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Industry Insider


www.parkworld-online.com


The first prototype ran in August 2022


operators tend to underestimate. In practical terms, two players fit into 20 to 50


square metres and eight players want 70 to 250. It runs on MetaQuest 2, Quest 3 and Quest 3S, and on the Pico 4 Ultra Enterprise, which is currently in open beta with us. Hardware for a full eight-player setup including spare headsets, batteries, a laptop and a router stays below 10,000 euro, so the entry point sits far under a fixed laser tag build. We do not sell hardware. Operators buy it themselves or through a partner. The software is licensed either per minute


of actual playtime or as a flat monthly or annual licence. Setup takes a morning rather than a renovation, and throughput is high because onboarding is quick once the room is mapped. In Germany it carries a USK 12 rating and we recommend a minimum age of nine.


on a Quest 2, in black and white passthrough, which made Laser Limbo one of the earliest mixed reality titles on the platform. After refinement it left early access at the end of 2025 and we have kept shipping since. It won the Interactive Entertainment category at the nextReality. Contest and has been covered by heise, Road to VR, UploadVR and MIXED.


MB: What other products are you working on right now? NU: Laser Limbo is the product, but it is not only one business. We are building out three delivery formats around it. The first is the mobile event format, where


we bring the whole setup into a customer's own space for a company party, a brand activation or a trade fair stand. Clients can put their logo inside the game, and we can drop custom 3D objects into the arena as obstacles or collectibles, which turns it into a branded space rather than a rented attraction. The second is integration with venue


systems. Larger parks want one player identity and one score across every attraction, so we are building an API that lets a venue's


wristband and scoring platform talk to Laser Limbo while the game keeps running independently if that platform is down. The third is new modes. We add them


continuously instead of in one annual release, and the weapon-free direction is where most of the new design work is going.


MB: What can we expect from you for the rest of 2026 and next year? NU: More partner locations across Europe, North America and Asia, and the first integrations of Laser Limbo into third-party venue platforms. We expect Pico 4 Ultra Enterprise support to come out of open beta, which matters for operators who want a device built for commercial use and larger headset fleets. We are also opening a second location of


our own in Hamburg, so there is somewhere for operators to walk in and actually play the thing instead of judging it from a video. On the content side we will keep shipping new modes through the year rather than saving them for one big update. The honest answer for next year is that our


priority is not a longer feature list. It is making the first thirty days easier for a new operator. Setup, staff training and the first paying sessions are where this technology either sticks in a venue or quietly ends up in a cupboard, and that is the part we want to get right.


MB: What would you like to say to any operator reading this? NU: The interesting part of mixed reality is not the graphics. It is that you can put a new attraction into a room you already have, without knocking anything down, and take it out again if it does not work. That changes the risk of trying something new, and after more than a decade in this industry I think that matters more to this sector than any single game does. If anyone wants to see it properly rather than on video, come and find us. We are happy to set it up.


18 NOVEMBER/DECEMBER IAAPA EXPO EDITION 2026


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