- Release Year: 2024
- Platforms: Windows
- Publisher: Monkey-With-a-Bomb
- Developer: Monkey-With-a-Bomb
- Genre: Action
- Perspective: First-person
- Gameplay: Shooter, Survival horror
- Setting: Post-apocalyptic
- Average Score: 84/100
Description
Convrgence is a first-person VR action-shooter with survival horror and extraction shooter elements, drawing inspiration from the STALKER series. Set in the post-apocalyptic exclusion zone of Chernokamensk, a city devastated by a laboratory explosion, players embody a daredevil seeking valuable artifacts and loot. Accompanied by a faithful German Shepherd, expeditions into procedurally generated locations are fraught with danger from bandits, mutants, wild animals, and mysterious anomalies, with threats escalating after dark. Successful extraction is crucial to keep collected gear, which can be upgraded and maintained at a home base between hazardous missions.
Gameplay Videos
Where to Get Convrgence
PC
Patches & Mods
Guides & Walkthroughs
Reviews & Reception
steamcommunity.com : I’m very pleased to see how Convergence has come along, with wolves as natural enemies and outstanding item tracking.
steambase.io (85/100): CONVRGENCE has earned a Steambase Player Score of 85 / 100, giving it a rating of Very Positive.
gamepressure.com (84/100): An FPS intended for VR headsets, heavily inspired by the STALKER series, with an overall ‘Very Positive’ reception.
mobygames.com : Explore the mysterious Chernokamensk exclusion zone with your faithful four-legged friend, scavenge for loot, fight bandits and hunt for mystical artifacts.
Convrgence: A Stalker’s Solace in Virtual Reality’s Exclusion Zone
The burgeoning landscape of virtual reality has long promised unparalleled immersion, drawing players deeper into digital worlds than ever before. Yet, few titles manage to blend genre conventions with the unique demands of VR as ambitiously as ‘Convrgence’. Emerging from the solitary vision of developer Monkey-With-a-Bomb, this Early Access title offers a compelling, if still nascent, foray into a post-apocalyptic exclusion zone, heavily echoing the desolate beauty and unforgiving mechanics of the venerable S.T.A.L.K.E.R. series. As a VR-first extraction shooter with robust survival horror undertones, ‘Convrgence’ presents a meticulously crafted, atmospheric, and deeply engaging experience that, despite its current rough edges, stands as a testament to the power of a focused vision in the ever-evolving VR space. This review will delve into its origins, narrative depth, mechanical intricacies, world-building, and its evolving legacy within the niche, yet passionate, VR community.
Development History & Context
‘Convrgence’ is the brainchild of a solo developer, NikZ, operating under the studio moniker Monkey-With-a-Bomb. Its lineage is crucial to understanding its very existence. Prior to ‘Convrgence’, NikZ developed a similar title, Paradox of Hope, which, as Reddit threads reveal, faced legal challenges from the publishers of Metro VR—an unfortunate event that seemingly spurred the creation of ‘Convrgence’ as a spiritual successor and, indeed, a defiant continuation of NikZ’s vision. This background imbues the game with a narrative of resilience, highlighting the formidable challenges faced by independent developers, particularly those innovating within the VR medium.
The creator’s vision for ‘Convrgence’ was clear: to deliver a S.T.A.L.K.E.R.-like experience tailored specifically for VR headsets, incorporating the high-stakes risk-reward loop of extraction shooters à la Escape from Tarkov, all wrapped in a survival horror aesthetic. This blend positioned it squarely in a coveted niche, as the VR community eagerly seeks titles that offer deep, immersive gameplay beyond simple arcade experiences. The game runs on the Unity engine, a common choice for indie VR developers due to its flexibility.
Released into Early Access on April 22, 2024, for Windows PC, ‘Convrgence’ entered a VR gaming landscape that, while growing, still hungers for substantial, content-rich experiences. The game’s explicit requirement for a VR headset (PC VR) places it at the forefront of immersive gaming, leveraging first-person perspective (FPP) and direct, motion-controlled interfaces. This dedication to VR-first design is evident in its diegetic UI—a design philosophy where user interfaces are integrated naturally into the game world, eschewing floating menus or laser pointers for a seamless immersion akin to the acclaimed Half-Life: Alyx.
