Worlds you step into.
Stories you help create.

Life
becomes
the story.

Everything we make is meant to be entered — a game, a city, an organisation — and we run it live, with everyone inside. What happens next depends on you.

What we do

We build the world, and the system that runs it.

We do not design what an audience watches. We design what they do — and that cannot be held by a script alone, which is why every world we build has a system underneath it. Scenography, software, live performance, AI and audience design are made as one thing, not handed between departments. We are as exacting about the lighting cue as about the inference latency. The work begins before the door and keeps moving after the lights come up.

Three doors, one house

What we offer.

  1. 01 / Public

    Launch & live

    Pre-launch ARGs, activations and live seasons around games, film and streaming — the participatory layer that makes a release an event.

    enter →
  2. 02 / Cultural

    The studio

    Original participatory works, built shoulder-to-shoulder with theatres, museums and institutions.

    enter →
  3. 03 / Civic

    Trans­formation

    The same worldbuilding craft turned toward leadership, organisations and cities that need people inside the change.

    enter →

Selected work

Worlds we have built.

The Elysium clinic on an ordinary Stockholm street, passers-by outside the windows
Photo: Mauricio Molinari

Stockholm · 2025

Elysium

A 650-square-metre clinic hiding on an ordinary Stockholm street. AI characters remembered visitors between scenes. The fiction ran for six weeks.

97%sell-through
1 000participants over six weeks
See the full case
A silhouetted figure approaches a bright portal for Unknown 9

SXSW · Global

Unknown 9

A transmedia world directed across live incident, screen and audience discovery—made with Reflector Entertainment and performers from Punchdrunk’s Sleep No More.

100M+impressions
SXSWSpecial Selection · Shorty nomination
See the full case
The orange Narrative Clip camera worn on a shirt

Sweden · 2012–2016

Narrative

A camera the size of a stamp that took a photo every thirty seconds, and software that turned the pile into a memory you could find your way through. Founded in Sweden as Memoto; the Clip opened a category that did not exist.

11×the Kickstarter goal
68countries shipped
See the full case
The Heywear storefront on a Manhattan street, the wordmark visible through the window

New York · 2018–2021

Heywear

New York's most tedious errand, rebuilt as one room. Eye exam, frames, an optical lab behind the wall — and finished prescription glasses before you have finished your coffee. We built the service model, the brand and the space.

30 minwalk-in to finished glasses
$50starting price, prescription included
See the full case

The rest of twenty-five years.

None of them had an audience. They had participants. Four years inside Riksteatern, from Hamlet Inifrån in 1999 to Virtual Galileo in 2003. The Borderland, founded in 2010 and still running — five thousand people a year on a hundred hectares, a society its participants build and take down themselves. Ockulta medborgarbyrån, made with Satans demokrati, a landmark of Swedish immersive theatre. Brothers: A Tale of Two Sons, executive produced, BAFTA Most Innovative Game. The Loop in the Nevada desert, one of ten chosen from two hundred by the Burning Man Project and LAGI. The form changed every time. Whoever showed up was part of what happened.

Two decades of the same craft turned on organisations that have never called it art — Swedbank, Tele2, Fortum, Vodafone, Volkswagen Group, Volvo, Posten, Skanska, NCC — as leadership programmes, brand activations and large-scale productions across energy, automotive, construction and logistics, and four years coordinating Göteborg’s four-hundredth anniversary with the city as the client. Same method, different room.

And running underneath all of it, the companies: Twingly, the world's first spam-free blog search, indexing a million posts a day; Dreamler, whose platform coordinates rehabilitation across healthcare providers, municipalities, employers and public authorities; and Kindship.ai, the autonomous-agent engine that now does the remembering inside the fiction.

Capabilities

The method behind the story.

01

Actors and AI characters

Live performers and AI characters running one dramaturgy. Both remember the participant, both answer back — not scripted branching.

02

Participant app

The story in every pocket. The phone becomes scenography instead of a distraction from it.

03

360° rooms

Projected worlds that wrap around participants and shift with the story.

04

Orchestration platform

The real-time engine holding threads, spaces and 1 000 concurrent participants together.

05

Physical scenography

Sound, light, space and prop — the tangible layer that anchors everything digital.

06

Service design

The participant journey designed end to end — invitation, arrival, threshold and afterlife, treated as part of the work.

How we work

Before, during and after the show.

Participation is not a lowered bar. It is a raised one.

01 / Before

Find the live wire.

The real place, audience and tension come first. We find what is already charged before adding fiction.

02 / During

Make it answer back.

Story, space, software and performers become a system that notices—and changes with—the participant.

03 / After

Let it escape.

The strongest worlds leave evidence: a changed relationship, a rumour, a ritual, a story only that participant can tell.

Where this starts

Which of these is your room?

A launch with a date already on it. A season you have to programme. An organisation that has to change and cannot do it with slides. The craft is the same in all three — what differs is who is in the room and what they came for.