An educational VR game about ecology and climate
Educational VR game about CO2. Turn a polluted world green — with your own hands
The player lands in a world destroyed by smog and CO2 emissions. By cutting pollution and choosing clean solutions, they turn a scorched desert into green, healthy nature before their own eyes. Ecology and climate as gamification instead of dry theory — made, among others, for the Epicentrum Nauki science centre.
The game in action
From a scorched desert to a green world
The player sees the effects of emissions, reduces the CO2 level and watches the world around them come to life. The CO2 counter shows progress in real time.
Stage 1 — the problem
A polluted world
- Smog and scorched earth — the player sees the effects of high CO2 emissions.
- Emission sources (e.g. transport) marked in the game world.
- The CO2 counter starts at a high level.
Stage 2 — action
Cutting CO2 emissions
- Interactive tasks that limit sources of pollution.
- Green choices affect the CO2 level.
- The counter drops — an instant effect of the player’s decisions.
Stage 3 — the result
A green, healthy world
- The surroundings transform — grass, trees, clear sky.
- Clean solutions such as solar panels in the background.
- A reward for action reinforces the environmental message.
📋 In short — Educational VR game about ecology and CO2
An immersive VR game about ecology, CO2 emissions and climate change. Wearing a Meta Quest 3 headset, the player lands in a world destroyed by pollution, reduces the CO2 level and turns a scorched desert into green, healthy nature. Climate education as gamification — made, among others, for the Epicentrum Nauki science centre.
- Message: the impact of CO2 emissions on the environment and the effects of green action — shown “before your own eyes”.
- Mechanics: real-time CO2 counter, interactive tasks, instant transformation of the world.
- For: science centres, museums and interactive exhibitions, and schools (science, biology and ecology lessons, form periods).
- Hardware: Meta Quest 3 — standalone, no cables; ideal for exhibitions and lessons.
- Model: subscription from €125 net/month or a lifetime licence for €1,250 net.
How to play
Learning through experience, not through a lecture
The player experiences the cause, the effect and the solution to the emissions problem themselves — which is why the message stays in the memory.
See the problem
The player lands in a world destroyed by smog and high CO2 emissions — and feels the scale of the problem.
Act and reduce
They carry out tasks that limit emissions and choose clean solutions — the CO2 counter drops in real time.
See the result
The world comes to life — the desert turns into green nature. The reward reinforces the environmental message.
Benefits
Why it works better than a lesson
Gamification that draws you in
The game format engages the participant far more than a classic lecture on climate.
A difficult topic made clear
Abstract CO2 and carbon footprint become tangible — you can see cause and effect.
They remember because they lived it
An experience in VR stays in the memory longer than information that was read.
An exhibition attraction
A ready, striking module for a science centre exhibition, an environmental event or an open day.
Easy to operate
Standalone Meta Quest 3 — no cables or computer; quick deployment at the station.
Fits the curriculum
Ecology, climate and sustainable development — useful across many subjects.
Choose an access model
A subscription to start with or a lifetime licence with no recurring fee. Have Meta Quest headsets? We will launch the game within 24h of payment.
Subscription
Monthly access, per station
net / month
- Full access to the game
- Updates included
- Flexibility — ideal for a start or an event
Lifetime licence
One-off purchase, per station
net · no subscription
- Perpetual access — no recurring fees
- Ideal for labs and permanent exhibitions
- Best for grant settlement
Package / Science centre
Multiple stations and exhibitions
on request
- Multiple VR stations and exhibition configuration
- Hardware selection and delivery
- Deployment and operation support
Deployment — case study
A game made for a science centre
Climate education as an attraction
We made the game with the Epicentrum Nauki science centre in mind — as an interactive educational module about CO2 emissions. The visitor not only hears about climate change but experiences how their decisions change the world.
- A ready module for an exhibition — striking and self-contained.
- A message built on emotion — the transformation of the world makes an impression.
- For every age — intuitive operation in VR.
- In line with the mission of environmental and climate education.
Ready for lessons and exhibitions — on one invoice
We supply the game with Meta Quest 3 headsets, configured and ready to use. Hardware, app and support from one supplier — convenient for settling grants and projects.
Who it is for
For science centres and schools
Wherever ecology and climate need to be shown in a way that stays in the memory.
- A ready attraction for education — striking and self-contained.
- A strong message on the environment, in line with the institution’s mission.
- Fits grant funding and projects (education, ecology, digitalisation).
- Easy to operate — standalone, quick deployment at the station.
An interactive module for a permanent exhibition on climate and the environment.
An attraction for temporary exhibitions and themed events.
Science, biology and geography lessons and form periods on ecology.
Earth Days, science picnics, CSR campaigns and climate campaigns.
Environmental education programmes for residents and young people.
Educational and employer-branding activities around sustainable development.
Free demo
See the game live
Leave your details — we will show the gameplay and discuss the access model (subscription or licence) and hardware selection.
- Demo online or on site — you will see the full transformation of the world.
- Subscription or licence — we will match the model to your needs.
- Hardware and configuration — headsets, installation, support.
- Help with funding — funding selection and documentation.
Book a free demo
Deployments of educational games about climate
The CO2 app was created under a public contract for the city of Białystok — alongside a game about hydration and materials for the University of Gdańsk.
Białystok Science and Technology Park — CO2 and hydration
Challenge: The city needed educational apps about CO2 emissions and hydration together with hardware — through a public procurement procedure.
