Trust & safety

Safety is a design pillar, not a disclaimer.

RunQuest asks you to run in the real world with a game layered on top of it. That only works if the game never asks you to trade attention on the road for attention on the fiction. So the rules are structural, not optional.

Audio-first, eyes-up

In-run gameplay is sound and haptics. The screen is reserved for stationary moments — briefing, checkpoint interactions, completion. If you're moving, you shouldn't need to look down.

No camera while moving

Photo checkpoints and AR clue scans only ever unlock once you've stopped. The game will never ask you to point a phone at anything while your feet are moving.

No-go zones

Creators mark ground that's genuinely unsafe or off-limits — busy roads, private property, cliff edges. The rules engine respects those zones in scoring, with a penalty ladder up to disqualification. Cutting through one is never the smart play.

Traffic guidance

Route intel in the briefing calls out road crossings and busy junctions before you're moving at pace with a creature closing in your ear — not as a surprise mid-run.

Run with awareness

The fiction never overrides the real world. Audio cues are designed to sit alongside ambient awareness — traffic, other people, terrain — never to replace it.

Broadcast waivers

For events that broadcast, runners opt in with a clear waiver at registration. Organisers honour no-broadcast zones, and incident cut switches sit with a dedicated marshal channel throughout.

Speak to us directly

If you're an organiser with a specific route or safety concern, or a runner with feedback on the design, we want to hear it before it becomes a problem, not after.

Contact support