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20,000 Fans Flood Tokyo Tower! This 'No-Exit VR Horror Labyrinth' Is the Biggest Summer Hit!

2025-09-04vr

Still hunting for a thrilling summer activity?
Tokyo Tower just pulled off something huge! A VR horror adventure called
"Shivering Labyrinth: Maze" attracted over 20,000 participants in less than two months, igniting the season. This is far more than a typical VR experience — it's a phenomenal success for Location-based VR (LVR), proving the boundless charm of fusing technology and entertainment.

The explosion of "Shivering Labyrinth: Maze" is no accident. Like a bolt of lightning across the entertainment sky, it signals a new era. What are the secrets behind this success? Immersive design, social excitement, cutting-edge tech, or a clever IP pairing — or all of the above? Let's dive into what made this scream-inducing, utterly addictive VR project a hit.

Terrifying Numbers: 20,000 Visitors and a New VR Milestone

Planned by ABAL and located on Tokyo Tower's B1 floor, the 44-day event ran from July 19 to August 31, 2025, drawing 20,419 participants. Nearly every day sold out — crowds, shrieks, and gasps filled the venue — a clear testament to its popularity. More than a number, it's a milestone for VR going mainstream, proving LVR's powerful pull.

Beyond Hype: VR Crafts "Exitless" Horror

The core appeal starts with a bone-chilling, immersive horror experience. Inspired by Fuji-Q Highland's iconic "Shivering Labyrinth — Wriggling Ward," this is not a simple recreation but a brand-new original narrative. Players enter a 1-km, eight-floor virtual maze and experience a "behind-the-scenes/another story" vibe. VR blurs reality's boundaries, making you feel truly trapped in a world with no exit — heart racing, adrenaline surging — a far cry from a casual at-home headset session.

Tech Sorcery: ABAL's "Scape" Platform

Delivering such a massive, synchronized, multi-user VR experience relies on ABAL's self-developed Location-based XR platform "Scape." Like a spatial illusionist, Scape expands limited physical areas to feel like vast virtual labyrinths. Even better, it supports up to 50 avatars present simultaneously in the same VR space, sharing the terror. Imagine clinging to friends in a VR scare-fest — instant social-media gold.

Social Frenzy: Every Scream Is Viral Fuel

Speaking of social, here's another killer feature. Players can pre-create avatars, snap selfies inside the virtual world, and even capture hilarious external-view scare shots. Guess how many photos were taken? A staggering 1,497,703. That's 73 photos per person in a 30-minute session. It nails the young audience's urge to share and goof around — each post becomes free promotion, stacking hype to new peaks.

The Unlimited Potential of VR Entertainment

The success of "Shivering Labyrinth: Maze" is a shot of adrenaline for the LVR industry. It proves VR's huge entertainment potential and the commercial power of blending immersion, social interaction, and tech innovation. Reportedly, the project plans to travel to other regions, bringing chills and thrills to even more fans.

More than a spectacle, Tokyo Tower's "Shivering Labyrinth: Maze" is a bold exploration of entertainment's future. VR is no longer a distant concept — it's a mainstream, joyous, and thrilling way to play. The era of VR entertainment is just beginning. What surprises are next? We'll be watching — and hoping more inventive projects like this usher in a new age of play.

References:
https://prtimes.jp/main/html/rd/p/000000026.000053239.html