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.
Design
Story, mechanics, puzzles, art direction. Six-plus weeks of iteration before a prototype is ready.
Playtest
Internal teams plus invited beta groups. Tune the difficulty curve, fix friction points.
Ship
Soft launch to existing customers. Monitor engagement and pacing data live.
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.
Lead Game Designer

Michael T.
Narrative Writer

Jessica R.
Senior Engineer

David C.
Customer Success Lead

Emily B.
Art Director

James W.
Product Manager
FEATURED GAMES
A few of our most-played adventures
Browse the growing library of immersive team adventures.
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
Ready to see what's possible?
Browse the games or talk to the team about your event.











