A daily, city-scale battle royale over Chicago. Coffee shops, cafes, and restaurants bid for the day; the winner picks the hour and puts up a completely free item — no discounts, no BOGO. When the hour hits, a Fortnite-style storm closes over the city, players dodge it on live GPS with real health bars — and by default the host is a mystery, hidden until the final circles, so you play the storm, not the door. First player scanned at the right counter takes the prize; every survivor who arrives within the hour gets the discount.
Mobile. Seven screens: storm warning push, pre-drop lobby, mystery-host live match with PvP traps, victory + one-scan claim, eliminated-but-discount-survives, the distance-only Signal mode, and the speed lock.
View mockup →Web. Three boards: the Bid Royale live auction (king-of-the-hill with sudden death), the won-day storm setup, and challenge-day live ops behind the counter.
View mockup →Fortnite's standard Battle Royale storm runs 9 phases in ~23 minutes: each phase holds static, then shrinks — from a 1,600 m-diameter first circle (~29% of the ~5.5 km island) down to nothing, with damage ramping from 1 to 10 HP/sec and late circles that drift rather than close concentrically.
StormRush keeps that rhythm but stretches it to walking speed: 6 phases over 59 minutes, starting at a 3 km radius and ending at the establishment's front door. Circles drift toward the shop, damage ramps from 2 to 30 HP/min, and health (100 HP) never regenerates — get caught deep in the storm twice and you're spectating.
| Phase | Hold | Shrink | Safe radius after | Storm damage | Fortnite analog |
|---|---|---|---|---|---|
| 1 | 10 min | 8 min | 1.5 km | 2 HP/min | P1: 3:20 + 4:00, 1 HP/s |
| 2 | 6 min | 6 min | 750 m | 4 HP/min | P2: 2:00 + 2:00, 2 HP/s |
| 3 | 5 min | 5 min | 400 m | 8 HP/min | P3: 1:30 + 1:30, 5 HP/s |
| 4 | 4 min | 4 min | 150 m | 12 HP/min | P4–5: ~1:20 + ~1:00, 8–10 HP/s |
| 5 | 3 min | 3 min | 50 m | 20 HP/min | P6–7: moving zones begin |
| 6 | 2 min | 3 min | The front door | 30 HP/min | P8–9: drift + final close |
⛈ Storm Royale — the flagship: shrinking circles, health, eliminations, and earned PvP traps (jammers, slow fields — never sold, only earned). 📡 The Signal — the winter-proof alternate: no storm, just your distance to a hidden counter, no direction and no name. Walk a line, watch the number, triangulate — first barcode scanned at the right counter wins, and it only scans once.
Both are walking-pace games by design: sustained vehicle speed pauses the game and voids arrivals, so nobody wins by driving. Hosts choose mystery or revealed billing when they win the day's auction.
The auction is a game too. Open ascending bids per calendar day, king-of-the-hill style: hold the crown when sudden death expires and the day is yours. Late bids reset a 60-second closing timer, so there's no sniping — just showdowns. Monthly Storm Champions leaderboards, win streaks, and badges keep rival shops coming back.
The economics: one free item, a rush of foot traffic. The free-item liability is capped at exactly one (the winner); every other survivor walks in within the hour holding a discount they raced through a storm to earn.