The crowd-games project we have been writing about since January now has its own name, its own home, and a catalogue plan. It is called CoMotionPlay, and it lives at comotionplay.com.

Why a separate brand

It started as one experiment: could a camera read a room well enough to let an audience fly something on a screen together? That question has been answered — yes, with real physical constraints we have documented as we hit them.

What has changed is scope. It is no longer one game. The same engine and the same camera support a whole set of different things a room can do together, and a product line with its own catalogue, its own documentation and its own buyers needs its own front door rather than a section of ours.

What the name means

Three readings at once, all of them the point. Co-motion — moving together, which is the mechanic. Commotion — a noisy crowd, which is the feeling. And motion, which is what the camera actually measures.

What is there now

The first title is Updraft: an orb that the whole room flies by standing and crouching, through gaps that keep coming. Beside it are five more at various stages — a race driven by pure energy, a microphone-only shouting match, a balance game about restraint, a wave that has to be kept travelling, and one where the crowd votes by physically moving.

There is also proper documentation, including the parts that do not flatter us: where camera positions stop working, why exposure lock is not optional, and the calibration window problem that still needs solving.

What happens to this blog

Everything written so far stays here — this is where it was published and where it belongs. New writing about crowd participation and running these games moves to the CoMotionPlay field notes.

Bitstream Media remains the company behind it, the same way it is behind SpectraRig and GiftGambit.

Where it is up to

Honestly: not buyable yet. Self-serve licensing opens ahead of the 2026 Australian summer season. If you want to know the moment it does, put your name down.