Technological constraints of the era and the demands of VR development mean that optimization and accessibility are paramount. NikZ has proactively included a wide range of accessibility features, such as seated mode, left-handed controls, and various movement and camera rotation options, demonstrating a commitment to making the game playable for a broader audience, which is laudable for a solo developer. In a market where games like S.T.A.L.K.E.R. 2: Heart of Chornobyl and Metro 2033 represent the pinnacle of post-apocalyptic shooters (with Into the Radius 2 being a direct VR competitor), ‘Convrgence’ carves out its own space by focusing on the unique opportunities and challenges of VR, pushing the boundaries of what a single developer can achieve in this demanding medium.
Narrative & Thematic Deep Dive
The narrative of ‘Convrgence’ plunges players into the fictional Chernokamensk, a city irrevocably altered by a catastrophic event. At the cusp of the 20th and 21st centuries, an explosion within a clandestine laboratory unleashed a “massive energy release,” transforming the area into a desolate exclusion zone. This zone, ominously illuminated by an “eerie glow,” was subsequently sealed off by the government behind an imposing wall, immediately evoking parallels to Chernobyl and, more specifically, the Zone from the S.T.A.L.K.E.R. series.
The true nature of the Chernokamensk zone remains “shrouded in mystery,” with its secrets hinted at through leaked documents frequently mentioning the word ‘convergence’—a cryptic term that lends the game its title and thematic core. This ambiguity fuels the game’s sense of existential dread and the unknown, drawing players into its enigmatic depths.
Driven by whispers of “untold treasures and enigmatic artifacts,” daredevils from across the country are drawn to Chernokamensk. Some enter through official “special volunteer units,” while others trespass illegally. The player assumes the role of one such “artifact hunter,” a member of a specialized squad granted legitimate access. However, this official status does little to mitigate the omnipresent danger. The zone is described as being “in constant flux,” a dynamic environment where survival is never guaranteed.
The game’s narrative is lean on explicit character development beyond the player’s role as a determined hunter. Crucially, the player is accompanied by a “faithful German Shepherd dog,” a loyal companion that serves not only as an in-game mechanic but also as a thematic anchor. This companion introduces themes of loyalty, reliance, and perhaps even a glimmer of hope or comfort in an otherwise hostile world. The bond with the dog, capable of aiding in combat and scavenging, becomes a central element of the player’s journey, humanizing the otherwise solitary and perilous expeditions.
Thematic explorations in ‘Convrgence’ are rich and deeply embedded in its gameplay loop. At its heart, it is a story of post-apocalyptic survival, where every expedition is a gamble for resources and life. Mystery and the unknown are constant companions, as players attempt to “unveil its secrets” amidst anomalies, mutants, and the cryptic ‘convergence’. Human greed and the allure of wealth drive the artifact hunters into peril, highlighting a darker aspect of human nature in desperation.
The zone itself acts as a character—a volatile, living entity that transforms with the diurnal cycle. During the day, players contend with bandits, wild animals (like wolves), and standard threats. However, the survival horror aspect intensifies “after dusk, when the most powerful enemies leave their hiding places,” and “enigmatic demons that emerge to hunt under the veil of night.” This transformation of the hunter into the hunted at night is a powerful thematic device, emphasizing vulnerability and the primal fear of darkness. The game subtly explores themes of man versus nature, man versus man, and ultimately, man versus the supernatural, all within a highly immersive VR setting that magnifies the psychological impact of these confrontations.
Gameplay Mechanics & Systems
At its core, ‘Convrgence’ is a VR-centric extraction shooter, adopting the popular “Extract and Repeat” loop seen in titles like Escape from Tarkov. This high-stakes cycle defines the player’s interaction with the Chernokamensk exclusion zone.
Core Gameplay Loop
The driving force of the game revolves around expeditions into procedurally generated locations. Each raid is a fresh, unpredictable journey where the primary objective is to scavenge for loot, particularly valuable artifacts, resources, and essential equipment. Careful exploration is rewarded, but the ever-present danger necessitates vigilance. Success hinges on surviving these excursions and safely reaching a designated evacuation site for extraction. Failure to extract—dying within the zone—results in the permanent loss of all uninsured collected items, introducing a punishing but compelling risk-reward dynamic that underscores the survival narrative.
