About RÆDEL

Built for places
worth exploring.

RÆDEL grew from a simple idea: if a place is already interesting, the technology should give people more reasons to notice it, not more reasons to look away from it.

Why we built it

The screen was never meant to be the destination.

RÆDEL is designed to send attention back into the real place. A prompt on the phone creates a reason to move, look, compare, solve or notice something that is physically there.

The best moment should be the visitor spotting the detail, finding the object or finally understanding the clue, not simply tapping the next button.

01

Look up

The next clue should make the visitor notice more of the environment around them.

02

Move through the place

Story and progression create reasons to explore rooms, paths, displays and landmarks.

03

Make discovery feel earned

Observation, choices and puzzles turn interpretation into something the visitor participates in.

What we designed around

Place first.
Technology second.

The platform is flexible because the venue should decide what the experience becomes.

01

Place first

The venue remains the main attraction. RÆDEL exists to make visitors notice more of it.

02

Browser first

No mandatory app installation before a visitor can begin an adventure.

03

Reusable

One platform can support very different stories, routes, audiences and challenge types.

04

Venue shaped

Artwork, story, route and mechanics can be built around what makes each place distinctive.

How an adventure begins

Start with the place.

Before there is a puzzle or a screen, there is a venue: the rooms people miss, the objects worth looking at, the stories that deserve another way to be discovered and the route visitors naturally take.

Those ingredients become the raw material for the adventure. Story, artwork and interaction are added afterwards to give each discovery a reason to happen.

PlacesStoriesChallengesAdventure
Behind RÆDEL

A product of Beyond1066.

Beyond1066 works with technology for places that welcome visitors. RÆDEL is the visitor experience side of that thinking: a platform focused on turning the physical place itself into something people explore, solve and remember.

That relationship matters because RÆDEL is not being designed in isolation from real venues, their networks, their visitors or the practical realities of running an attraction.

Beyond1066Technology for visitor places
RÆDELInteractive visitor adventures
What RÆDEL is not

Not another digital guide
with a different logo.

RÆDEL provides reusable building blocks, but it is not meant to make every venue behave the same way.

Not

A fixed treasure hunt template

An adventure can be investigation, discovery, learning, story, competition or something built specifically for one place.

Not

A replacement for the venue

The screen should prompt attention, not become the thing visitors spend the whole visit staring at.

Not

Dependent on QR codes

QR is one useful tool among observation, puzzles, choices, camera, location, motion and ordinary browser interaction.

Not

One experience copied everywhere

The route, story, artwork and mechanics should reflect the audience and the place they are exploring.

RÆDEL provides the building blocks. The place determines what they become.

Start with the place

Tell us what visitors can discover.

Show us the venue, where visitors can go and what you would like them to notice. The adventure comes afterwards.