Apex

Apex Logo

Description

Apex is a first-person simulation game set in a post-apocalyptic world. Developed by House of Secrets and powered by Unreal Engine 4, the game was released in 2017, offering players an immersive experience through its detailed environments and PhysX physics engine.

Apex: Review

Introduction

In the vast and often cacophonous landscape of indie games, few titles manage to carve out a space as enigmatic and haunting as Apex. Released in 2017 by House of Secrets and published by Wevr, Inc., Apex is not a game in the traditional sense but rather an experiential journey—a surreal, post-apocalyptic vision that blurs the lines between interactive art, music, and virtual reality. Unlike its more famous namesake, Apex Legends, this Apex is a somber, introspective piece that challenges conventional gameplay narratives. Its thesis is simple yet profound: to immerse players in a world of destruction and beauty, where atmosphere reigns supreme over story, and where the interaction between sound and visuals creates a uniquely visceral experience.

Development History & Context

House of Secrets, the development studio behind Apex, is the creative brainchild of artist and musician Arjan van Meerten. Known for his work in death metal bands and electronic music, van Meerten transitioned into visual arts, where his passion for integrated audio-visual experiences found a new medium in video games and VR. Apex serves as a follow-up to his earlier project, Surge, and was developed using Unreal Engine 4 with PhysX physics, leveraging the technological capabilities of the time to create a immersive, first-person perspective experience.

The late 2010s saw a surge in indie games exploring non-traditional narratives, fueled by the accessibility of powerful game engines and the growing VR market. Apex emerged amidst this landscape, not as a competitor to mainstream titles but as an artistic statement. Van Meerten’s vision was deeply personal: he sought to recreate the overwhelming, almost terrifying energy of a death metal concert through VR, translating raw emotion into a digital format. The development was shrouded in secrecy, with van Meerten and his small team working meticulously for over a year to perfect every detail, ensuring that the music and visuals were inextricably linked.

Technologically, Apex was constrained by the hardware limitations of 2017 VR systems, yet it pushed boundaries in its use of atmospheric rendering and audio integration. The game’s release on October 19, 2017, was quiet, almost clandestine, reflecting its niche appeal. It was a time when the gaming industry was dominated by battle royales and open-world epics, making Apex a bold, if overlooked, counterpoint.

Narrative & Thematic Deep Dive

Aphex does not follow a traditional narrative structure. Instead, it offers a purely atmospheric experience, described by van Meerten as “more of an atmosphere than a traditional story.” Players are dropped into a surreal, post-apocalyptic world where they bear witness to a series of haunting, beautifully rendered scenes set to an original electronic score composed by van Meerten himself.

The themes are universal yet deeply personal: destruction and rebirth, chaos and beauty, and the interplay between technology and nature. There are no characters or dialogue; the narrative is conveyed through environmental storytelling. Decayed structures, swirling vortices of energy, and ethereal lightscapes suggest a world after some cataclysmic event, but the specifics are left ambiguous. This ambiguity is intentional, inviting players to project their own interpretations onto the experience.

The absence of a linear plot allows Apex to explore its themes on a sensory level. The violence of the visuals—reminiscent of a world in collapse—is tempered by moments of serene beauty, such as floating particles or softly glowing ruins. This duality mirrors van Meerten’s musical background, where aggressive death metal contrasts with more melodic electronic elements. The overall effect is meditative, prompting introspection rather than action.

Gameplay Mechanics & Systems

Aphex is light on traditional gameplay mechanics. It is a linear, experiential journey that lasts roughly 30-45 minutes, during which players move through a series of predefined environments. Interaction is minimal; there are no puzzles to solve, no enemies to defeat, and no objectives to complete. The primary mechanics involve navigation—players can walk freely through the spaces—and observation.

The game’s UI is virtually non-existent, reinforcing its focus on immersion. There is no HUD, no health bar, and no inventory. The only feedback comes from the environment itself: shifts in lighting, sound, and scale that guide the player’s journey. This minimalist approach ensures that the player’s attention remains firmly on the audio-visual spectacle.

The core “gameplay loop” is simply one of progression: moving from one scene to the next, each more intense and visually staggering than the last. The pace is deliberately slow, allowing players to absorb the details. The use of VR is critical here; the sense of presence and scale is magnified, making the experience feel more like a curated tour through an art installation than a game.

While this lack of interactivity may be seen as a flaw by some, it is central to Apex’s design. Van Meerten has stated that VR is ill-suited for traditional storytelling, where control of the frame is essential. Instead, Apex leans into the strengths of VR—immersion, presence, and emotional impact—to create something that feels less like a game and more like a waking dream.

World-Building, Art & Sound

The world of Apex is a masterclass in environmental design. Set in a post-apocalyptic landscape, the game features crumbling architectures, vast desolate plains, and sky-scraping structures that hint at a fallen civilization. The art direction is surrealistic and darkly beautiful, with a palette dominated by deep blues, fiery oranges, and oppressive grays. The attention to detail is meticulous; every texture, particle effect, and light source feels carefully crafted to evoke a specific mood.

The visual style draws inspiration from a range of influences, from the dystopian landscapes of Blade Runner to the abstract art of Zdzisław Beksiński. The result is a world that feels both familiar and alien, inviting players to lose themselves in its mysteries.

Sound design is equally paramount. Van Meerten’s original score—a blend of ambient electronic music and industrial beats—drives the experience. The music is not merely background noise but an active participant in the narrative; it swells during moments of intensity, recedes during periods of calm, and often distorts to mirror the visual chaos. The integration is so seamless that the line between sound and vision blurs, creating a synesthetic effect that is both overwhelming and exhilarating.

The use of PhysX physics adds a tactile layer to the world. Debris floats weightlessly, energy crackles with palpable force, and structures crumble with a sense of realism that grounds the surrealism in something tangible. This combination of art and sound makes Apex a multisensory feast, one that is best experienced with headphones and a VR headset to fully appreciate its depth.

Reception & Legacy

Upon its release, Apex flew largely under the radar. It garnered no Metacritic reviews and only a handful of user reviews on platforms like Steam. Those who did experience it praised its artistic vision and technical achievements but noted its niche appeal. Common criticisms included its short length and lack of gameplay, which limited its broader marketability.

However, within indie and VR circles, Apex developed a cult following. It was recognized as a pioneering work in the “walking simulator” and experiential game genres, alongside titles like Dear Esther and LSD: Dream Emulator. Its influence can be seen in later games that prioritize atmosphere over action, such as The Vanishing of Ethan Carter or What Remains of Edith Finch.

Legacy-wise, Apex stands as a testament to the potential of games as an art form. It challenges the notion that interactivity must equate to traditional gameplay, instead offering a curated, emotional journey. Van Meerten’s background in music and art shines through, making Apex a unique hybrid that has yet to be replicated.

Conclusion

Apex is not for everyone. It is a game that demands patience, openness, and a willingness to embrace ambiguity. Its strengths lie not in complex mechanics or sprawling narratives but in its ability to evoke emotion through sheer audio-visual power. It is a game that feels less like a pastime and more like a piece of moving art—a digital sculpture that invites contemplation.

In the pantheon of video game history, Apex may never be remembered as a landmark title, but it deserves recognition for its bold experimentation. It is a reminder that games can be more than just entertainment; they can be experiences that linger long after the headset is removed. For those seeking something different—a journey into the surreal—Apex is a hidden gem worth discovering.

Final Verdict: A beautifully crafted, if niche, experience that pushes the boundaries of what games can be. Not essential, but unforgettable for those who resonate with its vision.

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