Between missions, players return to their base, a safe haven where the spoils of their hazardous expeditions can be managed. Here, found valuables and artifacts are sold to fund future endeavors. Crucially, the base serves as a hub for equipment management, allowing players to purchase new gear, upgrade existing items, and even independently assemble new weapon parts and maintain their firearms. This robust customization and maintenance system feeds directly back into the preparation for the next expedition, creating a satisfying loop of raid, reward, and preparation.
Combat and Enemy Encounters
Combat in ‘Convrgence’ is a first-person shooter experience designed for VR, demanding direct and motion-controlled inputs. Players are equipped with an “extensive arsenal of realistic weapons,” including pistols, machine guns, sniper rifles, and the recently praised crossbow. Weapon customization is a key feature, allowing for extensive personalization and strategic loadouts. The commitment to realism is further enhanced by the need to stock up on ammo and supplies, making “planning your raid wisely” paramount to survival.
Threats in Chernokamensk are diverse:
* Bandits: Human adversaries that patrol locations, offering combat challenges and opportunities for stealth. Player feedback suggests their AI is becoming “more organically” with “patrols a nice touch.”
* Wild Animals: Wolves are specifically mentioned, acting as early-to-mid-game enemies that feel natural in their movement and engagement. The game also features dynamic interactions where “bandits and wolves will fight,” adding to the emergent gameplay.
* Monsters/Demons: These are the game’s supernatural survival horror elements. While present during the day, they become “most powerful enemies” and “eerie monsters” that “emerge to hunt under the veil of night,” transforming the gameplay into a “real struggle for survival” and confronting the player with their “most formidable adversary: your own fear.” Player feedback highlights the intensity of “garage night” levels with “all the screams” and the need for “more complicated AI” for demons, such as UV light leading to ambushes or zig-zagging movements to increase difficulty.
A unique and highly valued mechanic is the companion dog, a loyal German Shepherd. This canine partner is not merely cosmetic; it provides support in battles, attacking enemies, and significantly aids in scavenging for supplies. Player reports confirm the dog is “much more stable now” and can even provide endearing moments, such as licking the player when crouched. The ability to play fetch with the dog amidst the horrors of the zone underscores a rare moment of levity and connection.
Progression and Inventory
Player progression is tied to successful extractions, allowing for the acquisition and improvement of gear. The weapon system allows players to “customize weapons extensively for a personalized experience,” changing mods at base. While the variety of mods is appreciated (e.g., angled sights, 4x scopes), there are current limitations, such as distinct laser/flashlight attachments for primary and secondary weapons that the developer plans to simplify.
The inventory system includes a backpack with navigation buttons that, while easy to navigate, are prone to accidental triggers (a recognized issue for future improvement). Quality-of-life features like one-handed drinking from a canteen or eating crackers, and the ability to place items directly into the backpack by putting them over the shoulder (with an “audible error tone when the pack is full”), are highly appreciated. The base also features a “really nice weapon storage system” and the convenient option to “return items to the shop for a full refund,” which is a thoughtful, player-friendly inclusion.
UI and Accessibility
A standout feature is the game’s commitment to “ultimate immersion” through its diegetic UI. This means all interfaces are integrated into the game world, for example, the extraction indicator appearing on the player’s watch. This design choice dramatically enhances the VR experience by removing artificial overlays.
Accessibility is well-addressed for an Early Access title, offering seated mode, left-handed mode, and various movement and turning types, making the experience adaptable to different player needs and preferences.
Innovative or Flawed Systems (Current Early Access State)
- Innovations: The loyal companion dog, the immersive diegetic UI, the dynamic day-night cycle with evolving threats, and the detailed weapon customization stand out. Procedural generation ensures replayability, and the “broken walls” in garage levels make exploration more unpredictable.
- Flaws/Early Access Rough Edges: Player feedback highlights “janky controls” and persistent “micro-stutter” upon entering buildings, even on powerful PCs. An “aimless” feeling without a map or compass is a common complaint. The crossbow has “bugs of going through an enemy without hurting them,” and the inability to reverse the crossbow quiver for left-handed players are specific issues acknowledged by the developer. Loading times, though masked by a truck cutscene, are noted as lengthy. These are typical challenges for a game in active development, especially for a solo creator, and NikZ has shown a consistent commitment to addressing them.
