標籤彙整: Void Jump VR

VR NEWS TODAY 專訪| LemmoLab 創辦人 Dmytro 與 Anastasiia:在有限資源下打造完整且具挑戰性的 VR 體驗

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隨著新作正式推出,VR NEWS TODAY 特別專訪來自烏克蘭的獨立 VR 開發團隊 LemmoLab,與創辦人 Dmytro 及 Anastasiia 深入對談,探討他們如何在僅由兩人組成、資源極為有限的條件下,完成一款結構完整、節奏明確,並高度聚焦心理體驗的 VR 作品 Void Jump VR

本次訪談中,創辦人分享了作品從最初構想到正式成形的過程,以及他們對 VR 節奏控制、關卡設計取捨與玩家心理反應的實際觀察。

Could you briefly introduce yourself or your team, and your role in the development of Void Jump VR?
My team consists of two people (me and my girlfriend). I led the technical development and conceptualized the core idea for Void Jump VR, while my girlfriend handled all artistic aspects of the game. Together, we collaborated closely to bring the vision to life.

What originally inspired the creation of Void Jump VR, and how did this project first take shape?Initially, I set out to create a simple game for children, but I soon realized the concept could appeal to players of all ages. As the project evolved, I introduced additional mechanics (such as a cube that allows players to check whether the next platform is safe) and designed more engaging worlds and levels. This iterative process helped the game grow into a richer and more immersive experience.

Void Jump VR is built around a very simple mechanic – jumping – yet it creates strong psychological pressure. What was the core concept or vision behind this design choice?
The idea behind Void Jump VR was to take a simple action – jumping – and make the player feel scared. In the absence of enemies, the tension comes from the player’s own perception.

During development, did you intentionally prioritize psychological experience over mechanical complexity? Why was this balance important to you?
It was important to maintain balance. Keeping the systems simple ensured that nothing distracted from the fear, tension and immersion – that balance was important, because the player’s own mind becomes the main “enemy,” which is far more impactful than external challenges.


From a design perspective, why did you choose “jumping” as the sole core interaction rather than adding additional mechanics or systems?
From a design perspective, jumping was chosen as the sole core interaction because it’s universally understood and physically intuitive in VR. Adding extra mechanics would dilute the tension and shift focus away from the psychological response to height and risk. By keeping the interaction extremely simple, players stay fully immersed in the environment and their own reaction to it – which is exactly where the core experience lives.

VR is particularly effective at conveying height and spatial awareness. How did VR technology influence the way you designed fear, hesitation, and distance in Void Jump VR?
VR naturally conveys height, scale, and depth, I learned physical cues: looking down a long drop, estimating the distance of a platform, or feeling your body tense before a jump. This let me design challenges around distance and perception rather than complicated game systems.

The game avoids traditional horror elements such as monsters or jump scares. Was this a deliberate decision to let fear emerge purely from space and consequence?
Yes, that was deliberate. I wanted fear to come from scale, and jump rather than from monsters. Void Jump VR is about what happens inside the player’s own mind. When you remove scripted scares, the fear becomes more personal – it’s driven by your perception of height, risk, and the possibility of falling. That creates a quieter but more kind of tension.


What kinds of reactions from players left the strongest impression on your team during playtesting?
We liked that people were enjoying and feeling scared at the same time. Players freeze at the edge of a platform, lean their bodies forward to “check” the gap, or laugh nervously before jumping. Some players refused to jump. Those moments showed that the experience was bypassing logic and hitting their instincts. It was a strong confirmation that a simple mechanic could trigger real tension through VR alone.

What is your favorite VR or MR game, and what makes it special to you?
One of my favorite VR titles is Superhot VR. It takes a very simple core rule – time moves when you move – and transforms it into something that feels completely native to VR. What makes it special to me is how clean the design is: minimal inputs, minimal UI, but huge presence and tension. It proves that VR doesn’t need a dozen mechanics to feel deep – the right mechanic, used well, can carry the whole experience.

