
The Loom lost the thread. These teens found it.
Bring it to your libraryBeneath the visible city — beneath the transit lines and power grids and community networks — there is a second layer. The Loom. It was not built. It was noticed, across centuries, by people who learned to read it differently. Every wave of optimization made it faster for some and buried the older, slower threads that kept it whole.
Now it is tearing. Not from damage. From incompleteness. The Loom has scanned every system it knows, and none of them have what it needs — then it catches human signal it cannot parse, and pulls your teens through. Their job is not to repair the Loom. It is to redesign it.
Each department reads its own evidence. No one has the whole picture, and the room has to commit to a direction together.
Departments propose their response. The Weaver — the world's guide, played by your facilitator — pushes back or affirms based on what the threads can hold.
The teams execute under new pressure, and the Loom raises the stakes a second time.
For the first time, all five departments' work comes together. The room makes one collective decision, and every player carries a thread-fragment out the door.
It plays as pure adventure. The framework underneath it — Diagnose, Design, Build, Test — is the same cycle used across real engineering and product work.
A 90 to 120 minute facilitated experience for 5 to 25 teens. Runs entirely on a print kit — no special equipment required.
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