ZQM Labs · Software

The platform behind the quests

ZQM Labs builds its own software end to end — the player in a kid's hand, the pack format authors write in, and the services that validate kits, track teams, and deliver the goods. No engines, no trackers, no accounts for players.

The pieces

The Player

An offline-first web app in vanilla JavaScript with a vendored Leaflet map. GPS arrival when you're really there, sign codes when you're not, four scare levels per stop, a hint budget that keeps score honestly — and it speaks seven languages.

The Pack Format

Every quest is a JSON pack: stops with story, puzzle, hints, and fallback text written per scare level, so the same course plays Cozy for a five-year-old and Overdrive for the office bracket. Story lives in the pack, never in the code.

The Backend

A PocketBase service validates access codes, issues signed content-pack URLs, and serves the public Communities API. A separate tracker keeps team progress and leaderboards, split by design so game data and play data never mix.

Fulfillment

Checkout talks to a small delivery service that verifies the payment, signs a personal download link, and emails it to the host — the kits on the Leaders page arrive through it.

Public code

quest-player

Wisp's Lost Lanterns player — the offline-first PWA described above.

github.com/ZQM-Labs/quest-player

quest-packs

Ready-to-play scavenger hunt quest packs — the authored content the player runs on.

github.com/ZQM-Labs/quest-packs

zqmlabs-site

The public ZQM Labs website — Z's Quests & Mischief — as a Hugo static site.

github.com/ZQM-Labs/zqmlabs-site

The whole estate is watched by an in-house estate-watch gate — dozens of wiring checks over DNS, tunnels, access control, and live probes — whose source lives with the platform code and runs daily.

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