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.

June 2017 Armorgames.com promoted us by featuring www.adventurebox.com on their front page for five consecutive days. This ultimately resulted in over 20 000 registered account holders who wanted to make games. But there was much frustration. The Beta version of our product was not yet sufficiently technically stable. For over a year we focused on increasing our technical stability. We also conducted several usability tests.

By September 2018 our platform was stable and we were ready to conduct a new marketing test. We started self-publishing a few selected games made with Adventure Box at different web game sites. This time all comments were positive.

Since August 2018 the trend for returning customers has been positive.

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