While Alien: Rogue Incursion was originally a VR game, developer Survios has been working hard to bring the title to a larger audience by making a non-VR version of the title. Since its announcement, we’ve had quite a few questions about the transition from VR to traditional displays, and how it would affect the game overall. Studio chief product officer TQ Jefferson was kind enough to answer our burning questions.
Alien: Rogue Incursion was originally envisioned as a VR experience. What prompted the decision to release one for standard screens?
The response to the VR version was amazing, but what stood out was how many Alien fans were asking for a PC/Console version to experience the game with or without VR. That excitement was hard to ignore, and it made the decision pretty clear. We knew we had to bring the experience to more players.
Since VR games are often praised for their level of interactivity, what kinds of sacrifices had to be made in bringing it to flat screens?
VR offers a unique, hands-on experience that’s hard to replicate. For standard screens, we focused on what works best for that format, like adjusting the controls, tweaking the pacing, and discovering new ways to create tension. Moving to PC/Console also provided new opportunities we couldn’t realize in VR. For instance, now that we can take control of the camera, we could rethink some moments and make them even more cinematic and impactful for traditional gameplay. The result is a version that delivers the same intensity but was explicitly tailored for FPS fans.
"For standard screens, we focused on what works best for that format, like adjusting the controls, tweaking the pacing, and discovering new ways to create tension."
With Rogue Incursion being part one of a larger story, will part two make a similar journey from VR-exclusive to regular game or will it see a simultaneous release across both gaming styles?
Our ideal scenario involves a simultaneous global launch for all versions of Rogue Incursion. However, as demonstrated by the staggered release of our VR title, we prioritize a high-quality experience for every player, making platform-specific adjustments as needed. As Part Two development progresses, we will continue to prioritize the optimal player experience, and we commit to timely and transparent communication with our fans regarding any launch decisions.
How do you believe the lack of stereoscopic 3D from VR translates to flat displays when it comes to the sense of horror and scale that comes from VR gaming?
Moving to a flat display presentation gives us new opportunities to immerse the player in different ways – a richer, more authored atmosphere, and a new focus on Zula’s character and mannerisms through her animations and the ways she interacts with the world. Miasma reacts to characters in real-time, lights can behave dynamically to give us greater expression in storytelling and mood-setting, especially in moments of tension and action.
How much will regular action and stealth elements be changed for the PC and PS5 release?
The core action and stealth remain faithful to the original, but we improved combat with new player behavior and made the xenomorph show more of its lurking, stalking nature. We also adjusted controls and camera angles to fit PC and PS5 gameplay, ensuring everything feels smooth and natural while keeping the tension and challenge intact.
"Our ideal scenario involves a simultaneous global launch for all versions of Rogue Incursion."
What can you tell us about the overall player progression throughout Alien: Rogue Incursion Evolved Edition?
The player progression on standard screen mirrors what made the VR version so engaging. You’re Zula Hendricks, a tough ex-Marine exploring a deadly research facility filled with xenomorphs. As you move forward, you find iconic weapons and tools that let you explore the environment, pushing you to think creatively and stay on your toes. The pacing keeps the tension building steadily, so every moment feels charged with danger and discovery. We ensured the experience remains as intense and rewarding, whether playing in VR or on a regular screen.
How has the game been re-balanced in terms of players being more accurate with regular controllers than they would be with manual aiming in VR?
With regular controllers, players naturally aim more precisely than VR, so we evolved enemy behavior and combat pacing to keep things challenging. The xenomorphs are smarter about attacking and using the environment to stay unpredictable. We also tweaked weapon recoil and enemy reaction times to make sure the combat stays intense and rewarding without feeling too easy. The goal was to balance accuracy with tension, so every encounter keeps you on edge.
Are there any plans to bring other VR titles by Survios to flat screens?
We’ve learned much while developing Alien: Rogue Incursion for PC/Console platforms. In the future, we want to capitalize on those learnings to put our games on as many platforms as possible.
Is there any specific reason why this game is not coming to Xbox? Will it come in the future?
We have nothing to announce right now, but we’re continuing to look at other platforms for the future.
As a developer, what are your thoughts on the PS5 Pro? How does boost in GPU help in developing your game compared to the base PS5?
As with the move from VR to flatscreen, PS5 Pro allows us to push the visual fidelity to align the game’s look with the Alien universe even more. Greater lighting and volumetric fog fidelity let us play up the hallmarks of the aesthetic of the classic Alien movies, as we push into the washes of light and contrast of sinister deep shadows where anything could be lurking—more realistic reflections and surfacing amplify the used-future design that’s key to the look of our universe.
"Greater lighting and volumetric fog fidelity let us play up the hallmarks of the aesthetic of the classic Alien movies"
What are your thoughts on PSSR? What kind of opportunities will this open for the game?
PSSR significantly improves visual fidelity with enhanced reflections and surface details, which are crucial for creating a believable, atmospheric environment. It helps deepen immersion without a heavy performance cost, allowing us to maintain high-quality visuals and tighten the tension. This tech lets us elevate the mood and make the world feel more real, directly supporting the player 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.
For the PS5 Pro, which offers enhanced hardware capabilities, we would target 1080p-2160p (4k) at 60 Hz using PSSR (PlayStation Spectral Super Resolution) to upscale the scene to a 4K back buffer.
Do you have plans to launch the game on Nintendo Switch 2?
The Switch is a fantastic platform with a great audience. Right now, we’re focusing on delivering the best possible experience on the platforms we’ve announced, but we’re always excited about future possibilities and where the game could go next.