World-Building, Art & Sound
The world of ‘Convrgence’ is a masterclass in atmospheric immersion, meticulously crafted to amplify its survival horror and post-apocalyptic themes, especially within the confines of VR.
Setting & Atmosphere
The core setting is the Chernokamensk exclusion zone, a place deeply inspired by the haunting landscapes of the S.T.A.L.K.E.R. series and its muse, Pripyat. It’s a desolate, dangerous, and mysterious environment, periodically bathed in an “eerie glow” stemming from the laboratory explosion that created it. The “imposing wall” erected by the government further emphasizes its isolation and the desperation of those who venture within. The developer’s description of the “zone is in constant flux” hints at a dynamic and unpredictable environment, where familiar routes or safe havens can shift, maintaining a constant state of unease. “Abandoned dungeons” are also mentioned, promising claustrophobic, dark environments that further enhance the horror.
The atmosphere is one of pervasive tension and danger. The game masterfully transitions from a challenging survival shooter during the day to an outright survival horror experience at night, when “eerie monsters” and “enigmatic demons” emerge. This diurnal shift is not just a mechanical change but a fundamental alteration of the game’s psychological impact. The fear of dusk, and what lurks in the shadows, becomes a powerful, almost tangible element of the experience, resonating deeply with the VR format. The “ambiance is very good,” with specific praise for the “garage night” levels, which are described as a “great late-game challenge” with compelling loot balancing the risk, despite being “a bit over-the-top with all the screams.” This blend of environmental storytelling and dynamic threat escalation keeps players on edge.
Visual Direction
Visually, ‘Convrgence’ has garnered significant praise, especially considering its Early Access status and solo development. Player feedback highlights “nice graphics, nice little details everywhere.” One particularly high compliment states that “All the items and so on are nearly on a HL Alyx Level,” which for a VR title, is an extremely strong endorsement, suggesting a high degree of fidelity and attention to detail in weapon and item models. The use of the Unity engine demonstrates its capability in creating such immersive environments.
A clever and “very well done” visual cue is the consistent use of a bright green color to track items. This applies to critical elements like crossbow bolts, glow sticks, and knife hilts, ensuring they “always pop” against the muted, post-apocalyptic backdrop, significantly improving gameplay flow and reducing frustration. The visual depiction of bandits, wolves, and the elusive demons likely contributes to the game’s overall oppressive and dangerous aesthetic. The loading screen featuring a “driving the truck” scene, while functionally masking background generation, also serves as a visual transition, contributing to the sense of journey into the exclusion zone.
Sound Design
While not exhaustively detailed in the provided sources, sound design is clearly a critical component in ‘Convrgence’s immersive and horror-driven experience. The “ambiance is very good,” implying a rich tapestry of environmental sounds that contribute to the zone’s oppressive atmosphere. The “screams” during the “garage night” are specifically mentioned as a strong contributor to the horror, escalating the sense of dread.
The game also features Russian voices, which can be accompanied by optional translated text via the apocalyptic translatorZ mod. This choice of voice acting enhances the S.T.A.L.K.E.R.-inspired authenticity, grounding the experience in its Eastern European post-catastrophe context and further solidifying its world-building. Effective sound design in VR is paramount for positional audio, enemy detection, and overall immersion, and the positive feedback suggests ‘Convrgence’ largely succeeds in this regard, drawing players deeper into its perilous soundscapes.
Reception & Legacy
‘Convrgence’ launched into Steam Early Access on April 22, 2024, and its reception, particularly within the VR community, has been remarkably positive for a title in active development, especially one from a solo developer.
Critical and Commercial Reception at Launch
While formal “critic reviews” are still absent (as noted by MobyGames, encouraging contributions), player reviews on Steam have painted a very favorable picture. The game consistently holds a “Very Positive” rating, with Steam scores hovering between 84-85% positive from over 900 to 1100+ reviews as of late 2024/early 2025. This indicates a strong initial appreciation from its early adopters, who recognize its ambition and potential.
