Hi there, we're Slingshot.
We make and tour real world games – playful experiences staged in real locations, with real people. You might be chased through a bustling city centre by tracking dogs, or have to escape a zombie infested office block. We create unique experiences that are powerful, compelling and tremendous fun. You'll be in the centre of the action, as the hero or villain, playing in small-scale silliness or epic adventures. Real world, real games.
We’re contacting all our suppliers, creditors and all our players today with some extremely sad news. Slingshot have ceased to trade and we have been forced to put the company into liquidation. This is bad news not just for us but for all the people we will be letting down. The fantastic staff we’ve employed to deliver our games, all the businesses and people who’ve supplied goods or premises, all our zombie volunteers who have tirelessly chased and chased and of course all of the players who bought tickets to what, we all hoped, was going to be a fantastic night out. None of these promises can now be met. We are devastated.
At this point we have a series of legal obligations to meet. These include holding a creditors meeting on the 5th of August. All our creditors are being contacted today via post. If you have any concerns please feel free to contact the insolvency practitioner McAlister & Co Insolvency Practitioners Ltd via firstname.lastname@example.org
So where did we go wrong? How did we come to be here? There have been a couple of contributing factors:
Ticket price: We know we go this wrong this year. We actually got it wrong every year. 2.8 has been a labour of love. So in all the other years we’ve run it, we’ve not actually charged enough to make any profit (not a good idea for a company, without profit you can’t grow, you can’t invest in your team and you can’t ride out cash flow problems). We know how to run this kind of game better than anyone and this year we calculated the “actual cost” of running the games if we were to sell 75% of the available tickets. That’s how we set the ticket price . We were not just inflating prices to make more money. It was our only option to make the game sustainable.
Cost inflation: We’ve had a lot of players come through 2.8 (most of them very happily). The logistics we’ve come up with to do this are complex but robust, but every year has seen an increase in the cost of doing this. To give an idea of this, the cost to renew our insurance this year was thirty five thousand pounds.
Cancellations: Not unrelated to the cost increase of the games, we have seen a massive tail off in sales. As an attempt to limit our losses we were forced to cancel games in entire cities like Leeds and Sheffield. But in the end this just destroyed our cash flow and we have been unable to meet our financial commitments. And in the end that makes us insolvent.
On a personal note we have been working together now for seven years. Slingshot has been our baby and the vehicle by which we have tried to make wonderful, ridiculous things possible. Like any entrepreneur, we’ve worked hard and been paid very little (all of our staff were paid more than us). But it meant we could grow rapidly and reach a lot of people. Though we’ve had more than 50,000 players play our games, we had hoped this was just a beginning.
To everyone who will be hurt by our collapse, we apologise profoundly and from the bottom of our hearts.
Simon & Simon
once known as
2.8 Hours Later - Survival
Survival is here. Our highly anticipated sequel to last year's smash hit game 2.8 Hours Later: Asylum is gearing up to tour the UK, with many dates already sold out. Not since the first 2.8 Hours Later have we been so excited to unveil a new game.
For tickets, dates, cities, how to volunteer as a zombie, more info and trailers go to: 2.8hourslater.com
Jekyll 2.0 in development
Now our new game Jekyll 2.0 is about to enter a second phase of development, with a fully functioning prototype ready for September, it's a good moment to look back at what we achieved in stage one. A video has been shot of this REACT funded phase. Have a look, it's got some glimpses of our new trailer.
Excited is a understatement. Imagine an immersive experience driven by your bio-data. Doors unlock by blowing through a keyhole, projections stream as you lie down, lights pulse in time with your heartbeat... We're on a mission. A mission to create the world's first fully biologically driven game.
2.8 Hours Later: Asylum
Asylum is our highly anticipated sequel to 2.8 Hours Later - the world's largest touring street game. Behind the scenes our team of award winning writers and game designers have been tinkering away to create an astonishing new experience. An all new story, new routes and suped up zombie disco means 2013 will be the biggest year yet..