
AFTERWORLD / AN ADVENTURE
Contamination
When the wind changes, so does your chance of survival.
In production
2–4 players
Approximately 48 hours
28 active game hours
Swedish Baltic island
Illustrative concept artwork; location and production imagery to follow.
The Story
First came the military trucks.
For weeks, their arrival had unsettled the inhabitants of a quiet island in the Baltic Sea. Roadblocks appeared, unfamiliar vehicles patrolled the streets, and official notices warned residents to prepare for evacuation. The government attributed the growing restrictions to a gas leak near the town. Yet rumours about a classified research facility—and the presence of armed soldiers—suggested that something else was happening.
Then selected households began receiving emergency packages: gas masks, provisions, a handheld instrument for tracking the spread of an unidentified substance, and, most disturbingly, a firearm.
Why would anyone need a weapon to survive a gas leak?
One night, the evacuation sirens finally sounded. Everyone was ordered to leave. But whatever had escaped containment had already spread beyond the authorities’ estimates. Most residents never made it off the island. Others found themselves stranded in isolated pockets of territory that remained, for the moment, untouched.
The wind changed. The safe areas began to shrink. And the military transmissions fell silent.

The Mission
Before communications were lost, scientists at a classified military research facility had assembled an experimental device they believed could halt the contamination. There was one obstacle: its signal would need to be amplified by the island’s main radio tower to reach the affected area.
A military unit was dispatched to carry the device’s three essential components from the facility to the tower. It never arrived.
Its final transmissions suggest the unit separated into smaller groups as conditions deteriorated. The soldiers disappeared, and their cargo vanished with them. Abandoned vehicles, equipment, and fragments of military records may be the only way to reconstruct their movements.
Now the survivors must venture beyond their temporary refuge to recover six coordinate clues, locate the three missing components, and carry them to the radio tower. There, they must assemble and activate the experimental device before the contamination leaves no safe ground to cross, no supplies to recover, and no place to shelter.
Even success at the tower is not the end: the survivors must still make it home.
Find the clues. Recover the components. Reach the tower. Return alive.
Bringing the Game to Life
Contamination is an original, life-sized cooperative adventure, played outdoors with the rules of a board game and the unpredictability of a real expedition.
A real landscape becomes the playing field. For gameplay, the area is divided into a 9 × 9 grid, with sectors of approximately 500 × 500 metres. The players travel between those sectors on foot, investigate staged clues, search for resources, and choose which risks to take—and which to avoid.
A custom companion web app is being developed to govern the fictional crisis. It tracks an advancing contamination front, in-game wind shifts, exposure, health, food, inventory, encounters, and the passing of active game time. The world keeps changing even when the players’ plans do not.
The players know the rules and the mission, but not the route the story will take. A promising detour might cost precious hours. A changing wind might cut off the way home. A small discovery could alter the entire strategy.
The crisis is fictional. The distances, choices, and adventure are real.


Game at a Glance
2–4 players. The team succeeds or fails together.
Approximately 48 hours, including 28 active game hours.
A 9 × 9 playing field with 81 game sectors.
A simulated, wind-driven threat changes the safe routes.
Search for clues and supplies; manage exposure and time.
Recover three components, activate the tower device, and return.
The Real-World Setting
A landscape that becomes the game board
Contamination is designed for an island setting in Sweden’s Baltic archipelago, where wooded trails, shoreline, rocky ground, and the distances between locations can become part of the story. In a tabletop game, moving into the next square takes a moment. Here, the journey itself matters.
The environment supplies both atmosphere and practical challenges: route choices, changing visibility, terrain, places to investigate, and the sheer effort of covering ground. The island isn’t simply a backdrop. It shapes how the game is played and how the finished adventure will be filmed.
We’ll share genuine scouting photographs and a public-friendly overview of the location as production progresses. Exact clue placements, routes, and game-critical positions will remain undisclosed until they can be revealed without spoiling the adventure.
Genuine scouting photographs will be added as production progresses.

From Concept to Screen
Every Afterworld Adventure starts with a question: what happens when the rules of a cooperative game are taken out of the box and applied to a real place?
With Contamination, we’ve set out to turn a landscape into a living game board. That requires more than writing a story. There are rules to test, an app to develop, maps to prepare, equipment to pack, practical constraints to resolve, and a two-day expedition to film.
This is where we share that process. As the project moves forward, we’ll add sketches, development notes, photographs, short videos, and behind-the-scenes updates, following Contamination from its first idea to the finished series.
Planned journal chapters are shown below. They are a roadmap for future coverage, not completed milestones.

01 / The ideaPremise and early sketches
02 / Building the gameRules, grid, and app
03 / Preparing the islandScouting and testing
04 / FilmingThe expedition
05 / From footage to filmThe video series
Production Journal
Development updates will appear here as they are published.
No production updates have been published yet.
Watch the Adventure
The experiment is underway. The outcome is still unwritten.
Afterworld: Contamination is in production. When the filmed adventure is released, you’ll be able to follow the expedition here, episode by episode. Until then, explore the story, get a look at how the game is being made, and follow our production updates.
The teaser and episodes will be added here when they are released.

Help Bring the Adventure to Life
Real-world games require real-world preparation: travel, props, outdoor equipment, batteries, cameras, and the unglamorous details that make a filmed expedition possible.
You can help without spending anything by watching, sharing, and talking about the project. If you’d like to support production more directly, Help Equip the Crew will show the equipment and practical needs we’re working toward, including budget-conscious options and possible upgrades.
And once you’ve explored Contamination, take a look at our other proposed adventures. Your feedback and votes can help shape which world we attempt next.
Frequently Asked Questions
Is the contamination real?
No. The threat and its effects are simulated by the rules and companion app. The outdoor journey and the players’ choices are real.
Is it scripted?
The premise, objectives, and rules are designed in advance. The team’s decisions, in-game events, and outcome are not scripted.
How long does it last?
The expedition spans approximately 48 hours, with 28 active game hours in the current design.
Can visitors play it?
This is being developed first as a filmed Afterworld Adventure. We are not announcing a public playable version at this stage.
Will the exact location and map be shared?
We plan to share location material as appropriate. Specific clue positions and route details may be withheld to preserve the mystery and respect access arrangements.
