Web-based
Runs entirely in browser. No installs, no plugins, no admin permissions.
ADVENTURE · BIG GAME / MARATHON
A secret office regulating magic. You're the new hires
90 min (Big Game) or 25-45 min play time across 1-5 days (Marathon) · 5-10,000 players (5-8 per team)
No payment upfront · Confirmed in 2 hours

GETTING IN
Three things to know before your team plays.
Runs entirely in browser. No installs, no plugins, no admin permissions.
Laptop, desktop, tablet, or phone — same experience across screens.
Chrome or Safari for stable performance. Disable VPN if you experience connectivity issues.
THE STORY
You are the new intake at Magical Bureau No. 7, and your first day promises to be unpredictable. The job is putting out magical fires, negotiating with temperamental artifacts, and getting people out of enchanted trouble they walked into on their own.
Four cases, back to back: furniture that has come to life, an elevator that travels between eras rather than floors, an enchanted forest, and a tower floating in the sky. Each has its own puzzles and its own negotiation, and the only real tools you have are coordination and a sense of humor.
Professor Brum and his mutinous cauldron. Manager Henry Porter and the mages stuck in his time anomalies. The leader of the hypnotoads out on the marsh. And Yue Bo, master of the sky tower, who is asking for help rather than filing a report.
Close all four cases in 90 minutes. Or explain to the Director why the magical world is now leaking into ours.
GAME STAGES
Stage 1
Professor Brum's cauldron sprang a leak, and the furniture did not merely come alive: it opened an endless philosophical debate and went on strike. Interview the professor first — the details always decide these cases — then get to the kitchen, where the source is. Repair the cauldron following Brum's instructions exactly. A magic leak does not forgive improvisation.
Stage 2
Temporal collapse at the magical office: the elevator is moving staff between eras instead of floors. Manager Henry Porter wants everyone back intact and history unchanged. Four anomalies, one stranded mage in each, and a range that runs from wild saurians to a utopian future and a magical storm. Move fast, but not carelessly.
Stage 3
A camp in an enchanted wood where two naturalist mages have fallen to nightmares and hypnosis. They blame the local hypnotoads — which is convenient, and not obviously true. Kit yourselves out from the tents by solving the mages' puzzles, get through the fog past the snares hidden in the leaf litter, then hear the toad leader out on the marsh. This one is only settled by diplomacy.
Stage 4
The finale is a white marble tower hanging in the sky. Its master, the mage Yue Bo, is begging for help: heavenly spirits have taken the observatory and are wrecking it in an endless wind. Levitate to the top while dodging flying debris, then run the old ritual — light the candles, mark the correct symbols on the scroll. Precision and coordination decide it.
Pick how your team experiences the activity. Each format has its own flow.
LIVE FORMAT
Pick this if your team has a single moment to gather.
How it unfolds
Connection
Schedule + custom landing page with join button.
Intro & teams
Host welcomes, divides into teams. ~5 min.
Gameplay
Players solve puzzles in the 2D world via in-game chat.
Wrap-up & analytics
Top teams celebrated. HR receives detailed analytics on team performance.
ASYNC FORMAT
Pick this if your team is distributed across time zones.
How it unfolds
Setup
Schedule window + custom landing page with join link.
Self-onboarding
Pick avatar, play solo or create a team room.
Async play
Progress at own pace. 20-40 min play time per player.
Final scoreboard & analytics
Scoreboard publishes rankings. HR receives detailed analytics.
MAKE IT YOURS
Three layers of customization. Make the game distinctly yours.
TYPE 1
Each squad gets a real Bureau agent ID — actual name, photo, division. Departments map to Bureau divisions: Engineering becomes Spell Forensics, Sales becomes External Relations, Finance becomes Magical Audit.
TYPE 2
The setting opens with a recreation of your real office — kitchen, meeting rooms, that one weird corner — rebuilt in the game with your colors and signage. The chaos starts at home.
TYPE 3
Internal team stories — that famous all-nighter, the project nobody mentions, the legendary Slack thread — get woven into the case briefings as Bureau case history.
Most popular for: company anniversaries · Christmas corporate · major team celebrations
FREQUENTLY ASKED
What HR leads usually ask before booking Bureau of Magical Affairs.
Pick format, team size, and date — price updates instantly.
Pick your date, we'll handle the rest.
No payment required upfront · Confirmation within 2 business hours