The FestQuest pitch

FestQuest dashboard, live example

FloydQuest

FloydFest 26 “Daydream” · Jul 22 to 26

This is the real thing. These are the actual numbers FestQuest produced for FloydQuest at FloydFest 2026, shown exactly as the organizer sees them. Figures are aggregates; nothing on this page identifies a person. An organizer gets this page under their own login, scoped to their event.
331
PlayersEveryone who scanned at least one checkpoint. Counted once each, however many times they scanned.
1471
Checkpoints foundEach player counts once per checkpoint, so re-scanning a sign you already had adds nothing. There were 2092 scans in all, 621 of them repeats.
4.4
Avg found / playerHow many of the 8 checkpoints the average player found. It counts everybody, including the many who scanned once and stopped, so it sits below what a committed player did.
279
Rewards redeemedPhysical items actually handed over at the merch tent. It does NOT include the 181 coupons owed by email, which were never a booth item, nor the 146 Plan B substitutes given when an item had run out.
handed over at the booth
197
Giveaway entrantsPeople holding at least one giveaway entry, counted once each however many entries they earned. The draw picks from this pool, weighted by how many entries each person holds.
1201
Weighted entriesRaffle tickets in the pool, not people: one for each reward tier a player reached, so one person can hold several. Computed live from scans and current booth stock, exactly as the draw computes it. 146 players reached a tier whose reward had run out and got extra entries instead, 90 of them double, which is why the total exceeds one per tier reached.
live, as the draw counts them

How players moved between checkpoints

Each arc leaves the checkpoint it starts from and takes that checkpoint's colour, matching the route list below. A to B and B to A count separately. Scans more than 4 hours apart, or repeats of the same sign, are not movements.

42 distinct routes observed across 7 checkpoints.

