Guide

Immersive experience in Paris: what you actually live at KIRA

Updated · 6 min read

A team moving through the physical sets at KIRA in Paris
Crédit photo : KIRA — REAL ADVENTURES

The story does not unfold in front of you. You walk inside it.

Contents

1. What makes KIRA unique

Venues where you walk around in virtual reality exist. Venues where you hold a replica prop exist too. What you will not find anywhere else is the three of them together: the freedom to go wherever you want, real objects that respond to your hands, and sets built exactly where the virtual world draws them.

It is the only experience in the world to combine all three.

You push a door, it opens. You pick up a torch, it has weight. You climb into a truck, someone takes the wheel, turns left, and the truck goes left. You cross a rope bridge: the bridge is real, it moves under your feet, and in the headset there is a genuine drop on either side.

À retenir

A 1 hour experience, 2 to 6 players, ages 11 and up, in a 180 m² game floor in Paris 11e. No controllers. From 29 EUR per person.

2. A new way to live an experience

There is nothing to learn before you start. No buttons, no menus, no key combination to pick something up.

Your hands are tracked directly: you reach out, you grab, you point something out to a teammate. Sensors on your arms and feet mean the others see you move the way you actually move. When you crouch behind a rock, they see you crouch.

Everything else runs through objects that physically exist. A steering wheel and pedals in the truck. Wall torches you pull down that rise back up on their own the moment you let go. A lift crank that resists. Mirrors you rotate by hand to bend a shaft of sunlight.

And all the while, the room answers. The wind picks up when the truck accelerates. The floor shakes when a stone door slides open. The heat rises as you near the lava. A breath of air brushes past you when a bird flies too close.

A physical KIRA set aligned with the virtual environment
What you handle is genuinely there.

3. No, this is not a standard VR experience

Virtual reality is a tool here, not the subject. It exists to make an Amazonian jungle appear inside a room in the 11th arrondissement, and that is all we ask of it. The rest — what you touch, what you feel, what you do with the others — happens in the real world.

That choice also settles the three things that put most people off the moment you mention a headset.

Motion sickness first. It always comes from the same place: your eyes see movement your body does not feel, because a joystick is doing the walking for you. Here there is no artificial movement at all. You move forward because you walk.

Then the difficulty of getting around. Nobody has ever needed lessons to walk across a room.

And finally the idea that you need to be a gamer. The only prerequisite is talking to your teammates.

What does survive, on the other hand, is vertigo. The bridge over the chasm delivers it for real, and nobody intends to fix that.

4. The best of cinema, video games and escape rooms

Three forms know how to tell a story, and each one hits a wall.

Cinema knows how to build a world, a tension, a rhythm — but you stay in a seat, and the story would play out exactly the same if you were not there.

Video games make you an actor, they let you fail and start again — but it all fits inside a screen, and you have to learn the machine first.

Escape rooms put you physically inside the set, with your friends, searching and thinking together — but they cannot take you to the bottom of a volcano.

KIRA takes what each does best. The staging and cutscenes of cinema. The pacing, action and progression mechanics of video games. The searching, puzzles and cooperation of escape rooms, in a set you genuinely touch.

5. A new scenario every 3 to 6 months

Like a cinema changing its billing.

With every new scenario, everything is rebuilt: the space is re-cut, the sets are reconstructed, new connected props are installed. You are not coming back to the same room with a different story. You are coming back to a place that bears no resemblance to the last one.

The story itself carries across: each adventure is a new level of a game that has to be finished.

6. The first scenario, available from November

The Lost Temple.

In the nineties, a studio built an adventure game far too far ahead of its time. The project was abandoned after a series of incidents. People said the game reacted to its players, and that it was becoming dangerous.

It has just been found and restarted. The team sent to test it never came back, and one thing is now clear: the game releases nobody until it has been finished.

You go in. You cross a jungle, a Mayan temple, a volcano. You reach the Ark, the only artefact capable of reopening the door back to reality, and you finish what the others could not.

Everyone picks a role before setting off: the adventurer and their torch, the scientist and her UV goggles that reveal what nobody else can see, the mercenary and his weapon. None of them gets out alone.

7. Practical information

Who to come with

2 to 6 players, ages 11 and up, in French or English. With friends, family, as a couple, with colleagues: what really changes from one session to the next is how your group talks to each other.

With two players, the adventurer and scientist roles are merged.

For a whole team: KIRA for companies. For a birthday or an organised group: groups and events.

Prices

The per-person price drops as the team grows.

TeamPrice per person
2 players45 EUR
3 players40 EUR
4 players36 EUR
5 players34 EUR
6 players29 EUR

Allow 1 hour of play, plus five minutes to gear up. A food and drinks area is available on site.

Where it happens

KIRA Paris

19 rue de la Pierre Levée, 75011 Paris
1 hour sessions · opening soon

Get notified when we open

8. Frequently asked questions

Do I need previous virtual reality experience?

No, and that is the whole point. There are **no controllers and no commands to learn**: you walk to move and you use your hands or real objects to act.

Can it make me feel sick?

VR motion sickness comes from artificial movement, the kind triggered with a joystick. *There is none at KIRA*, so the main cause disappears.

How long does the experience last?

**1 hour of play**, plus around five minutes to gear up.

What is the minimum age?

**11 years old.**

Can two of us come?

Yes. A team runs from **2 to 6 players**.

How much does it cost?

From **45 EUR per person** for two, down to **29 EUR per person** for six.

Is the experience available in English?

Yes, in **French and English**.

What if we cannot solve a puzzle?

Help triggers on its own when a team gets stuck: first a radio message, then a spotlight on what needs finding, and if necessary the passage simplifies itself. **Nobody stays stuck.**

Where is KIRA?

At **19 rue de la Pierre Levée, Paris 11e**.