Commercially, the game is priced at $19.99, a competitive entry point for a VR title in Early Access. Its peak concurrent player count reached 294 on launch day (April 22, 2024). While subsequent months saw fluctuating, lower player counts (e.g., 9-19 players in September 2025), this is not uncommon for niche VR titles, especially those in Early Access without extensive marketing. It suggests a dedicated, if smaller, player base that appreciates the unique experience offered. The sustained “Very Positive” reviews amidst these player numbers demonstrate a high level of satisfaction from those who engage with the game.
Evolution of Reputation and Influence
‘Convrgence’ is explicitly positioned by its developer as a game “currently in active development and still far from its final version,” with an estimated “another year to a year and a half before the full release.” This transparency about its Early Access state has likely fostered a supportive community willing to overlook “bugs and rough edges” in favor of its core strengths and the developer’s commitment. The game has seen continuous updates, with version numbers progressing from 0.3.0 in April 2024 to 0.7.0 by September 2025, demonstrating consistent progress and responsiveness to player feedback.
The game’s reputation is also intrinsically linked to its spiritual predecessor, Paradox of Hope, and the public drama surrounding its alleged legal issues. This has created a sense of underdog support for ‘Convrgence’, with players actively encouraged to “totally support this game” as a superior alternative to Metro VR for a S.T.A.L.K.E.R.-like VR experience. This narrative has undoubtedly boosted its visibility and positive sentiment among those seeking genuine, immersive VR survival.
Its influence is primarily felt within the VR survival-shooter genre. By successfully blending S.T.A.L.K.E.R.‘s atmospheric dread and artifact hunting with Escape from Tarkov‘s extraction mechanics and a unique canine companion, ‘Convrgence’ offers a distinct flavor. It directly competes with and complements titles like Into the Radius 2, solidifying its place as a significant contender for players yearning for deep, dangerous, and replayable VR experiences. The ambition to deliver a game “nearly on a HL Alyx Level” in terms of item detail also sets a high bar and contributes to its reputation as a graphically impressive VR title. The active engagement from the solo developer, NikZ, in community discussions and his commitment to incorporating feedback further solidifies ‘Convrgence’s’ evolving positive legacy within the VR development scene.
Conclusion
‘Convrgence’ stands as a remarkable achievement, particularly as the ongoing work of a single, dedicated developer. It is an unapologetically VR-first experience that ambitiously fuses the bleak, mysterious allure of the S.T.A.L.K.E.R. universe with the tense, high-stakes gameplay of an extraction shooter and the visceral dread of survival horror. From the moment players don their headsets and step into the procedurally generated Chernokamensk exclusion zone, accompanied by their loyal German Shepherd, the game’s commitment to immersion is palpable.
Its strengths are numerous and compelling: the truly innovative diegetic UI that eschews traditional menus for seamless in-world interaction; the unique and invaluable companion dog, a mechanical and emotional cornerstone of the experience; a robust weapon customization and maintenance system that adds satisfying depth; and an atmospheric world-building that masterfully leverages a dynamic day-night cycle to evolve threats and amplify terror. The graphical fidelity, often compared favorably to industry benchmarks like Half-Life: Alyx for its item detail, is exceptional for a project of this scale.
However, as a title in active Early Access, ‘Convrgence’ is not without its current imperfections. Players have noted issues such as “janky controls” and “micro-stutter” in certain areas, along with a perceived lack of in-game guidance like a map or compass, leaving some feeling “aimless.” Specific weapon mechanics, like the crossbow’s occasional bugs or attachment limitations, also await refinement. Yet, the developer, NikZ, has demonstrated exemplary responsiveness and transparency, openly acknowledging these issues and outlining future improvements, from AI enhancements to physics tweaks and optimization.
In its current state, ‘Convrgence’ is more than just a promising VR game; it is a testament to the passion and ingenuity that can flourish within independent development. It has carved out a definitive niche, offering a rich, dangerous, and highly replayable world for those who crave deep VR experiences inspired by post-apocalyptic lore. While it still has a journey to complete before its full release, ‘Convrgence’ has already cemented its place as a pivotal, must-watch title in the VR landscape, setting a high bar for immersive design and player engagement. For any VR enthusiast, especially fans of the S.T.A.L.K.E.R. series or extraction shooters, venturing into the enigmatic Chernokamensk zone is an expedition well worth undertaking.