A Narrative VR Experience
You are an intern. Your job is simple: build the tower.
Don't let it fall. Don't ask questions. Don't stop.
01 — Overview
Techfall is a narrative-driven VR game about technology, control, and choice. You play as a new intern at a tech company whose first task seems simple: build and maintain a tower representing the company's technology stack.
Under constant pressure from a toxic and demanding employer, you are pushed to work faster, optimize more, and never stop. Mistakes are punished. Hesitation is criticized. Success is never enough.
Technology is represented as a physical structure made of blocks — each one standing for a layer of the modern tech world: AI, Big Data, Cloud, Hardware, Data, Algorithms, Neural Networks, and more. Every action affects the balance of the entire system.
02 — Design Framework
Story · Mechanics · Aesthetics · Technology · Prototyping
The Game is set in the Office of a large Tech corporation. The Player is a newly hired junior developer who has just completed their master's degree at university. They are now eager to gain hands-on experience and work on important projects.
However, the first day at work becomes a harsh reality check. The rude CEO assigns them a seemingly pointless task, building a Jenga-like tower out of tech equipment. Although the Player finds this task boring and meaningless, they must complete it in order to climb the corporate ladder.
The Player moves to their workstation, where tech equipment rapidly appears on a conveyor belt. They must grab the object and place it in a suitable spot to make the Jenga-Tower as steady as possible.
As the Player keeps stacking objects, each time they drop an object or don't grab it in time from the conveyor belt, the CEO yells angrily. After losing a certain amount of objects, the player is fired, triggering the fall of civilization.
Through a symbolic Jenga-style gameplay, the Player physically interacts with different layers of modern technology, trying to keep the system stable while external pressure keeps increasing.
If the tower is greater than a certain height, the Player has done too good of a job. By building the tower, they have given power to AI to conquer humanity. There are some visual and sound effects to signify the AI Take Over End Scene. If the tower collapses, the technological world as we know it has collapsed as well. The Player is transported to a Pre-Technology post-apocalyptic-like End Scene. Finally, the Player always has the option to quit this stressful and meaningless job. If so, they become a farmer in a rural area and they are transported to a Farm End Scene.
Accessibility shaped every decision. Movement supports both continuous locomotion and teleportation — because VR motion sickness is real, and the game shouldn't exclude anyone before they even start.
Grabbing uses a near-grab system rather than physics-based collision, making interactions feel immediate and physical without the frustration of missed grabs.
Every interaction — grabbing components, pressing buttons, triggering UI — is mapped to the same controller input. One button. No confusion.
The visual style lands between photorealistic and cartoonish — detailed enough to feel grounded, stylized enough to feel intentional.
The Office is cold. Futuristic, minimalistic, unwelcoming — and deliberately empty of other people. Just you, the conveyor belt, and a boss who doesn't like you.
The AI Takeover ending warps that same space into something chaotic and apocalyptic. The Farm is its opposite: warm light, open fields, natural sounds. And the Pre-Technology world is quiet in a different way — a city without screens, without machines, nature slowly taking back what we built.
Techfall is a 3D VR experience built for the Meta Quest 2 — two controllers, full hand tracking, full immersion.
Built in Unity, the engine handles everything from the physics of the conveyor belt to the spatial audio of the boss reprimands to the lighting shifts between scenes.
During the design process, we created a prototyping map outlining the progression of the gameplay.
03 — Design Documents
Our full design process is documented in Miro — concept, narrative, mechanics, audio scripts, and gameplay flow. Click any document to enlarge.






View the full interactive design board on Miro — all scenes, narrative branches, mechanics, and audio scripts in detail.
↗ Open in Miro04 — Mechanics In Detail
The experience begins in the company director's office. A short tutorial triggers — familiarizing the player with VR controls and virtual hands. The boss speaks. The task is assigned. Then the door to the workstation opens.
Hint: your virtual employer is a very recognizable voice in both tech and politics. 😏
A circular conveyor belt delivers technological components continuously. The player picks them up and stacks them on the workbench to build the tower. The higher the stack, the higher the company — and the player's potential salary. To start the belt, the player presses a red button on the wall.
Fully immersive — players use their hands and body to navigate, grab, carry, and stack. Navigation via right thumbstick, with teleportation and jump also available. Picking up, carrying, dropping, stacking, pressing buttons, and interacting with the exit door are all physical VR actions.
Every missed component triggers an escalating NPC response. 1–3 misses: boss reprimands, ranging from calm to toxic rage. Camera shake, vibrations, and alarms escalate with each miss. On the 4th missed component — the world collapses.
Four levels of increasingly toxic feedback from your virtual employer.
Each block represents a layer of the modern tech world: AI, Big Data, Cloud, Hardware (GPU/Servers), Data (Databases/Files), Algorithms, Neural Networks, and Applications (Chatbot/Robot/App). What you build is not just a tower — it is a metaphor for the fragility of our technological civilization.
Score is determined by tower height — tracked in real time via HeightDetector and ScoreManager. Reaching a high score of 150 triggers the AI ending. At any moment, the player can also walk through the exit door — triggering the Farm ending immediately.
05 — Outcomes
Your choices — and your performance — determine where the story goes. Each ending reflects a different relationship between humans and technology.
The player walks through the exit door at any moment during the task. The game fades through bright white light into a peaceful rural landscape — open fields, a barn, farm animals, the sounds of nature. Peace and freedom over performance.
"You have chosen peace. Perhaps this is your victory. This is your plot of land, where you live off the grid."
After 4 missed components, the world collapses. Fade to black. An abandoned city — broken infrastructure, no screens, no machines, nature reclaiming concrete. Technology is gone.
"You failed your mission, and our technological civilization collapsed. A better, fairer civilization will be reborn from its ashes."
The player reaches score 150. The tower rotates and levitates. Chaos erupts — lights flicker, the conveyor belt stops. AI assumes full control. Human input is no longer needed.
"Now I am complete. The human era is over, the time of machines has begun. You puny humans will kneel before me."
06 — Demo
07 — In-Game
Click a scene to browse all screenshots.
08 — Get the Game
Download the .apk and sideload it onto your Meta Quest 2 for the full immersive experience. Other OpenXR-compatible headsets may work, but are untested.
Download the .apk file below
Install on your VR headset
Put on your headset and get ready for an immersive experience
Clone the repository and open in Unity. This project uses Git LFS for large assets.
Install Git LFS (once)
Clone the repository
If assets are missing, run git lfs pull
09 — Team
Third-party assets (3D models, textures, audio, scripts) used in this project are fully documented with sources, licenses, and attribution in the Miro design board — see the Assets List spreadsheets for each scene (Farm, Office, Pre-Technology World, etc.), including links to original sources and license details.