The phone on the right side of the lesson
The smartphone stops being a distraction and becomes the tool of the field trip. Classes split into teams, riddles calibrated by age, and a subject learned by walking through it instead of reading about it.
A platform for stage-by-stage experiences
The platform museums, schools, companies and public bodies use to build escape rooms and stage-by-stage narrative trails, indoors and out.
cover · compass · story
Culture · Territory · Learning
It's not a guided tour and it's not a quiz: it's a game that plays out in the real place. Orienteering, geocaching, escape rooms and storytelling meet, and every stage hands back a piece of the story of where you are.
You really navigate: direction, distance, compass. The route is covered on foot.
Every stage is a precise point to reach, with real coordinates on the ground.
Riddles you can only crack by being there: an inscription, a detail, a date.
A story ties the stages together: the place isn't crossed, it's listened to.
The smartphone stops being a distraction and becomes the tool of the field trip. Classes split into teams, riddles calibrated by age, and a subject learned by walking through it instead of reading about it.
Museums, villages, archaeological sites, walking trails: the story is already there. The game draws it out stage by stage and leaves it with whoever played — far more than a panel glanced at in passing.
The same tool builds very different trails: the audience changes, the platform doesn't.
Always-open sessions: visitors scan the QR and start whenever they arrive, on their own clock, within the boundary and time limit you set.
Educational experiences with age-calibrated riddles and narration adapted to the audience.
Teams in parallel on dedicated routes, a real-time control desk and a leaderboard handed out at the end.
Story-driven treasure hunts with audio and plot twists for parties, fairs and city games.
For players
Scan a QR and you're in: compass, clues, live leaderboard, inside a story that guides you stage by stage — outdoors or in.
Players install nothing: scan a code and the adventure begins.
Client-branded splash, pick a nickname and go: the team forms in a minute.
Players pop in live as they join, all the way to the 3-2-1 countdown. Latecomers knock, and the organizer lets them in.
“Almost there”: vibration grows as you close in on the stage.
Text, narrated audio and photos. Hints cost points: choose wisely. Every chapter you unlock stays in your journal.
Live scores and time bonuses. The leaderboard lands when the organizer hands it out: a podium on every phone and a PDF certificate for each player.
Every experience sets its own boundaries: how much help to give, how long it lasts, where players can go.
Every stage has real coordinates: parks, historic centres, vineyards. Without a magnetometer, direction is inferred from movement.
No GPS: a riddle tells you where to go. “Find the room with the biggest fireplace” — perfect for museums and historic buildings.
The game goes on without a network. Content preloaded with progress shown in the lobby, answers validated on the spot, sync when the connection returns. The organizer sees who's ready.
For creators
Stage-by-stage editor, verified AI generation and live event direction: build engaging, tailored experiences in a fraction of the time.
You design the trail stage by stage: narrative content, the main riddle, and a clue toward the next stop.
Every piece of content grows out of the real trail — the story, the stages that come before, even the photos taken on site — and every generated riddle is checked for solvability before it reaches the players.
Two ways to be in the field — with the reins in hand, or with a trail that plays itself — and teams that never get in each other's way.
A control desk for a monitor or tablet: teams on the map, alerts for anyone who leaves the area or stops moving, messages to players and a replay of GPS tracks after the event.
No organizer to press start: every group begins the moment they scan the QR, on their own clock. Perfect for permanent tourist and museum trails.
Each team gets its own sequence, computed on real walking distances. Pick the criterion — balanced, staggered, always forward, no crossings or shortest — and simulate the walk before you start.
Your theme, logo and domain. The player app's colours and style adapt to every tenant, down to a custom domain.
Every piece of content, in multiple languages. Stories and riddles are natively multilingual: players choose, the narration follows.
Posters, leaderboards, certificates. A4 posters with the QR as PDFs, one per language; at the end, leaderboard and certificates to download or get by email.
Tell us about your place and your audience: let's build the first experience together.