Monday

08-04-2025 Vol 2042

Sandbox VR Brings Immersive Experiences to Philly’s Rittenhouse

Sandbox VR, a cutting-edge location-based virtual reality experience, has recently opened its doors in Rittenhouse, Philadelphia, captivating groups looking for unique birthday parties, team-building activities, or exciting date nights since its launch in April.

This new space marks the 60th location globally for Sandbox VR, which is part of LOL Entertainment, the same company behind the Museum of Illusions in Old City and the upcoming Time Mission, an immersive gaming project currently under construction just blocks away.

The Billy Penn team eagerly explored the virtual offerings at this innovative venue, where attendees can engage in nine different game experiences. Participants can morph into characters like pirates, mages, or androids to battle a variety of foes, including zombies, aliens, skeletons, or dragons.

Notably, two experiences are linked to popular Netflix productions: Zack Snyder’s “Rebel Moon” films and the hit South Korean series “Squid Games.” Additionally, a game inspired by the “Stranger Things” series is set to debut this fall, coinciding with the release of its latest season.

According to Stacy Stec, vice president of sales and marketing at LOL Entertainment, the games are designed to incorporate both competition and cooperation. “All have a little bit of competition involved. Sometimes you’re able to team up with somebody,” she explained.

The Billy Penn team decided to try out the “Squid Games” experience, eager to test their competitive prowess as a giant virtual piggy bank dangled enticingly before them, alongside office bragging rights. With a warning from culture reporter Julia Binswanger about “competitive Julia” potentially surfacing during the game, the energy in the group was palpable.

“Especially if you are with colleagues or with friends, or even with family, you get to see the competitive one really is and who may choose to sabotage the rest of the group for their own benefit,” Stec noted, highlighting the intriguing dynamics that ensue when competition meets collaboration.

The technology utilized at Sandbox VR is a significant upgrade from conventional home systems like PlayStation VR, Meta Quest, or Apple Vision Pro. With state-of-the-art VR headsets, wrist and ankle tracking sensors, and haptic feedback vests, players immerse themselves in one of five “holodeck” rooms designed for safety and interactivity.

Upon arrival, a host introduces the players to the technology and guides them through gameplay, ensuring everything runs smoothly throughout the session. In this environment, players transform into controllers themselves, catching, holding, striking, dodging, and interacting with virtual items seamlessly.

Before plunging into the action, participants select avatars that represent them in the virtual realm. These avatars respond closely to players’ movements, even mimicking mouth movements when speaking into their headsets. However, the avatars do fall into the “uncanny valley” territory, leading some participants to suggest that a more diverse range of designs would enhance the experience.

As the six players gathered, they selected the group name “Billy Squidwards,” a nod to a previous quizzo night, and geared up for their transformation into “Squid Games” participants.

The gameplay consisted of six challenges, each requiring players to collect, sort, and engage with various virtual objects to earn points. Most challenges incentivized movement around the space and often included opportunities to undermine fellow players, whether by launching a bomb or altering the arrangement of sequences they needed to remember.

At the end of each round, the player with the most points was declared the winner. Fortunately, unlike the dire outcomes in the actual “Squid Game,” all contestants emerged unscathed, although they were prompted to “dance to complete the program” — a somewhat embarrassing moment for some crew members, as highlighted in the accompanying video.

Spanning under 45 minutes, the experience was filled with laughter and camaraderie, as the group navigated through a series of immersive challenges. At points, the immersive nature of the game brought moments of anxiety, particularly when players “fell” due to a simulated collapse of the virtual floor.

Despite occasional minor collisions, the attentive host, Chris, only paused the game once — this was to check on the well-being of participants after a particularly active moment involving Julia and general assignment reporter Violet Comber-Wilen. Thankfully, both emerged unharmed amidst the playful chaos.

A few minor technical glitches occurred, including some players mistakenly donning their wrist sensors backwards. However, the host swiftly resolved the issue, ensuring everyone was ready for the action. Laughter ensued as investigative reporter Meir Rinde’s avatar comically stood on its head or wandered off in unexpected directions during gameplay, providing an additional layer of humor to the experience.

Although there is no age restriction for participation, minors must be accompanied by an adult. Stec mentioned that the content and equipment of the games are typically more suited for older children, teenagers, and adults, however, she hinted at upcoming family-friendly additions to broaden the appeal of Sandbox VR’s offerings.

As part of a trend of location-based entertainment flourishing in Philadelphia, Sandbox VR is a response to the desire to attract visitors back to the city in the wake of pandemic-induced isolation and economic uncertainty. Other attractions include F1 Arcade, a racing simulation venue, the high-tech darts bar Flight Club, and creative escape rooms like Beat the Bomb.

Experiencing Sandbox VR comes at a price, with sessions ranging from $55 to $65 per person based on peak and off-peak times. While walk-ins are permitted, advance bookings are encouraged to ensure participation.

The much-anticipated Time Mission, featuring team-based adventures within 25 portals that represent different time periods, is expected to open between late September and early October, according to Stec, signifying continued growth and innovation in the realm of immersive entertainment in the city.

image source from:billypenn

Charlotte Hayes