Gameplay-wise, player sees oneself as an automobile-like existence (although protected with regenerating shields, able to be outfitted with weapons and capable of making jumps) in the world-exploration mode.
Each of them has unique landscape, and the inhabited worlds feature excaves - underground cities, vital for progression.
When entering the cities, the player reads the narrations of Bios representatives (called Counselors), is allowed to use the trading facilities to buy mechoses, goods and equipment, and can ask patterned questions of "what or who is", about the notions encountered to the point in game.
Advancing the plot requires gaining the favor of Bioses, which means for player character to successfully participate in their rituals, to transport goods, to compete with and destroy other, computer-controlled Vangers.
Rival Vangers roam the worlds, they will attack, escape, or ignore the player based on their Dominance stat.
Worlds in Vangers were designed by means of Surmap A.R.T., K-D Lab's proprietary terrain editor, and the accompanying voxel-polygonal technology.
Objects of the world are destructible, e.g. vehicle wheels and other impacts leave traces on the ground.
[7] Next Generation said, "It's a shame there wasn't a quick-action mode to simply jump in and enjoy the game because what fun there is to be had is buried deep within the pages of a convoluted science-fiction script.
[2] In 2008, work began on porting the game to Linux and other operating systems,[19] utilizing the SDL library for cross-platform compatibility.
[20] In April 2014[21] the new version was digitally re-released on Steam and later on the DRM-free service GOG.com[6] for Linux, Mac OS X, and Windows.