Everything all at once.

The stakes are high.

The current plan is to have Everywhere publicly playable at some point later this year.

Everywhere screenshot showing characters conversing in a futuristic-looking neon-lit lobby.

But let’s backtrack to Everywhere, which deserves some further explanation.

“We want to give them the tools to build these super high-end, AAA-throw in experiences.”

“We’re trying to make more than a video game here,” Benzies says.

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“We believe the world of games is changing.

I always find the word game underwhelming for what’s actually happening in the industry.

And to keep people hooked?

Everywhere.

Are these episodes part of one ongoing story, or discrete experiences?

I ask Benzies, who chuckles as he replies: “Yes.”

It sounds like a bit of both.

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“They’re connected, but not,” Benzies continues.

There’s a thread between them, but it gives us some kind of flexibility.

“Everywhere is for players, MindsEye is kind of, for us - for our egos.

Everywhere.

Each of our episodes allows us to be creative.

it’s crucial that you have new gameplay for them, but also new gameplay for players.”

Does it need to be a game, then?

Everywhere.

No, Benzies says.

“Our guys over in China created a little karate film, for example.

you’re able to build a lot of different things.”

Everywhere.

So, that’s what Everywhere is - but how about what it isn’t?

“It’s a lot of things to a lot of different people,” he told me.

We make a run at shy away from that.”

Details of MindsEye’s story remain under wraps for now.

Will the gamble pay off?

After six years of development, we’re about to find out.