ABOUT HEYSPARKO

Team-building shouldn't feel like work

We make virtual escape rooms that turn distributed teams into co-conspirators — not awkward Zoom audiences.

WHAT WE BELIEVE

Four principles, every game

  • Gameplay-first

    Real puzzles. Real tension. No forced icebreakers.

  • Distributed-friendly

    Built async-first. Time zones, schedules — solved.

  • HR-grade analytics

    Measurable outcomes. Engagement stats per team and per player.

  • No lock-in

    Pay per event. No subscriptions. No per-seat fees.

TRACK RECORD

By the numbers

  • companies served
  • events per year
  • players

OUR PROCESS

Every game ships through this process

Months of design, testing, and balancing. Built to hold up at any scale.

  1. Design

    Story, mechanics, puzzles, art direction. Six-plus weeks of iteration before a prototype is ready.

  2. Playtest

    Internal teams plus invited beta groups. Tune the difficulty curve, fix friction points.

  3. Ship

    Soft launch to existing customers. Monitor engagement and pacing data live.

  4. Iterate

    Adjust pacing, balance puzzles, add content based on real-team analytics.

MEET THE TEAM

Real people behind every game

Designers, writers, engineers, customer success — humans who care about your team's experience.

  • Rachel K.

    Rachel K.

    Lead Game Designer

  • Michael T.

    Michael T.

    Narrative Writer

  • Jessica R.

    Jessica R.

    Senior Engineer

  • David C.

    David C.

    Customer Success Lead

  • Emily B.

    Emily B.

    Art Director

  • James W.

    James W.

    Product Manager

SOCIAL PROOF

What actually happened

  • Coca-Cola HBC

    The brief
    LearnFest runs for the whole company. The closing event had to hold 6,000 people across 28 countries at the same time, on one connection, with no installs.
    What we built
    Two 30-minute virtual journeys back to back, Tokyo then New York, hosted end to end.
    people in one event
    6,000
    countries
    28
    journeys, back to back
    2
    start to finish
    60-70 min
  • Citibank

    The brief
    800 people in a banking operation, on shifts and in branches, who could not all be online at any one hour.
    What we built
    Game Marathon over a single day, branded, about 10 minutes per person, played whenever their shift allowed.
    completed in one day
    800
    support request in total
    1
    attendance rate
    86%
    would recommend
    93%
  • Playrix

    The brief
    A global mobile-games studio wanted an event their people would recognise as theirs, not as a vendor's template with a logo dropped on it.
    What we built
    Austin, their own character, rebuilt as a playable NPC: he greets the team, sets the tasks and reacts to what they do.
    participants
    180
    attendance
    90%
    custom scenes
    6
    would recommend
    95%

Also trusted by teams at

  • Aviatrix
  • BGaming
  • Semrush
  • Exely
  • Planner5D
  • Colvir
  • Owlcat Games
  • Enterra Soft
  • Humbleteam

Ready to see what's possible?

Browse the games or talk to the team about your event.