Imagine creating and playing immersive, story-driven, interconnected, live-action, adventures (a.k.a. Quests) anywhere, anytime – parks, museums, music and film festivals, sporting events, brand product launches, etc. – National Treasure meets escape rooms. Challenges (e.g., puzzles, riddles, clues, etc.), which are the elements of the Quests, are delivered to the QuestXR or partner’s (SDK) mobile app via augmented reality, video, audio, images, and text. Players can earn rewards as they negotiate and successfully complete the Quests.
Quests can range in complexity from simple scavenger hunts to MMORPGs, with built-in mechanics such as leveling, skills, skins, in-game currency, and player-owned digital items. Players can create, grow, and accessorize cross-platform avatars usable, and re-usable, anywhere in the Metaverse.
Collected data will be used to engage players with daily rewards, limited time offers, and inform them of new Quests available near them, as well as provide metrics and marketing data to partners both on impressions and engagement.
QuestXR is a game studio and platform with a publishing strategy similar to Dungeons and Dragons. The platform will serve as the game engine (analogous to D&D rule books) on which QuestXR will publish interconnected games (analogous to adventure books) both standalone and for our partners. In addition, Game Masters (a.k.a. Dungeon Masters) can create their own adventures either using on-platform no-code tools or creating and uploading more sophisticated assets using Unity, UnReal Engine, Blippar, 8th Wall, etc.
We have a playable, one-person, at-home, POC – Mickey Lewis Casebook: The Case of Emily Hatch – which demonstrates how all the different kind of media can be woven into a narrative.