
Osman-aga – The Escape Attempt
Osman-aga of Temeşvar, a captive, spent almost three years in Ivanić at the end of the 17th century. Visitors relive his real escape attempt on their own phone.
The story from Osman-aga’s autobiography has everything a good game needs: a captive, the blacksmith’s family who hide him and soldiers coming to search the house. It had to be told so that visitors don’t just read it, but live it.
A mini escape game on the visitor’s own phone, with no installation: visitors scan a QR code and open the game from the 360° app with reconstructions of Ivanić-Grad. In a 360° blacksmith’s forge they solve three tasks, and at the end they learn what really happened.
See how it plays.
This is how it looks on the visitor’s phone.



How visitors use it.
- 01
Listen to the intro
An illustrated, narrated intro sets up the story of the captive and the blacksmith’s family.
- 02
Enter the forge
A 360° blacksmith’s forge: turn the phone or swipe to explore the space.
- 03
Solve three tasks
Find a hiding place, hide Osman behind the sacks and remove three traces. No timer and no penalty: a wrong choice comes with an explanation.
- 04
Learn the outcome
The soldiers arrive and the game reveals what happened in history: in reality, Osman was found.
- 05
Read the full story
Seven chapters based on Osman-aga’s autobiography.
Source of the story: the autobiography of Osman-aga of Temeşvar, Croatian translation by Ekrem Čaušević, Srednja Europa, Zagreb 2004.
- 3 tasksin a 360° blacksmith’s forge
- 7 chaptersthe full story, based on the autobiography
- HR · EN · DElanguages
What we did
- Illustrated intro with narration
- 360° blacksmith’s forge
- Three tasks in the space
- Explanations for wrong choices
- Historical outcome
- Full story in 7 chapters
Next project · WebAR · 3D charactersZvjerići in augmented reality →
Have an interesting story or legend?
Tell it through a game. We turn local stories and legends into interactive experiences: visitors no longer just read the story, they live it.