Could you share any upcoming features, new projects, or future plans – within what can be publicly revealed? Lastly, is there a message you’d like to leave with our readers?
All I can say for now is that it will be a military simulator. I’d like readers to know that Void Jump VR is really about embracing the simple joys and fears that VR can create. Sometimes, the most intense experiences come not from complicated systems or monsters, but from how your mind and body react to space and risk. I hope players take a moment to feel that tension, challenge themselves, and maybe even laugh at how something as simple as a jump can feel so big.

商店:https://store.steampowered.com/app/3911690/Void_Jump_VR

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《Void Jump VR》評測:當跳躍不再只是操作,而是一場心理壓力測試

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如果你曾經遊玩過 VR 跑酷或動作類型遊戲,那麼「跳躍」這個動作本身,應該早已成為一種直覺反應。然而,《Void Jump VR》嘗試做的,並不是增加操作複雜度,而是將玩家拉回一個在 VR 中經常被忽略的層面——高度所帶來的心理壓力,以及對失誤的恐懼。

《Void Jump VR》的核心設計極為單純。玩家站在漂浮於虛空中的平台上,必須不斷向前跳躍。遊戲沒有明確的劇情鋪陳,也沒有冗長的教學系統,玩家幾乎在第一時間就能理解遊戲目標。然而,真正的挑戰並不在於「是否理解玩法」,而在於「是否願意踏出那一步」。

在遊戲初期,平台之間的距離相對保守,看似並不困難。但只要玩家低頭看向腳下的虛空,身體往往會出現與理性判斷不一致的反應。這種遲疑並非來自操作失誤,而是 VR 空間感成功觸發了對高度的本能恐懼。

《Void Jump VR》並未採用任何傳統恐怖遊戲的元素。遊戲中沒有怪物、沒有突發音效,也沒有刻意營造驚嚇氛圍。它僅僅透過空間尺度、距離感與失敗懲罰,讓玩家產生強烈的心理壓力。這種設計方式,使恐懼來源完全來自玩家自身,而非外在刺激。

在操作層面上,遊戲維持高度直覺性。跳躍是唯一的核心動作,移動與方向調整並不複雜,幾乎不存在學習門檻。這樣的設計刻意排除了「技術不足」的干擾,讓所有挫折感都集中於心理層面。隨著關卡推進,平台間距逐漸拉長,失敗的代價也隨之提高,每一次起跳都變得更加沉重。

關卡節奏的安排同樣服務於心理體驗。前段讓玩家建立基本信心,而中後段則開始明顯測試玩家在壓力下的判斷與穩定度。許多跳躍在理論上並不困難,但玩家往往在起跳前就已預設失敗結果,進而影響實際表現。

視覺風格方面,《Void Jump VR》採用極簡設計。平台、光影與空間構成乾淨俐落,幾乎沒有多餘細節。這種設計並非為了追求視覺華麗,而是刻意將玩家注意力集中在「距離」與「高度」兩個核心感受上。虛空本身不需要高度寫實,因為玩家的身體會自動補完恐懼感受。

音效設計同樣保持克制。成功落地時,音效提供清楚但不誇張的回饋;而失誤下墜的瞬間,短暫的失重感往往比畫面更令人印象深刻。整體而言,音效的角色是強化體感,而非主導情緒。

若從 VR 舒適度角度來看,《Void Jump VR》帶來的並非典型的高速移動暈眩,而是一種來自心理壓力的疲勞感。長時間遊玩後,玩家可能會察覺肩膀緊繃、呼吸放慢,甚至在現實空間中不自覺地後退一步。

因此,《Void Jump VR》並非一款適合輕鬆遊玩的作品。它不適合想要放鬆、聊天,或單純消磨時間的玩家;但對於對 VR 體感、空間錯覺,以及高度反應有興趣的玩家而言,這是一款能夠提供相當直接回饋的體驗。

《Void Jump VR》由 LemmoLab 開發已確認將於 1 月 14 日 在 Steam 平台推出,主要面向 PC VR 玩家。對於想要測試自身心理極限、或探索 VR 如何影響身體反應的玩家來說,這是一款具有鮮明定位的作品。

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