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.

2
worlds: polluted → green
CO₂
real-time emissions counter
100%
gamification instead of dry theory
Meta Quest 3Environmental educationGamificationCarbon footprintEpicentrum Nauki
Educational VR game about ecology and CO2 — video

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.
💡 They remember because they lived it: gamification engages more strongly than a lecture — the student “repairs” the world themselves.Book a demo →

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.

1
Step 1

See the problem

The player lands in a world destroyed by smog and high CO2 emissions — and feels the scale of the problem.

2
Step 2

Act and reduce

They carry out tasks that limit emissions and choose clean solutions — the CO2 counter drops in real time.

3
Step 3

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.

2
worlds: from polluted to green
CO₂
emission level measured in real time
∞
repeat plays for successive groups

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

€125

net / month

  • Full access to the game
  • Updates included
  • Flexibility — ideal for a start or an event
Most popular

Lifetime licence

One-off purchase, per station

€1,250

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

Quote

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.

24h
to go live if you already have Meta Quest headsets.
0
cables and computers — the game runs standalone.
1 invoice
game, hardware and support from one supplier.

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.

Important for directors and exhibition curators
  • 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.
Science centres

An interactive module for a permanent exhibition on climate and the environment.

Museums and exhibitions

An attraction for temporary exhibitions and themed events.

Schools

Science, biology and geography lessons and form periods on ecology.

Environmental events

Earth Days, science picnics, CSR campaigns and climate campaigns.

Local government and NGOs

Environmental education programmes for residents and young people.

Companies / CSR

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

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.

Local government · Białystok · 2025

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 · UG

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.

See the case study →

University · Humanitas

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.

See the case study →

Your company

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.

Book a demo

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.

Want to show ecology in a way that sticks?

Book a free demo →
Educational VR game about CO2 from €125 net/month Book a demo

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