We are pleased to share our collaboration with Supercell on Clash for the Stache, a new interactive challenge room experience based on the globally recognised mobile strategy game Clash of Clans.
Having already launched in San Diego on 15 July and set to run till 7 September 2026, the experience has been developed in collaboration with Supercell, Fever and GDX, with timing linked to San Diego Comic-Con. The project brings the Clash of Clans world into a shared physical format, inviting groups to work together through a series of interactive challenges as part of a live Clash quest.
Our role at CONDUCTR focused on developing the gameplay media and software that powers the experience. Our sister company Game Volt also supported the project through its Arena platform, providing modular technology designed for interactive group-based environments.
For us, the collaboration is a strong example of how established digital IP can be translated into a physical experience while retaining the tone, pace and character of the original brand.
Designing Gameplay For A Recognised Entertainment Brand
Working with a well-known entertainment property brings a clear creative responsibility. Guests arrive with an existing understanding of the brand, its characters, its humour and its game world. Every part of the physical experience needs to feel connected to that established identity.
For Clash for the Stache, this meant developing gameplay that could work in a live setting while still feeling true to Clash of Clans. The challenge was not simply to place familiar visuals into a room. It was to create interactions that support teamwork, competition and progression in a way that feels natural to the IP.
Our team brought together software engineering, media production, gameplay development and experience design to support that goal. By combining these disciplines in-house, we were able to shape the technical and creative layers together, rather than treating them as separate production tracks.
Using Modular Technology With Bespoke Development
Game Volt’s Arena platform played an important role in the project. The platform is designed to support modular, interactive gameplay environments, giving production teams a flexible base on which to build branded experiences.
For Clash for the Stache, this meant the platform could be adapted around the specific needs of Supercell’s IP and the live challenge format. CONDUCTR then developed the gameplay media, software and interactive content required to bring the experience to life.
This approach is valuable because IP-led physical experiences often require both reliability and originality. Operators and brand owners need systems that can perform consistently in a live environment, but the guest experience must still feel specific to the brand. By pairing a flexible technology platform with bespoke creative development, we can support both requirements.
Expanding Our Work Across Live Entertainment
Clash for the Stache marks another milestone in our growing portfolio of work across attractions, cruise, location-based entertainment and branded experiences. It also reflects a wider industry shift, as game publishers and entertainment brands look for new ways to connect with audiences beyond screens.
For CONDUCTR, these projects sit at the intersection of technology, story and guest participation. They require more than strong visuals or reliable systems alone. They depend on carefully designed interactions that allow people to play together, respond to content and feel part of the world they have entered.
Following the launch, we will be sharing further insight into how the experience was developed, including the gameplay design, creative process and technology behind the project.
Clash for the Stache demonstrates what can be achieved when strong IP, flexible systems and integrated creative development come together in a live environment.
