‘Project TERMINUS VR’ Challenges You to Survive in Post-Apocalyptic Paris

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It’s a peaceful day in Paris when your train crashes, throwing the world as you know it into disarray. After regaining consciousness, you find the military locking down the city in response to a mysterious threat. So begins Project TERMINUS VR—a gripping post-apocalyptic survival horror game from CVR Studios. As you explore the sinking city, your supplies are running out, your flashlight battery is low, and new dangers lurk around every corner. Acts 1 was released in late 2021, followed by Act 2 roughly a year later. And now, the highly anticipated conclusion, Act 3, is launching on the Meta Quest and Rift Platforms.

We sat down with CVR Studios Co-Founder & Developer Jérôme Gauzins to learn more.

How did you get your start in video game development?

Jérôme Gauzins: During our engineering school days, a long-time friend and I began dabbling with game concepts, particularly focusing on VR interactions using an HTC Vive. Upon completing our engineering studies, we ventured into creating a VR streaming solution to make it more accessible to the masses, especially for those using Google Cardboard. It was during this phase that we established our business entity. From there, our passion for VR content development only deepened, leading us to create High Seas VR and, subsequently, Project TERMINUS VR.

What motivated your decision to include a campaign, arcade, and map editor modes? How did you balance development across all three?

JG: The campaign stands as the cornerstone of our game, providing a captivating narrative experience. Given the unique nature of co-op horror campaigns on the Quest Platform, we dedicated a significant amount of our resources and energy there. The arcade mode was introduced to cater to players with a competitive edge, seeking intense gameplay sessions. Though we recognized the potential of the map editor in fostering community engagement and player creativity, due to our studio’s size and the challenges we faced, we prioritized the campaign and arcade modes more heavily in our development process. The map editor, while valuable, received comparatively less attention, as our primary goal was to refine and perfect the narrative and competitive aspects of the game.

What’s the community response been like thus far?

JG: Our community has grown substantially alongside Project TERMINUS VR. Prior to our official Meta Quest Store release, we launched a free demo on SideQuest, highlighting all the core gameplay elements of Project TERMINUS VR. The reception was incredibly positive, and we quickly became a frequently downloaded title on SideQuest. This early engagement not only offered us valuable insights but also allowed us to establish a solid fan base before transitioning to the paid version on the Meta Quest Store. This strategy resulted in a significant boost to our Discord channel, where our community actively engages, discusses, and shares feedback.

What’s the best reaction to the game that you’ve seen to date?

JG: The most memorable and gratifying moments for us is when a player shares feedback on Discord about a specific game moment and their description captures the exact emotion and sensation we aimed to convey during the development process. Such moments reaffirm that our design and execution hit the mark. VR is a challenging medium to navigate—balancing comfort, immersion, and natural interactions is no small feat. When a player’s experience aligns perfectly with our vision, it’s a testament to the thoughtfulness and precision we’ve poured into the game. It’s truly one of the most rewarding aspects of game development for us.

How long have you been working on Project TERMINUS VR all told?

JG: We embarked on the journey of Project TERMINUS VR back in 2019. One of our initial undertakings involved capturing photographs directly at the Bastille station, which would later become a chapter in the game. We then meticulously recreated this iconic station within the virtual environment.

An interesting aspect of the Parisian metro is its ubiquitous advertisements. To support the independent development community and enhance the game’s realism, we decided to feature creations from independent developers in the form of in-game advertisements. These weren’t paid placements but were seamlessly integrated into the game environment to bolster immersion.

We were so committed to capturing the intricate details of the Paris metro that the city’s transport company eventually reached out to us. They requested the removal of certain 3D models from the game, as these bore an uncanny resemblance to the physical-world elements. A notable example was the turnstiles used for ticket validation, which we had modeled with such precision that they were almost indistinguishable from their real-world counterparts.

What are some of the classic survival games that helped inspire Project TERMINUS VR? Can fellow fans expect any nods to those earlier cultural artifacts in the game?

JG: Project TERMINUS VR draws its core inspirations from a multitude of iconic games that have left indelible marks on the horror and survival genres. The Last Of Us, with its deep narrative and environmental storytelling, was instrumental in shaping our in-game note system. Uncharted lent its adventurous spirit, providing a dynamic and engaging gameplay template. The chilling atmospheres and tense survival mechanics characteristic of Resident Evil are also evident in our game’s approach to horror elements.

