One floor. Four players. No hiding.
Players share the same physical floor — a real arena that scales to the room. Same room, same air, same gravity — only the slimes and Minion trails are digital.
A co-located mixed reality VE-Sport experience. Up to 4 players. One physical floor. Real bodies, growing trails of Minions — in an arena that scales to fit the room.
Goo Goo Clash collapses the line between sport and game. You don't sit. You don't tap. You move — for real — and the system answers in mixed reality.
Players share the same physical floor — a real arena that scales to the room. Same room, same air, same gravity — only the slimes and Minion trails are digital.
MR passthrough lets you see your opponents' real bodies and real eyes — overlaid with the food, Minions, and trails you'll have to read in motion.
Virtual Environment Sport. You'll feel it in your legs the next morning. The arena rewards reflex, positioning, and footwork.
An external MR camera turns each match into a watchable broadcast — a clean external POV that makes the digital layer legible to crowds.
Run on the real floor. Eat food to spawn Minions that trail behind you. The longer your chain, the more space you control.
The arena punishes hesitation. There is no standing still, no safe corner. Keep moving, or get reset.
Whoever leads the score wears a crown floating above their slime — visible to every player and every spectator, all match long.
Five SIGGRAPH 2026 reviewers and the Immersive Pavilion committee weighed in. Verbatim pull quotes from the official review pass.
COMMITTEE"The committee was very impressed with the overall polish of the submission. From the video it looks very fun to play. It also does a good job of showing off what is possible with multiplayer AR experiences. Overall we felt this was a very solid submission."
REVIEWER 01"Untethered Mixed Reality multiplayer games aren't something you see often. The game looks really fun to play from the video. Having a simultaneous spectator view is a nice touch so the people watching can see what's going on as well."
REVIEWER 02"This feels like a solid and practical system that is already close to a deployable consumer experience. It seems well suited for events, public installations, or entertainment venues."
REVIEWER 03"Your approach to mitigating the isolating tendencies of traditional VR is perceptive, and I appreciate how the project leverages mixed reality to promote social interactions."
REVIEWER 04"Goo Goo Clash takes it to the next level by implementing a multiplayer MR experience with competitive gamified elements. I believe many attendees would like to play this game with their peers."
REVIEWER 05"A significant strength of the project is its accessibility — the system does not rely on handheld controllers or external physical base stations for tracking, leveraging standalone hardware instead."
The arena is size-agnostic. One admin headset scans the room, drops a shared anchor, and players step in — and it scales with the space — from a tight two-player duel to a four-player free-for-all. The only real limit is networking. At SIGGRAPH it stages in under a day within the pavilion footprint.
Eat food to grow your Minion chain. Sub-frame networking keeps every position honest.
Drag your trail to box opponents in. One touch and they're out.
Soft drape fence frames safe play. Visible to spectators, friendly to falls.
Five headsets share one spatial anchor so every player sees the arena in exactly the same physical spot. Mixed reality passthrough keeps the real world visible — digital food, scoreboards, and opponents overlay the room.
Four contributors flying to Los Angeles for the on-site installation. Production, engineering, design, lead.
Goo Goo Clash is a turnkey installation. Tell us your floor size — we bring the headsets, the rubber arena, and the broadcast rig. Here's exactly what it takes to host it at your venue.
Must be indoors; air-conditioned is ideal — in hot conditions the VR headsets overheat, risking mid-game shutdowns or hardware damage.
The area must be well-lit — the VR sensors and passthrough cameras rely on light for tracking. Too dark and they can't read movement.
The floor must be flat and dry before the rubber mats go down — for the safety of players in VR and so the mats sit flush.
Check the real space against the chosen option, clear obstacles, confirm the floor is flat and dry.
Lay rubber mats across the full Play Zone, press the edges flush, leave no trip hazards.
Set the admin desk + chair on the back edge, place the Admin PC + live laptop, plug into power point 1.
Place the 10 VR headsets at the charge station, connect the power strip, ready the spare batteries.
Set the spectator TV, run the extended HDMI from Admin, mount the webcam aimed at the Play Zone.
Run one VR test, confirm the TV feed + live stream both work, then open for play. 🎮
Not a render. Photos from a live deployment at The Prince Royal's College (PRC) — full rubber arena, live broadcast screen, crowd around the floor.




— GET IN TOUCH
FORTAL INTERACTIVE COMPANY LIMITED
177 Chotana Mall Building, Room 36/452, 3rd Floor, Chang Phueak Road, Sri Phum Subdistrict, Mueang Chiang Mai District, Chiang Mai 50200