From the Undead to Outer Space: How Lander 23 Could Respawn Video Game Inspired Immersive Theatre
Punchdrunk’s Lander 23 could spark a resurgence of gamified immersive theatre. From zombie survival to alien missions, here’s why that matters.
Next Level Immersive Theatre
Immersive theatre has always shared DNA with gaming. The thrill of exploration, uncovering secrets, and completing objectives has been a core ingredient in many of the most memorable productions.
Leading immersive experience company Punchdrunk has just announced Lander 23, opening this September in Woolwich, is embracing that connection head-on, positioning itself as a live-action, multiplayer, co-operative stealth game.
In Lander 23, participants are not passive observers. They are crew members, dropped onto a hostile alien planet with a mission to gather samples, investigate a missing expedition, and survive long enough to return home.
With visible lives, mission briefings, maps, and branching outcomes, the experience borrows directly from gaming’s design language. The addition of a custom-built gaming engine by Bristol based Meaning Machine marks a significant technological leap for immersive theatre, blending theatrical storytelling with dynamic gameplay mechanics at a scale rarely seen before.
How Zombies Changed The Game
Long before big-budget IP-led attractions dominated the market, zombie survival experiences were quietly rewriting the rules of immersive theatre. At their peak in the early 2010s, they drew in huge mainstream audiences, being sold as experiences, alongside hot air balloon rides and bungee jumps. These were not just haunted houses with actors jumping out, they were playable, mission-led narratives where participants had to complete objectives, work as a team, and avoid being ‘infected’.
Audiences drove the narrative, it was their own game.
Zombies were the perfect live-action embodiment of early video game mechanics: limited lives, a constant moving threat, resource gathering, and win-or-lose conditions. It was Resident Evil or Left 4 Dead, but you were inside it. That blend of narrative urgency and active play was a defining moment for immersive theatre, and it planted the seed for many of the interactive formats that followed.
Escape Games And The Rise Of Playable Theatre
Soon after, escape rooms swept the globe, bringing the structure of point-and-click and adventure video games into physical spaces. Locked rooms, inventory-based puzzles, and ticking clocks all demanded quick thinking and teamwork. Many escape games layered in theatrical storytelling and live actors, creating something that was as much theatre as it was game.
Like zombie survival events, escape games proved that audiences loved being active participants rather than passive viewers. They cemented the idea that the thrill of ‘winning’ a story could be just as satisfying as watching one unfold.
Lander 23 And Familiar Mechanics
Although Lander 23 is not a zombie experience or an escape room, we are certain players will recognise familiar mechanics from both; the sense of urgency, the mission-based structure, and the need for coordinated teamwork in a high-pressure environment. This fusion of game styles, combined with a cutting-edge gaming engine, positions Lander 23 as one of the most exciting industry developments in years.
We do know that gamification works, whether you are dodging zombies, racing to solve a puzzle before the clock runs out, or navigating an alien landscape, the core appeal is the same, agency. Gamified immersive theatre puts participants in control of the story’s outcome. Win-or-lose stakes, branching narratives, and collaborative play create a sense of ownership that lingers long after the show ends.
While the industry’s shift toward large-scale IP-led work has brought stunning design and production values, it has sometimes shifted focus away from deep interactivity. Lander 23 could be the turning point that brings gameplay back to the centre.
Zombie SWAT - London 2012
Today’s Gamified Leaders
A few standout productions continue to prove the power of gamified theatre that are all available to book now:
Phantom Peak - An open-world town of quests and mysteries, explored at your own pace with a clever in-world app.
The Crystal Maze Live Experience - A real-world reimagining of the cult TV game show, where physical and mental challenges keep teams on their toes.
Bridge Command - A starship simulation demanding tactical teamwork and fast decision-making under pressure.
These shows demonstrate that audiences still crave experiences that give them control and reward their efforts with meaningful outcomes.
Why Lander 23 Matters For The Industry
Lander 23 is more than a single production. It is a statement of intent. By integrating a purpose-built gaming engine from Meaning Machine, Punchdrunk has shown that immersive theatre can embrace the adaptability and interactivity of video games without losing its theatrical core.
For creators, it signals new possibilities for technology-driven storytelling. For audiences, it promises a return to high-stakes, mission-led play that rewards skill, teamwork, and quick thinking. If the show delivers (It’s Punchdrunk so we expect it will) Lander 23 could restart a new wave of gamified immersive experiences and we are here for it!
Punchdrunk’s Felix Barrett on Lander 23: ‘it’s high stakes, high adrenaline’ So we are expecting great things from this show, and we can’t wait to play and watch the first Lander 23 reviews come in, we reckon it could live up to the hype.
Final Thoughts
At Immersive Ideas we believe in the power of play. It gives audiences the chance to step into a world, make meaningful choices, and live with the consequences. It is storytelling where your presence matters, the narrative doesn’t just happen around you, it depends on you.
If Lander 23 is the first step toward a revival of gamified immersive theatre, then the future could see fewer selfie walls and more missions, challenges, and triumphant victories earned through play.
You are not just part of the show.
You are the show.
Want to play? Tickets are now live for Lander 23 and you can book here.
At Immersive Ideas, founder Sarah Morris has been creating experiences inspired by your favourite video games for over a decade, from adrenaline-fuelled survival adventures to puzzle-driven missions. If you are looking to develop your own gamified immersive experience, you can book a call with us to explore how to bring your audience from passive observers to active players.