Solution: VR apps about reducing CO2 emissions and about body hydration + a set of VR hardware (contract BPN-T.272.18.2025, part II).
Result: Delivered 08/2025; the apps are available to residents at the park.
University of Gdańsk — coastal zone pollution
Challenge: An international summer school needed field materials available remotely.
Solution: A series of 360 films and a VR app integrated with Moodle, with teaching materials.
Result: Deployment results are available on request — the data is held by the client.
Humanitas PC — a teaching mat for grades 1–3
Challenge: Move a physical teaching mat into a computer game for the youngest pupils.
Solution: An educational PC game recreating the tasks of the Humanitas mat for grades 1–3.
Result: Deployment results are available on request — the data is held by the client.
Your deployment could be next
We will show the app online in 30 minutes, calculate the cost for your number of stations and propose a pilot.
Frequently asked questions
Which VR headsets are needed?
Meta Quest 3 in standalone mode — no cables or computer. You can buy the headsets from us fully configured or source them yourself (we support the installation).
What age is the game for?
Operation is intuitive and works from older children to adults. It is a good module both for a school lesson and for a science centre exhibition visited by different age groups.
How long does one play last?
A single session is short and dynamic, so many people can go through it during a lesson or at an exhibition station. We will match the exact time to the deployment scenario.
How does the subscription differ from the licence?
The subscription is monthly access (from €125 net/month) — flexible for a start or for the duration of an event. The lifetime licence (€1,250 net) is a one-off purchase with no recurring fees, most convenient for permanent exhibitions and grant settlement.
Can the purchase be financed from grants?
Yes. For Polish schools the purchase qualifies, among others, for the Cyfrowy Uczeń and Pracownie Kompas Jutra programmes, and for institutions — for environmental education and digitalisation projects. We help match a funding source and prepare the documentation.
Can I see the game before buying?
Yes — book a free demo. We will show the full gameplay and discuss the access model and a configuration matched to your institution.
Licence and terms of use
EpicVR apps are provided under a licence agreement. The key rules before you order:
- One licence = one Meta account. The key activates the app on one account and cannot be moved to another.
- Delivery through the Meta Horizon Store — from our private release channel. You give us the e-mail address of the Meta account and we grant access to the app.
- The Meta account must be a standard account for an adult (18+). Accounts marked as child accounts do not support private distribution channels — this is a Meta platform rule. In a school, the app is activated by a teacher or an administrator.
- Hardware: Meta Quest 3 or 3S headsets in standalone mode, with no computer or cables.
- Term: a fixed-term licence (subscription) or a perpetual one — as ordered.
- Updates during the licence term are included and download from the Meta Horizon Store.
Download the licence agreement (PDF, Polish)
Version of 17 September 2026. The document covers all EpicVR training apps. The agreement is governed by Polish law; in case of discrepancies between the Polish and English versions, the Polish version prevails. Purchasing, activating or using the software means acceptance of the agreement.
Legal information
Legal notice
The content of this website is for information purposes only and does not constitute an offer within the meaning of Article 66 §1 of the Polish Civil Code. The information is not binding and cannot be the basis for claims against EPICVR SA. To receive a binding commercial offer, please contact our team directly.
Information on waiving the right of withdrawal
In accordance with Article 38(13) of the Polish Consumer Rights Act, I declare that I consent to the digital service starting before the withdrawal period expires and I acknowledge that I lose the right to withdraw from the contract once it has been fully performed. This applies to digital products to which I am granted access immediately after purchase.
Frequently asked questions
Educational VR game about ecology — FAQ
The most common questions about the educational VR game on ecology, CO2 and climate change. Didn’t find an answer? Write to us — we reply within 24h.
What is the educational VR game about ecology and CO2?
It is an immersive virtual reality game about ecology, CO2 emissions and climate change. Wearing a Meta Quest 3 headset, the player lands in a world destroyed by pollution, reduces the CO2 level and turns a scorched desert into green, healthy nature. It is climate education as gamification — made, among others, for the Epicentrum Nauki science centre by EpicVR, a Polish VR software producer operating since 2013.
What does the game teach?
It shows the impact of CO2 emissions and pollution on the environment and the effects of green action. The player sees the cause with their own eyes (smog, scorched earth), takes action to limit emissions and observes the result — the world turning green. Thanks to emotional engagement the message is remembered better than after a classic lecture.
Who is the game for?
For science centres, museums and interactive exhibitions, and for schools (science, biology and geography lessons, form periods on ecology). It also works at environmental events, science picnics and in CSR activities.
What hardware is needed?
Meta Quest 3 headsets with the game installed are enough — they work on their own, with no cables or computer. Headsets can be bought together with the deployment (fully configured) or sourced yourself.
How much does the game cost?
Two models are available: a subscription from €125 net per month per station and a lifetime licence for €1,250 net (one-off purchase, no subscription). For science centres and multi-station deployments we prepare an individual quote. With Meta Quest headsets we will launch the game within 24 hours of payment.
Can the purchase be financed from grants?
Yes. For Polish schools the purchase qualifies, among others, for the Cyfrowy Uczeń and Pracownie Kompas Jutra programmes, and for institutions — for environmental education and digitalisation projects. EpicVR helps match a funding source and prepare the documentation.
Can the game be adapted to our institution?
Yes — the scope of the scenario, branding and exhibition configuration is agreed individually, especially for science centres and exhibitions. Get in touch and we will discuss the options.