Survios' Alien: Rogue Incursion, a virtual reality take on the famed Alien franchise, will soon become available to Meta Quest 3 users. This move will allow even more players to get up close and personal with Rogue Incursion's visceral rendition of the franchise's iconic Xenomorphs.

Alien: Rogue Incursion launched last December for 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 several Alien comics 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, The Best War Games sat down with lead producer Margherita Seconnino and lead software engineer and project lead Eugene Elkin.

Alien Earth poster and title Xenomorph
Alien: Earth Receives Creepy New Trailer and Poster

New marketing materials for Noah Hawley's Alien series tease how Xenomorphs come to arrive on Earth.

1

Alien: Rogue Incursion Devs Talk On The Game's Meta Quest Release

Bringing Rogue Incursion To A New Platform

Q: With Alien: Rogue Incursion coming to Meta Quest, how does the game leverage the unique capabilities and haptics in Quest 3?

Seconnino: We’re excited to bring Alien: Rogue Incursion to 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 the Alien universe. 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 is the 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.

alien rogue incursion panic room

Developing A Virtual Reality Alien Game

Q: What did you feel was most important to "get right" making the first VR game in the Alien franchise?

Seconnino: Alien: Rogue Incursion came from our desire to create the most authentic Alien combat 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 recreating the atmosphere of the Alien films—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: The Alien franchise often shifts between high-octane action and moody horror. What was your approach to Rogue Incursion's balance of action and horror?

Seconnino: Alien is 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 do in 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, Alien has 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.

alien rogue incursion bloody room

Q: What did you find most challenging about developing a VR game set in the Alien universe?

Seconnino: Developing a VR game set in the Alien universe was 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 core Alien experience—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 that Alien fans love.

Q: What do you feel are Rogue Incursion's most unique characteristics as a VR game?

Elkin: One of the standout features of Alien: Rogue Incursion is 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 the Alien experience.

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.

alien rogue incursion attacking davis

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 from Alien fans, 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: Since the game’s release for PlayStation and 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.

alien rogue incursion mess hall

Q: Survios has worked on a plethora of VR games. Were there certain lessons learned from past projects that helped guide your approach to Rogue 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. With Rogue 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 the Alien universe 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.

An image showing the queen from the Alien franchise.
Video Shows What Alien Isolation 2 Could Look Like in Unreal Engine 5

After eight years, fans are keen for a sequel to Alien: Isolation, but a fan-made video created in Unreal Engine may be the closest people will get.

Exploring The World Of Alien Through Rogue Incursion

Alien Rogue Incursion New VR Game

Q: The Alien universe has greatly expanded narratively over the years. How did you approach Rogue Incursion's story concerning the broader franchise?

Seconnino: When we were developing Alien: Rogue Incursion, our goal was to stay true to the core elements that make the Alien universe so gripping—survival, corporate corruption, and the constant threat of the Xenomorphs—while also introducing something new. We chose Zula Hendricks—a character from the Alien comic 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 about Alien.

We also worked closely with Alex White, a talented author of multiple Alien novels, 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.

alien rogue incursion davis opening door

Q: Are there ways that you feel the Alien setting is particularly beneficial for a VR game?

Elkin: The Alien setting 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 thing to 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 the Alien franchise now. Were there any in particular that inspired the Rogue Incursion team?

Seconnino: We really admire what previous Alien games have done—especially Alien: Isolation—but for Rogue Incursion, our main Alien inspiration 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: Alyx showed us what’s possible regarding VR immersion and interaction. Dead Space influenced how we approached tension and horror. Resident Evil Village inspired 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 unique Alien experience that feels both familiar and completely new.

Rating block community and brand ratings Image
Alien: Rogue Incursion Tag Page Cover Art
Display card tags widget Display card system widget
Systems
Display card community and brand rating widget Display card open critics widget Display card main info widget
Released
December 19, 2024
ESRB
M For Mature 17+ // Blood and Gore, Intense Violence, Strong Language
Developer(s)
Survios
Publisher(s)
Survios
Engine
Unreal Engine 5
Franchise
Alien
Display card main info widget end Display card media widget start Display card media widget end

WHERE TO PLAY

DIGITAL
Checkbox: control the expandable behavior of the extra info

Platform(s)
PSVR 2, Steam, Meta Quest