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Why we built it this way

Locatour looks simple on the surface, but a lot of deliberate thinking went into it. Here’s the why behind the choices that matter most.

We could have sent you to cafés and shops. We chose not to. Locatour is built around public land — parks, reserves, beaches, lookouts, trails, monuments — because those places belong to everyone, they’re free, and they’re often overlooked. Pointing people toward them is a civic good, and it keeps the game honest: we’re not selling your footsteps to advertisers.

The entire value of Locatour rests on real visits. If you could check in from your couch, levels and achievements would mean nothing. So check-ins are proximity-based — you have to actually be at a place. That single rule is what makes the whole game real.

The photo does double duty. It’s your memento — the souvenir of the moment, saved to your history. And it’s part of marking that you were genuinely present. More on the experience side in Photo check-ins, and the plain-language tech in How photo check-in works.

It would be easy to show everyone every place on day one. We don’t, for two reasons:

  • Discovery stays exciting. There’s always a next horizon to work toward.
  • Fragile places stay protected. The most delicate spots open up gradually, only to invested explorers, so they’re never overwhelmed. The game’s progression doubles as conservation and crowd control — see Hidden locations.

The slow, satisfying climb — quick early wins, a long road to the top — comes straight from the role-playing games many of us grew up with. It’s a proven shape for keeping a journey rewarding over the long haul, and it suits a game that’s really about a lifetime of getting outside.

We’re open about what Locatour does and why. We keep the exact mechanics — the formulas and thresholds behind levelling and verification — private. That’s partly to keep the verification working, and partly because honest players never need them. The result is a game that’s transparent about its intentions and robust against being gamed.

Every one of these choices serves the same goal: getting you to a real place worth remembering, and looking after those places along the way. That’s the test we hold every feature to.