Skip to main content

The Cloud

Cloud-Poster-5The Cloud is a brand new digitally supported alternate reality game by Pop Up Playground and Tech Assault for VicHealth.

Set in “a minutes from now” future The Cloud is a mystery to solve, hidden all across the city. A community of people who play a game to stay fit and ready for anything. And a conversation about what it means to be human.
Explore the city.
Find the clues.
Decide what happens next.

What is The Cloud
The Cloud is a game that uses the internet, social media, digitally supported street game, online story telling and ubiquitous technology (smart phones, SMS, etc…) to set the players to solving an unfolding mystery.

The story told by the Cloud is a collaborative effort between the players and the writers. Like a role playing game, the writers offer a fictional/simulated situation for the players to react/respond to.

All official direct interactions with the game proceed as if there is no game.

The website, social media presence, on street game runners and in game communications will be themed within the narrative environment of The Cloud.

Part of the fun, is pretending its real.

The story of The Cloud is set within a community of people playing a game on the streets of the city, called The Run. The Run is a digitally supported game of territory acquisition, mental, physical and social challenges played in the CBD.

In teams of three to five, players search for clues, solve puzzles, discover and complete challenges and compete to capture as much territory in the city over a two hour period as possible.

Players are also offered training missions, available at any time via an online portal. These training missions are automatically conducted via Conducttr and purpose built software designed by Tech Assault.

Successful completion of the missions contributes to the collective story telling exercise and adds to players skill sets (metaphorically and literally).

The Missions, The Run and the social story telling game aspects of The Cloud are all designed specifically to encourage increased physical activity, to increase awareness of the personal habits and environments that impact on physical and mental health and encourage mindfulness as a coping strategy, to build self confidence in unfamiliar environments and self reliance in changing situations.

The Cloud, both in the game fiction and in the real world, is designed to make its players faster, stronger and smarter.

How the game works

We’ve set up a Tutorial Mission which lasts approx an hour (depending on how you play).

The Season Pass gets you access to all the other missions. Once you have a Season Pass, throughout the week you’ll get access to all the other missions via the website as they’re released each day. These missions also take as long as the player takes to complete them. The game lasts all week.

If you buy the Tutorial Mission and then want to keep playing, you can purchase a reduced price Season Pass for you can play the rest of the week’s missions too.

The final day, Sunday the 13th March, will include  the last clues and The Run. The Run takes around two hours and is played across the streets of the Melbourne CBD.

Introductory game $5
Season pass $30

Tickets on sale now:


The Cloud trailer by Victor Valdes

The Cloud – VicHealth Innovation Challenge: Arts

VicHealth_Brandmark_POS_RGB_TM We are so darn excited to announce we’ve received funding from VicHealth for a new city-wide, augmented reality game designed to get people out and exploring their city as part of their inaugural VicHealth Innovation Challenge: Arts.

The Cloud is a city-wide immersive participatory performance. It uses game systems and technology in the real world to create a storytelling event, driven by on-street competitive and covert play. In The Cloud, participants can play as humans or androids, or can follow along online. Set against story events and reports online on the day’s activity, players are given missions to carry out in the city, from delivering ‘secret’ documents to retrieving ‘lost items’ and evading ‘capture’ by the other side. The Cloud uses reward strategies to motivate physical activity and participation to increase socialisation. As players progress through the game, their actions contribute to the overarching story being told.

The VicHealth Innovation Challenge: Arts is designed to foster and nurture innovative ideas that have the potential to improve Victorians’ physical and mental wellbeing through the arts and digital technologies.

VicHealth CEO Jerril Rechter said the health benefits of the arts were well known.

“Getting involved in the arts – whether it’s enjoying a museum exhibition, taking a dance class to get your heart pumping or going to a gig – provides people with an opportunity to gain new skills and express themselves, be inspired, and feel good about life in general. And we know that being around and involved with others reduces loneliness and helps people to make new friends. However, we live in a digital world that’s changing all the time and we need to look at new ways to use digital media or technologies to increase physical activity and social connection,” Ms Rechter added.

More than 40 submissions were received to VicHealth Innovation Challenge: Arts.

“We were thrilled to receive some really innovative proposals from a range of arts organisations and look forward to supporting two dynamic projects that will use technology to promote people’s physical and mental wellbeing,” Ms Rechter said.

We are thrilled to be sharing the VicHealth Innovation Challenge: Arts with No Lights No Lycra with their excellent project Dance Break, an app to get people active – at home, at school, in the office, on the street. Once a day the app will override your phone with an energising dance track. Anywhere, anytime, thousands of people will dance to the same song, regardless of time-zone or location. After every dance a map will appear showing the number and location of the people you just danced with. Dance Break is an effective way for large organisations, schools and institutions to promote physical and mental health and to increase productivity.

For more information, see