Furthermore, the profound atmospheric immersion and intricate world-building of Half-Life have been pivotal inspirations for the ambiance of our game. These AAA titles have set industry standards, and their influence on Project TERMINUS VR is undeniable. We’ve meticulously woven elements from these classics into our game’s fabric, ensuring an immersive and thrilling experience. Fans acquainted with these legendary titles will certainly discern subtle homages, tributes, and inspirations as they delve into our VR realm, underscoring our deep reverence for these AAA benchmarks.

How did you settle on Paris as a setting?

JG: Paris isn’t just a setting for us—it’s home. The city, with its rich history, diverse culture, and iconic landmarks, naturally became the backdrop for our game. While the intrinsic beauty of the City of Light is globally recognized, we were drawn to the idea of juxtaposing this beauty with the eerie silence and chaos of a post-apocalyptic scenario, offering a compelling and dramatic contrast. Furthermore, being residents of Paris, we’re intimately familiar with the extensive underground transport network the city boasts. The imagery of the overhead metro, a symbol of everyday Parisian life, suddenly turning into a nightmarish landscape, deeply resonated with us. This vision was the spark that led to the conception of Project TERMINUS VR set against the hauntingly beautiful backdrop of Paris. Add to that the game’s climax atop the Eiffel Tower, one of the world’s most iconic monuments, and you have an unforgettable, emotionally charged gaming experience.

How does Act 3 build upon the tension and events of the first two acts? Are there any themes that run through and connect all three acts? Are there any ways in which Act 3 serves as a departure from the earlier chapters of the game?

JG: Project TERMINUS VR presents a cohesive narrative, seamlessly divided into three acts, ensuring that every element in the story is interlinked. Act 3 serves as the grand conclusion, tying up all the narrative arcs that were set into motion in the preceding acts, culminating in an epic climax that fans won’t soon forget. While Act 3 is in continuity with the first two acts, it amplifies the intensity and stakes, delivering a satisfying resolution to the story. Those who appreciated the elements of stealth, chase sequences, and action-packed shooting from the earlier acts will find all of those ingredients well blended in Act 3. The overarching themes that run through the entire game are consistently present, ensuring that players experience a thrilling and cohesive journey from start to finish.

How does Project TERMINUS VR set itself apart from other survival horror VR games?

JG: Project TERMINUS VR stands out in the crowded survival horror VR genre through its distinctive blend of classic survival elements and an immersive story-driven campaign. Not only are players challenged with resource management aspects like limited backpack storage and flashlight battery, but they also face a unique breed of adversaries—enemies that are an amalgamation of robotics and biology, taken over by nanites. This provides a fresh and terrifying perspective on horror antagonists.

Additionally, what truly sets Project TERMINUS VR apart is its diverse range of environments for players to explore. The game offers a virtual tour of iconic Parisian landmarks and locales—from the Seine riverbanks and the metro system, including a meticulously recreated Bastille station, to the eerie catacombs, the labyrinthine sewers, and the iconic Haussmann-style buildings. This makes the game not just a thrilling survival experience but also a hauntingly beautiful journey through Paris’s historical sites, albeit under the shadow of horror and action.

Furthermore, the game’s campaign is entirely playable in both solo and cooperative modes. Such a comprehensive co-op experience is a rarity among titles of this genre available on the Quest Platform, further establishing Project TERMINUS VR’s unique position in the market.

What’s next for you? Any exciting updates in the works?

JG: Our immediate focus post-launch is to ensure a smooth player experience and offer steadfast support to our community. We’re committed to monitoring feedback, making necessary adjustments, and addressing any issues that players may come across, ensuring that the game provides the most seamless experience possible. If the demand is there, we’re considering the addition of new arcade maps to further enhance gameplay.

While we do have other projects in the pipeline, it’s still early days, and we’re not quite ready to unveil specifics publicly. However, what we can promise is that these upcoming ventures will bear our signature touch: a commitment to quality, detail, and immersive gameplay that our fans have come to expect from us. Stay tuned!

Anything else you’d like to share with our readers?

JG: Project TERMINUS VR is cross-buy and cross-play, allowing players to engage online with users from various platforms (Quest, Rift, Steam, Pico). The dedication to immersion is evident in every interaction, from looting furniture to sneaking through ventilation systems. We invite everyone to experience the horror and unravel the mysteries of this post-apocalyptic Paris. It won’t leave you indifferent.

Project TERMINUS VR is now available on the Meta Quest and Rift Platforms.