Starr Park's night shift has clocked in — and the staff dorms are open to visitors. Wander the rooms, talk to the Brawlers, and work out what Mr. P doesn't want you to find.

  • No install · runs in your browser
  • 4 residents on site
  • Prototype + full strategy deck
Check in
A cutaway of the BrawlHouse at night — Gale's, Janet's and Griff's rooms upstairs, Mr. P at the front desk, and a chained Secret Room door.
Checking in

Every room's
got a story

The park closes and the night shift clocks in. Gale mops. Janet rehearses. Griff counts the takings. And behind the desk, Mr. P watches everything.

Chapter three

Meet the residents

Four Brawlers are checked in this season. Each has their own room, their own personality — and their own piece of what's going on at Starr Labs.

Gale's room — the park janitor's cluttered maintenance den
Gale
Park Janitor

"Forty years of maintenance. Lately that includes noting which deliveries don't appear on any manifest."

Janet's room — the star performer's dressing room
Janet
Star Performer

"Living life like a spotlight! …why are you asking so many questions?"

Griff's room — the gift shop mogul's stockroom
Griff
Gift Shop Mogul

"Global sales: 9,999,999. Best not to ask exactly what we're moving."

Mr. P's front desk
Mr. P
Manager · Front Desk

"Smiling is mandatory. Questions about the back rooms are not encouraged."

Chapter four

No one has the whole story

Every resident knows a piece. None of them knows all of it. Talk to everyone, compare what they let slip, and the shape of what Starr Labs is really doing starts to come together — on Reddit, on Discord, in the theories.

File AClearance · Public
Maintenance form — partial access code
"…panel relocated to sub-level. Second half of the code filed under a different system. — G."
File BClearance · Staff
Mr. P's Thursday duty roster
02:00 ––––– gap. No notes. Loading bay unmanned ~90 seconds.
File C⚠ Eyes Only
Intercepted NanoStarr research memo
"Origin: Starr Park subsurface. Classification: Level ▮. Bioavailability: ▮▮.▮%."
File D⚠ Redacted
Delivery manifest — Bay 4
Three entries ████████. Signed off by ██████, 1985.
Chapter five

One door nobody's meant to open

There's a room in the BrawlHouse that stays chained shut. Only the community can open it. Each Super Creator gets one lore fragment — no two the same, no single one enough on its own. Pool the clues and the door gives. No brief needed: they've got something exclusive, their audience wants in, and the campaign runs itself. What's behind it? That's the part you have to find out for yourself.

A heavy door in the BrawlHouse wrapped in chains, marked 'Staff Only — Do Not Enter · Secret Room', glowing purple.
A room in the working prototype — a Brawler in their room, ready to talk
Chapter six

Built to show,
not just tell

Rather than pitch it in slides, I built a working prototype: four playable rooms — Gale, Janet, Griff and Mr. P — each with their own personality and a piece of the mystery. Connect the mock Supercell ID and all four run on live AI, each bound by the same guardrails, so the conversation stays responsive while the puzzle stays exact.

▶  Try the prototype
Behind the concept

Why this works

The game is the proof. Here's the thinking behind it — the gap it fills, the precedent it builds on, and what success would look like.

The problem

Engagement peaks for 72 hours, then falls back to baseline

Brawl Stars ships a major update every 5–6 weeks. Each one is a marketing moment — Brawl Talk drops, creators post, the community reacts. By week two it's back at baseline. Players get the update information; they just don't get to interact with it. Nothing bridges the gap between cycles.

72hPeak engagement after Brawl Talk
5–6 wksBetween major updates
$0Organic hook in the gap
The precedent

Supercell has already proven the instinct

For Brawl Stars' 5th anniversary, Supercell built an interactive Starr Park CCTV experience — hidden timecodes, unlockable story drops. It became the biggest organic engagement moment in the game's history. The BrawlHouse takes that same lore-discovery instinct and makes it conversational, and repeatable every season.

89MVisits to the CCTV experience
8,500+Organic YouTube videos
130M+Views across creator content
$0Media spend

Source: Supercell published figures

The target

Benchmarked against the CCTV moment — but built to run every season

A lower lift to build, designed to repeat rather than fire once. Targets set against the CCTV benchmark:

8M+Unique visitors, first two weeks
25M+Creator content views, launch week
5+ minAverage session, 8+ exchanges
40%+Supercell ID login among interacting players
The full strategy deck

The complete picture

The deck covers cross-team execution, the GTM timeline, in-game integration touchpoints, AI safety guardrails, the monetisation layer, and a phased prototype-to-launch roadmap.