Escape games booking servicepowered by blockchain technology100% true client reviewsSecure marketplace based on smart contractsInnovative VR platformfor next generation of escape games

About the project

Market Challenges

  1. Increasing customer acquisition cost
  2. Reps intoxication
  3. Ideas depletion
  4. Need for fresh experience
  5. Product stagnation
  6. A high price for small teams

Deep field on the quests market triggers the sharp growth of this cost through digital marketing and SMM

Each quests network develops from being simple to complicated. Leading wave quests have strong borderland on ideology and puzzles mechanics. The main reason for the player's disappointment is receiving 80% of old puzzles in a new design instead of a unique storyline

Dozens of locations have appeared in big cities because of the easy entry to this market. The owners after having created 20-30 good puzzles for the first 4-5 quest games ran out of new ideas for further development. Instead of new quests construction owners decide to duplicate the existing scenarios to other regions and leave local players without any novelties

Usually the client plays a quest game once only. Next time (within a month) he/she needs something new, at the same level or even better

Without a single system of quest quality assessment, the most complex and expensive facilities would suffer because they are compelled to compete with the cheapest ones. Clients, without the reliable data about the quests, choose by indirect attributes

In most countries, there is a system for selling games, which involves the participation of 2 to 4 players at a single price for the team. The price is for all the players. To go together turns out 2 times more expensive, and to collect 4 friends in one place on a regular basis is difficult. As a result, the industry does not receive these customers

Partner service

  • Modern CRM with a set of functions (tracking of a financial position, responses, quality control of employees, etc.
  • The built-in marketing campaigns module inside the platform
  • Integrated booking service for posting on the web-site. Free of charge
  • Cross-marketing activities with other participants of the booking service
  • Broad coverage of potential clients
  • Access to international players as part of the quest tourism
  • Payment acceptance at a discount
  • Growth in sales without risk investments. Payment for each game

Client service

  • Online booking of quests with the universal and united system of discounts worldwide
  • Recommendations based on the behavioral analysis and history of games, estimates, comments, social networks profiles
  • Tracking of the puzzles crossing between new quests and with those already passed by the player guarantees a high level of user satisfaction and will expand the audience of more complex and expensive quests
  • The social platform with an opportunity to invite players to the quests and recall those who refused to play the game earlier
  • Separate payment. The system will allow to carry out convenient mutual payments when team consists of people who aren't familiar with each other, but want to play together in one team
  • An opportunity to become an expert: to create reviews, to influence the rating of quest suppliers. Everyone can become a critic whose opinion will surely be considered

Our Experience

Our platform in Vienna allows us to implement the most innovative solutions in the quests market and to test it in the European countries. We are the first who created and successfully launched full immersion quest in virtual reality.

"ThePsycho" makes it possible for players to find themselves in the body of the other creature, to see themselves through others’ eyes and interact with each other.

  • > $3 000 000

    Investments raised

  • > 60

    Quest created
    and constructed

  • 1'st VR

    Quest with real
    object inside

Road map

Created the first quest

Q4 2014

Start of VR quest development

Q1 2015

Launch first VR game

Q4 2017

Pre- ICO (first stage of Token sale)

Q4 2017

Booking service website: release 1.0

Q2 2018

Main token sale

Q2 2018

Marketplace launch

Q3 2018

Booking service website: release 2.0 implementation of token exchange

Q3 2018

Booking service website: release 2.0 implementation of token exchange

Q4 2018

Mass media



The painstaking work on Escape List aggregator is in process at the moment and very soon our project will be represented on one of the largest events in escape industry - UP THE GAME 2018 exhibition. On 8th and 9th May the representatives of escape-industry from a great amount of countries will be concentrated in Breda with their innovative solutions for quest-games. We will be ready to elaborate on advantages of our platform and offer cooperation to quest-companies’ representatives.