Catch The Cube (Złap Sześcian)
- Brand
- Netflix
- Year
- 2021
- Objective
- Awareness
- Industry
- Entertainment
- Mechanic
- Arcade & Action
- Platform
- Social
- Agency
- Monks





Objective
Netflix Poland needed to build buzz for the local premiere of "Tribes of Europa" and, more importantly, keep the show in the conversation after launch day. Media.Monks built the campaign around the cube from the series itself, turning viewers into participants rather than just an audience, with a prize pool designed to pull people back for repeat plays and social shares.
Solution
Players open the game on a phone — desktop visitors just get a QR code, since it only works on mobile — register, and grant camera access. Once the phone camera is pointed at the room, a glowing cube from the show appears in augmented reality and starts drifting away, forcing the player to walk around and tilt the phone to keep it in frame; the longer it lasts, the faster and more erratically the cube moves. When it finally slips out of view, the hold time becomes the player's score, they submit their details to enter the contest, and can immediately replay to try to beat it, climbing a public leaderboard for a shot at prizes including two years and change of Netflix.
- 1
The game lives at a dedicated web address; opening it on a desktop or laptop shows only a QR code, since play is only possible on a smartphone.
- 2
On a phone, a start screen sets up the premise from the tie-in series — a future Europe in ruins — and frames the game as a contest to earn the title of Europe's defender.
- 3
Players register before playing; a result recorded without registration does not count toward the contest.
- 4
The game requests camera access and instructs players to clear physical space around themselves before starting.
- 5
The camera activates and an AR cube — the artifact from the series that all factions in the story hunt for — appears superimposed on the player's real surroundings.
- 6
The core loop is a single continuous chase: the cube keeps repositioning in space, and the player turns and moves the phone to keep it in frame, with difficulty rising continuously the longer the round lasts.

- 7
A round ends when the cube leaves the frame; the player's score is the time it was kept in view, tracked to hundredths of a second, with a separate contest category for landing exactly on a symbolic time tied to the series.
- 8
After a round, players submit personal details to have that result qualify for the contest, and it is added to a public leaderboard; players can replay to try to beat their time.
- 9
Winners are drawn from tiers of leaderboard rank, each tier awarding a different prize bundle, plus extra prize categories for the exact symbolic time, top scores, and the most frequent replayers.
- 10
Entries closed on a set date, and winners were announced afterward on the same site.













