An AR Platform for Digital Knights-Errant
Every user becomes a digital Don Quixote, overlaying their chosen mythology upon mundane reality. The physical world becomes their La Mancha — a canvas for noble delusions and impossible quests.
The user as unreliable narrator, seeing giants where others see windmills, discovering magic in parking lots, finding dragons in shopping malls.
Physical reality as the immutable stage — GPS coordinates, architectural anchors, and environmental context that grounds the fantasy.
The eternal tension between what is and what could be, where gameplay emerges from the friction between reality and imagination.
The game exists in the space between — where reality resists but imagination persists.
Each "skin" is a complete mythological framework — a lens through which to misinterpret reality. The underlying mechanics remain constant; only the narrative changes.
Midwestern Gothic decay meets Lunarpunk renaissance. Transform abandoned spaces into bioluminescent sanctuaries. The melancholic beauty of rust becomes the canvas for sustainable magic.
ACTIVE DEVELOPMENTOffice buildings become castles, parking meters transform into jousting posts. Every commute is a quest, every deadline a dragon to be slain.
COMING 2026The city's infrastructure reveals hidden data streams. ATMs become hackable nodes, security cameras transform into surveillance puzzles.
CONCEPT PHASEAncient gods inhabit modern spaces. Subway stations become underworld portals, rooftops transform into Mount Olympus outposts.
CONCEPT PHASEGPS coordinates, ARCore/ARKit tracking, and environmental mapping create immutable reference points. The windmills remain windmills in the database — only the knight sees giants.
AI-driven contextual storytelling (Gemini API) generates location-specific lore. A parking garage becomes a dungeon not by developer design, but by algorithmic interpretation of spatial data.
When multiple knights-errant occupy the same space, whose delusion prevails? Consensus mechanisms, territory claims, and reality voting systems determine the dominant narrative.
Cloud Firestore maintains the state of imagined worlds. One player's planted "dragon egg" in a coffee shop persists for others to discover — if they share the same delusional framework.
The more a player's reality diverges from consensus, the more "noble madness" points they accumulate. High madness unlocks powerful creative tools but risks isolation from the shared narrative.
"When life itself seems lunatic, who knows where madness lies?"
The Central Paradox: Players know their AR overlays aren't "real," yet choose to inhabit them anyway. This conscious self-deception mirrors Quixote's relationship with reality — possibly mad, possibly the only sane response to an mad world.
The Social Dynamic: When one player sees a dragon and another sees a parking meter, who is correct? The platform doesn't judge — it simply facilitates multiple simultaneous realities occupying the same coordinates.
The Creative Imperative: Unlike traditional games with fixed narratives, players author their own mythology. They are simultaneously Cervantes and Quixote — the author of the delusion and its primary inhabitant.
The Ultimate Question: In an age where physical and digital realities increasingly blur, is it madness to choose your own interpretation of the world — or the highest form of agency?