Project Category: Round 16

Flock XR

Flock XR is a visual creativity and coding app that allows young people to create interactive 3D experiences in a web browser. Flock XR allows young people and beginners to create games and apps relevant to the virtual worlds that they use socially. Through creating with Flock XR, young people develop technical and creative skills such as coding and working in 3D space with 3D models and animations. They learn to create games and immersive experiences and design characters and narratives. This puts them on the path to amazing career opportunities in creative tech and beyond. Flock XR is being developed with an inclusion first approach using co-design techniques with young people in our pilots. We’re building our first vertical slice of functionality along with high quality lesson packs that can be used in schools and clubs. What will you make?

Check out the Game Trailer

Pop Paper City: Crafty Universe

Pop Paper City: Crafty Universe is an exciting new game for Roblox that reimagines creativity through play. Inspired by the vibrant world of the TV series, Pop Paper City, this craft-based adventure game introduces an innovative folding system, allowing players to shape, build, and transform paper-like materials in entirely new ways.

A key innovation of Crafty Universe is how players’ creations (UGC) will connect and interact with other Pop Paper City projects across platforms, making the brand’s 360 strategy truly unique and setting a new standard for integrated, user-driven storytelling. For the first time, players will be able to explore and interact with familiar characters and environments in a fully immersive, dynamic way, bringing the charm and creativity of the show to life like never before.

Overall, the game empowers players to problem-solve, design, and create in a uniquely tactile digital playground. Thanks to support from the UKGF, we’re building an ambitious new space for creativity on Roblox, blending storytelling, craft, and innovation for the next generation of makers.

The Blackstone Bequest

The Blackstone Bequest is a story-based puzzle game about running an archive filled with strange, mysterious magical objects which interact in ways that tell stories about the family that owned them, the Blackstones.

It’s a game of opening boxes and finding weird objects inside, of trying to figure out how to store them, of thinking about what on earth these objects *want*, where they came from and perhaps whether they should really be with you after all. And it’s about the members of the family who collected them over the centuries.

MonoSim

MonoSim is a racing simulation game focused on delivering a realistic and immersive driving experience, with innovative Esports gameplay mechanics, which combine to offer an unparalleled racing experience.

MonoSim features an advanced physics model developed in collaboration with a UK based supercar manufacturer, laser scanned and digitally recreated real world environments and competitive gameplay modes.

MonoSim encapsulates the idea that less is more – disrupting an industry increasingly engaged in a ‘quantity of content’ arms race. By offering a smaller amount of more carefully curated content MonoSim offers a perfectly level playing field and minimises userbase fragmentation for the ultimate racing experience.

Followers

Followers is a parkour adventure game set in a world where civilisation and tech came to a standstill in the 1990s. New civilisations have emerged and you must build your Followers and climb to the top of the world.

Followers has tactile climbing mechanics and puzzles, beautiful aesthetics, a strikingly original game world and a thought provoking story.

Margot’s Heart

Jessica Curry and Dan Pinchbeck, founders of the BAFTA-winning studio The Chinese Room are back with a new game project. Margot’s Heart sees the couple returning to their arthouse roots.

Out in the Thames Estuary, roughly seven miles off the coast of Kent, stand the remains of the Maunsell sea forts. Built as anti-aircraft installations in the Second World War, the structures briefly homed pirate radio stations in the 1960s and 70s but have been abandoned and unoccupied since.

Someone has marooned themselves on the forts: searching for something, hiding from something. The history of these lonely derelicts immerses them. Stories of cursed whales, downed bombers, suicide and isolation, drowning and resuscitation, childhood guilt and the burdens of responsibilities pass through the structures in eerie and undefinable waves.

Reality collapses and reforms in abstract transitions, moves freely from image to image, through space and time and history without constraints. The secrets of a life are dredged to the surface; they ebb and flow and leave empty bottles and abandoned dog-tags behind in the silt.

Margot’s Heart is an experimental game that plays with abstract, shifting story and symbolism. It returns Curry and Pinchbeck to the tonal poetics of Dear Esther, doing what they do best: creating atmospheric, unsettling stories of isolation and redemption.