, like the claustrophobia of narrow hallways or the sense that the world is truly alive around you. Those elements are so much more impactful in VR, making the whole experience feel more alive and immediate. It’s about drawing you into the world and making the tension feel real.
Q: There are quite a few games in theAlienfranchise now. Were there any in particular that inspired theRogue Incursionteam?
Seconnino:We really admire what previousAliengames have done—especiallyAlien: Isolation—but forRogue Incursion, our mainAlieninspiration came from the films. The way they build suspense and deliver those iconic moments of terror is something we wanted to bring to life in VR. Our goal was to make players feel like they were living through the intense cinematic experience the movies are known for, with our gameplay loop frequently oscillating between feeling more like each of the first two films.
Elkin:We also looked to other standout games for inspiration.Half-Life: Alyxshowed us what’s possible regarding VR immersion and interaction.Dead Spaceinfluenced how we approached tensionand horror.Resident Evil Villageinspired us with its richly detailed environments and how it pulls players into its world.
By drawing from these influences while focusing on creating something fresh, we aimed to give players a uniqueAlienexperience that feels both familiar and completely new.