When, during the winter of 2013-2014, Cleo Hayes-McCoy (formerly O’Leary) and Christopher Kingdon first met, both had already spent years preparing for Adventure Box.

Cleo had built two versions of her Volymetric Pixel (Voxel) 3D Engine and was thinking about using HTML5 technology to make it run in a browser. The first of these 3D engines was built for NLAC, the National Accelerator Laboratory, originally named Stanford Linear Accelerator Center.

Chris who had founded, built and sold a company using game technology to allow consumers to easily make and share animated movies, saw what Cleo was building and realized it could be used to create a tool-box that would allow users to make and share their own computer games. By being browser based it would remove all barriers for sharing.

A first version of www.adventurebox.com was released August 2014. Test users from alphabetagamer.com really liked the procedural world generation feature it offered. Over 700 accounts were generated and over 300 enthusiastic comments were provided; “Looks like Minecraft gone sophisticated!” An early Kickstarter campaign further confirmed customer interest in game maker tools.

However initially there were serious capacity issues with the August 2014 version. By March 2015 these capacity issues were solved. A patent application was entered in the USA for several technical innovations. When the new version was presented at the London EGX Show, the renowned publication, The Guardian, listed Adventure Box as their favorite indie game at the show.

September 2015 we released three mini games created with the Adventure Box 3D engine. The games were great successes at three Stockholm computer game shows (ComicCon, NärCon and Dreamhack). Players loved playing and getting on the leaderboard. This proved that our basic game mechanics were fun.

March 2nd, 2016, we were finally able to promote the complete process of Make, Share and Play games. Now users could make their own games using our fully graphical interfaces. By April 19 we had reached 4070 accounts and 789 games had been published.

In 2017, a first beta version of the complete platform was launched, which enabled both the creation and sharing and playing of computer games. This version had also implemented the possibility to purchase special content in the games through the platform (see further under the section Revenue models and commercialization).

After further work with technical stabilization, a new version of the platform was launched in 2018. In the same year, the Company began to market some of the games developed on its own platform in places where professionally developed computer games are provided.

In 2019, the number of users for the Company's platform increases and the Company start showing advertising to its users. During the summer of 2019, a capital raising, and an ownership spread were carried out prior to a listing of the Company's shares. The capital raising of a net of approximately SEK 19 million is intended to be used primarily for continued product development and marketing.

2020 adds the opportunity for users to create not only computer games but also components for computer games. More social features are added. The user experience on mobile devices is improved. The business models video advertising and the platform currency BUX are added. BUX is purchased with a credit card or paypal and allows trading of game components on Adventure Box. Revenue sharing, Pro and Academy subscriptions are being tried.

In 2022, Adventure Box Technology AB enters into an agreement for the acquisition of all shares in Multiverse ApS, owner of the gaming platform KoGaMa, through a non-cash issue. Through the acquisition, resources, earning capacity and the potential for further development of the company are strengthened.

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