Real-time interactive fictions
Interactive fictional encounters that take place on a computer or in a headset. The participant meets characters through a frame: a peephole in a door, a mirror, a still pool.
What it is
HEARSAY is a suite of distinct experiences, not a single product, and The Knock is one of them. This is the studio's art-and-play side: game, literature, theatre, and reflection rather than instruction. Where the rest of the work teaches, HEARSAY plays.
Each one is built to leave something tangible behind, and to exist on screen and off it. The Knock turns the conversations into a full book, a personalized novel no two visitors share, performed back as an audiobook, while the notes slipped under the door collect on a wall of names and red thread. It carries past the screen into character sensory packs and printed matter that arrive by mail.
The Dose grounds sacred and mythological figures in the texts they left. The Doppelganger seats a visitor at a mirror and draws out the selves they did not become, leaving a case file rather than a book. Each meets its characters through a different frame. Nothing is scripted, and nothing repeats.
The Knock is the flagship; access is arranged upon request. What you hear depends on who you ask.
The slate
The Knock, up close
One experience, walked through. The occupant of a hotel room cannot leave. Characters come to the door, and the occupant talks with each through a peephole, then the conversations become a book.
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