The Immersive Operating System.
A complete control platform for the immersive entertainment market — escape rooms, museums, family entertainment, themed restaurants, and interactive attractions. Designer, Runtime, and a distributed hardware node ecosystem.
Built for the operators of immersive entertainment.
The authoring environment.
Drag-and-drop scene composition for rooms, zones, and environments. Layouts that map cleanly onto physical space.
Multi-track cue authoring with frame-accurate timing across audio, video, lighting, and IO.
Node-based programming for triggers, conditions, and state machines. Readable by designers, deterministic at runtime.
Deeper scripting surface for technical designers who need to drop below the visual layer.
Resolve abstract show signals against the actual hardware in the room, with hot-swap and re-patch support.
Author the daily operator UI alongside the show — buttons, monitoring panels, fault clear screens, custom dashboards.
The execution layer.
Deterministic timing on dedicated runtime nodes. Designed for 24/7 unattended operation.
Distributed clock alignment across every node in the show network. Sub-frame accuracy across rooms and floors.
Persistent show state, save points, mid-run recovery, and clean reset behavior.
Full audit trail of every cue, trigger, and operator action. Searchable, exportable, and tied to the source program.
24/7 operation with watchdog recovery, crash protection, and automatic node failover.
Live monitoring, manual cue override, fault clear, and runtime diagnostics during the operating day.
Distributed smart endpoints. Not a centralized rack.
The IMMERSE hardware platform pushes intelligence to the edge of the show. Each node is a small, purpose-built endpoint that lives where the work happens — at the speaker, at the projector, at the relay, at the lighting fixture.
Cable runs collapse. Latency disappears. Failure is contained to a single node, not propagated through a centralized DSP. Adding a room means adding a node, not re-cabling the rack.
Sensors, relays, contact closures, motorized hardware, environmental triggers.
Multi-channel, onboard DSP, time-aligned playback and routing.
Projection, displays, LED — synchronized to the show clock.
DMX, sACN, Art-Net — synchronized with the broader show timeline.
Designer to Runtime to Nodes.
Author the show. Layout, timeline, logic, patches, operator UI.
Execute the show. Cue engine, sync layer, state, logging, reliability.
See IMMERSE™ in action.
Request a platform demo, hardware specifications, or a quote for your next immersive project.