Official information

KIRA press room

Updated · 6 min read

Official visual of KIRA, hyper-reality venue in Paris
Crédit photo : KIRA — REAL ADVENTURES

Everything you need to write about KIRA, without spoiling the adventure.

Contents

1. KIRA in 50 words

KIRA is a hyper-reality venue in Paris 11e, opening November 2026. In teams of 2 to 6 players, ages 11 and up, you cross a 1 hour adventure combining virtual reality, physical sets, connected props and sensory effects. No controllers: you walk, you touch, you handle.

2. KIRA in 150 words

KIRA is a hyper-reality venue at 19 rue de la Pierre Levée, Paris 11e. It opens in November 2026.

The principle: making what the player sees, what they do and what they feel coincide. Virtual reality makes a jungle, a temple and a volcano appear inside a 180 m² game floor. The rest genuinely exists. The suspension bridge is a rope bridge. The truck's steering wheel turns. The wind picks up, the heat rises, the floor vibrates.

There are no controllers. Players' hands are tracked directly and every action runs through real connected props. No artificial movement either, which removes the motion sickness associated with virtual reality.

Teams bring together 2 to 6 players, ages 11 and up, in French or English, for 1 hour. A new scenario is released every three to six months.

3. KIRA in 300 words

KIRA is a hyper-reality venue located at 19 rue de la Pierre Levée, in the 11th arrondissement of Paris. It opens in November 2026 and is operated by REAL ADVENTURES.

Hyper-reality refers to the practical illusion of an impossible reality, so convincing that the mind accepts it as reality itself. KIRA is today the only experience in the world where free-roam movement comes with connected props and physical sets aligned to the virtual environment.

The setup stacks four layers. Sets built to the exact dimensions of what the headset displays. Virtual reality, which dresses those volumes and pushes the walls of the room outward. Real connected props: a steering wheel, wall torches, a crank, rotating mirrors, a breath detector. And finally sensory effects, triggered at the right moment: wind, heat, air blasts, a vibrating floor.

Players wear a headset and body-tracking sensors. Their hands are tracked directly, without controllers. They move by walking, which removes the main cause of motion sickness in virtual reality.

The first scenario, The Lost Temple, brings together teams of 2 to 6 players for 1 hour, in French or English, ages 11 and up. Each player chooses a role with its own equipment, and progress depends on cooperation. A new scenario follows every three to six months, with an entirely rebuilt space and sets.

The game floor occupies 180 m² inside a 300 m² space that includes a food and drinks area. Prices range from 45 EUR per person for a team of two to 29 EUR for a team of six.

4. The first scenario

The Lost Temple, available November 2026.

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. The game releases nobody until it has been finished.

Players cross an Amazonian jungle, a suspension bridge over a chasm, a Mayan temple and a volcano, before reaching the Ark, the only artefact capable of reopening the door back to reality.

Three roles divide the team: the adventurer and their connected torch, the scientist and her UV goggles that reveal the invisible, the mercenary and his haptic weapon.

5. Why KIRA is a first

A demanding principle, and a vacant place

Hyper-reality is the practical illusion of an impossible reality, so convincing that the mind accepts it as reality itself. Its design rule fits into two sentences: if you see a wall, you can touch it; if it rains, you get wet.

That principle has never been taken up in full in France. That is the space KIRA occupies.

Four layers instead of one

A virtual reality venue addresses the eyes and the ears. KIRA stacks four levels, and removing a single one brings the whole thing down.

Physical sets, built to the exact dimensions of what the headset displays: the suspension bridge is a rope bridge, with planks and ropes. Virtual reality, which dresses those volumes and fits a jungle, a temple and a volcano inside 180 m². Connected props: a steering wheel that turns, wall torches that rise back on their own the moment you let go, a crank that resists, mirrors you angle by hand. And sensory effects — wind, heat, air blasts, a vibrating floor — triggered at the right moment rather than continuously.

What it solves

Motion sickness. It comes from artificial joystick-driven movement, when the eye sees a motion the body does not feel. KIRA has none: you move forward because you walk.

The learning curve. There are no controllers. Hands are tracked directly and every action runs through real objects. Nothing to learn, so nobody is sidelined for never having played.

The audience. Existing free roam concentrated on shooters, with catalogues where half the offer revolves around zombies, and an audience that is more than 70% male. Escape rooms, by contrast, count 55% women and far broader age ranges. KIRA targets that second population, with a narrative adventure format open from age 11.

An editorial model, not a single attraction

A venue offering one experience gets visited once. KIRA releases a new scenario every three to six months, with a re-cut space, rebuilt sets and new connected props.

It is the very principle of hyper-reality that makes this possible: most of the set lives in the virtual world, and what stays physical is simple to strike and rebuild. Where an escape room takes years to renew a room, KIRA counts in months. The narrative thread carries from one scenario to the next, each adventure being a level of the same game, which has to be finished.

6. Key information

Name
KIRA
Activity
Immersive hyper-reality experience
Address
19 rue de la Pierre Levée, 75011 Paris
Floor area
over 300 m²
Duration
1 hour
Group size
2 to 6 players
Minimum age
11
Official website
https://playkira.com

7. What KIRA would rather not see published

Part of the pleasure lies in discovery. KIRA thanks journalists and content creators in advance for not detailing puzzle solutions, the precise workings of the room's mechanisms, or the technical methods that allow five environments to fit inside one space.

Everything else is at your disposal, including a visit before opening.

8. Visuals and logos

Brand credit: KIRA / REAL ADVENTURES. The logos are free to use for editorial coverage of KIRA. For any other use, please write to us.

For visuals of the venue, images of the experience or a specific request, write to the press address below.

9. Press contact

presse@playkira.com

Interview, visual, feature and pre-opening visit requests.