Roblox for tourism

Roblox for tourism: the destination people visit twice

A destination is the most literal thing a virtual world can be. The audience walks your streets, does your quests — and files the place under "somewhere I have been", years before the passport.

340K
people reached, one hotel-brand world
300+
media and social mentions from it
48
worlds shipped since 2022
0
destinations owning the benchmark yet

What we build for destinations

Landmarks are level design. Quests are the itinerary.

01

City and landmark worlds

Real streets and monuments as explorable space, with quests built on local details — the count-the-steps, find-the-artifact loops that make a place memorable rather than photographed.

02

Hospitality brand worlds

Hotels and resorts as playable spaces. Our Singapore hotel world converted a virtual property into 300+ mentions and 340,000 people reached — earned media a banner budget cannot buy.

03

Event tie-ins

Sports events, festivals and seasons as timed in-world events, so the destination peaks in the game when it peaks in the news.

How a destination project runs

The city already has the content. We turn it into levels.

  1. 01

    Landmark selection

    We pick the places that play well — verticality, discovery, local legends that convert into quest design. Photogenic alone stays in the brochure.

  2. 02

    Build

    World production with the quests and collectibles that give players a reason to cover the whole map, not screenshot the entrance.

  3. 03

    Seasons and events

    The world re-dresses for festivals and seasons, keeping the destination in the audience’s rotation year-round.

Takeovers & rush work

We pick up games other studios built — and we start this week

Send a live Roblox experience with someone else’s code in it. We read that code, fix what is broken, add what you need and publish the update. Deadline was yesterday? Say so in the first message and we plan around it.

Send us the game link
  • 01

    Inherited codebases

    We take over an existing place — other people’s Luau, other people’s structure — audit it in a few days and keep shipping from there. A rebuild happens only when the audit shows it costs less than the patching.

  • 02

    Live-ops on a running game

    Events, new mechanics, seasonal drops, balance and monetisation patches — published to a game that stays online while players are in it.

  • 03

    Rush timelines

    Tell us the date first. We scope backwards from it and answer plainly what fits: a sprint, a weekend, or an overnight hotfix. Small updates go out the same day.

Same terms as any other work: fixed scope, fixed price, the numbers agreed before the first commit.

Tourism questions we hear first

Honest answers for a young vertical.

Blog
Does a virtual visit ever become a real one?

The honest answer: attribution over years is unprovable today, and anyone claiming otherwise is guessing. What is measurable now is earned media and familiarity — our hotel world produced 300+ mentions reaching 340,000 people, and a teenager who spent hours in your city files it as a known place, which is where trip decisions start.

Who has done this well?

Almost nobody owns the vertical, which is the opportunity. National tourism offices have run one-off experiments; the first destination with a persistent world and public numbers becomes the benchmark every later one cites.

What does a destination pilot cost?

A pilot world around one landmark cluster and one quest loop runs $5,000–20,000. City-scale worlds with seasonal live-ops price like full custom worlds, $30,000–250,000.

Claim the vertical before it has a leader

Send the destination; we will answer with the three landmarks that play best.

Discuss a destination world