
Lightfield
The floor grid is set and the game is on. Step on blue tiles to rack up points — red tiles are traps that cost a life.
Teams of 2–4 (Arena) / 2–6 (standard format)Walled room ≈25 m²
What it demands
- Physical
- 90%
- Brain
- 80%
- Skills
- 100%
How it plays
- The floor grid lights up
- Step blue to score
- Red tiles are traps
- How you lose
- Hit a red tile and it costs a life.
Why it earns its floor space
Pure visual spectacle from outside the game — an Arena crowd-puller that sells the floor to passers-by.
Operator note
Very high throughput, no reset between teams. The screens make scores legible to spectators, which drives re-plays.
In the room
In your venue
This game, line by line
A venue runs one format, never both. Everything identical is marked same.
| The build | CUBE ArenaAvailable10+ games · 250+ m² | CUBE Standard Format15+ rooms · 400+ m² |
|---|---|---|
| Space | An open bay on one shared floor | One enclosed themed room, ≈25 m² |
| Walls | None — no partitions, no doors | Self-supported, fire-classified |
| Screens | Facing the floor — the score is public | Door screen outside, game screen inside |
| Theming | Unit branding and lighting | Full set build, full darkness |
| Fit-out | Lower cost, faster install | Heavier build, longer programme |
| Players | Teams of 2–4 | Teams of 2–6 |
| Identical | GameplayWristband tapLive leaderboardDocumentation | |
Not every game is built for the open floor — ask us to confirm this one for Arena, and we will send the drawing for either build.
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