1.0x
Oasis Bridge to Barn Bar Bridge: 52 transitions, 50 playersOasis Bridge to Barn Bar Bridge: 52 transitions, 50 playersInfo Kiosk to Sycamore Circle: 49 transitions, 48 playersInfo Kiosk to Sycamore Circle: 49 transitions, 48 playersBarn Bar Bridge to Oasis Bridge: 45 transitions, 44 playersBarn Bar Bridge to Oasis Bridge: 45 transitions, 44 playersSycamore Circle to Head of Creekside Pathway: 34 transitions, 34 playersSycamore Circle to Head of Creekside Pathway: 34 transitions, 34 playersHigher Ground to Info Kiosk: 32 transitions, 32 playersHigher Ground to Info Kiosk: 32 transitions, 32 playersSycamore Circle to Info Kiosk: 27 transitions, 27 playersSycamore Circle to Info Kiosk: 27 transitions, 27 playersBarn Bar Bridge to Info Kiosk: 26 transitions, 25 playersBarn Bar Bridge to Info Kiosk: 26 transitions, 25 playersHead of Creekside Pathway to Higher Ground: 24 transitions, 24 playersHead of Creekside Pathway to Higher Ground: 24 transitions, 24 playersBarn Bar Bridge to Higher Ground: 24 transitions, 24 playersBarn Bar Bridge to Higher Ground: 24 transitions, 24 playersInfo Kiosk to Higher Ground: 22 transitions, 22 playersInfo Kiosk to Higher Ground: 22 transitions, 22 playersOasis Bridge to Higher Ground: 22 transitions, 22 playersOasis Bridge to Higher Ground: 22 transitions, 22 playersSycamore Circle to Barn Bar Bridge: 21 transitions, 21 playersSycamore Circle to Barn Bar Bridge: 21 transitions, 21 playersInfo Kiosk to Barn Bar Bridge: 21 transitions, 21 playersInfo Kiosk to Barn Bar Bridge: 21 transitions, 21 playersBarn Bar Bridge to Head of Creekside Pathway: 20 transitions, 20 playersBarn Bar Bridge to Head of Creekside Pathway: 20 transitions, 20 playersHigher Ground to Oasis Bridge: 19 transitions, 19 playersHigher Ground to Oasis Bridge: 19 transitions, 19 playersBarn Bar Bridge to Sycamore Circle: 18 transitions, 18 playersBarn Bar Bridge to Sycamore Circle: 18 transitions, 18 playersThe Depot to Info Kiosk: 18 transitions, 18 playersThe Depot to Info Kiosk: 18 transitions, 18 playersHead of Creekside Pathway to Oasis Bridge: 17 transitions, 16 playersHead of Creekside Pathway to Oasis Bridge: 17 transitions, 16 playersHead of Creekside Pathway to Sycamore Circle: 17 transitions, 17 playersHead of Creekside Pathway to Sycamore Circle: 17 transitions, 17 playersInfo Kiosk to The Depot: 17 transitions, 17 playersInfo Kiosk to The Depot: 17 transitions, 17 playersThe Depot to Barn Bar Bridge: 17 transitions, 17 playersThe Depot to Barn Bar Bridge: 17 transitions, 17 playersOasis Bridge to Info Kiosk: 16 transitions, 16 playersOasis Bridge to Info Kiosk: 16 transitions, 16 playersThe Depot to Head of Creekside Pathway: 16 transitions, 16 playersThe Depot to Head of Creekside Pathway: 16 transitions, 16 playersHigher Ground to Barn Bar Bridge: 16 transitions, 16 playersHigher Ground to Barn Bar Bridge: 16 transitions, 16 playersSycamore Circle to The Depot: 15 transitions, 15 playersSycamore Circle to The Depot: 15 transitions, 15 playersHead of Creekside Pathway to The Depot: 15 transitions, 15 playersHead of Creekside Pathway to The Depot: 15 transitions, 15 playersThe Depot to Sycamore Circle: 14 transitions, 13 playersThe Depot to Sycamore Circle: 14 transitions, 13 playersHead of Creekside Pathway to Barn Bar Bridge: 14 transitions, 14 playersHead of Creekside Pathway to Barn Bar Bridge: 14 transitions, 14 playersInfo Kiosk to Head of Creekside Pathway: 13 transitions, 13 playersInfo Kiosk to Head of Creekside Pathway: 13 transitions, 13 playersOasis Bridge to Head of Creekside Pathway: 13 transitions, 12 playersOasis Bridge to Head of Creekside Pathway: 13 transitions, 12 playersSycamore Circle to Oasis Bridge: 13 transitions, 13 playersSycamore Circle to Oasis Bridge: 13 transitions, 13 playersHigher Ground to The Depot: 13 transitions, 13 playersHigher Ground to The Depot: 13 transitions, 13 playersSycamore Circle to Higher Ground: 12 transitions, 12 playersSycamore Circle to Higher Ground: 12 transitions, 12 playersHead of Creekside Pathway to Info Kiosk: 12 transitions, 12 playersHead of Creekside Pathway to Info Kiosk: 12 transitions, 12 playersOasis Bridge to The Depot: 12 transitions, 12 playersOasis Bridge to The Depot: 12 transitions, 12 playersHigher Ground to Sycamore Circle: 10 transitions, 10 playersHigher Ground to Sycamore Circle: 10 transitions, 10 playersThe Depot to Higher Ground: 8 transitions, 8 playersThe Depot to Higher Ground: 8 transitions, 8 playersHigher Ground to Head of Creekside Pathway: 8 transitions, 7 playersHigher Ground to Head of Creekside Pathway: 8 transitions, 7 playersInfo Kiosk to Oasis Bridge: 8 transitions, 8 playersInfo Kiosk to Oasis Bridge: 8 transitions, 8 playersOasis Bridge to Sycamore Circle: 7 transitions, 7 playersOasis Bridge to Sycamore Circle: 7 transitions, 7 playersBarn Bar Bridge to The Depot: 6 transitions, 6 playersBarn Bar Bridge to The Depot: 6 transitions, 6 playersThe Depot to Oasis Bridge: 4 transitions, 4 playersThe Depot to Oasis Bridge: 4 transitions, 4 playersHigher Ground: 231 scans, 175 players231Oasis Bridge: 265 scans, 192 players265Barn Bar Bridge: 256 scans, 189 players256Info Kiosk: 222 scans, 156 players222Sycamore Circle: 194 scans, 150 players194Head of Creekside Pathway: 178 scans, 137 players178The Depot: 253 scans, 173 players253
Click a checkpoint to switch the routes leading FROM it on or off. Numbers are total scans including repeat scans of a sign somebody already had, which is what movement is measured from. The checkpoint chart further down counts PEOPLE, so its figures are smaller.

Busiest routesTRIPS counts every walk along this route, including the same person doing it more than once. PEOPLE counts how many different players walked it at all. They match when nobody doubled back, which is normal at a small event where each checkpoint is scanned once. When trips runs ahead of people, that route is being re-walked: at FloydFest 16 of 56 routes were, one of them 5 extra times. That gap is the interesting part, because it shows a path people return to rather than pass through once.

Oasis Bridge → Barn Bar Bridge52 trips · 50 people
Info Kiosk → Sycamore Circle49 trips · 48 people
Barn Bar Bridge → Oasis Bridge45 trips · 44 people
Sycamore Circle → Head of Creekside Pathway34 trips · 34 people
Higher Ground → Info Kiosk32 trips · 32 people
Sycamore Circle → Info Kiosk27 trips · 27 people
Barn Bar Bridge → Info Kiosk26 trips · 25 people
Head of Creekside Pathway → Higher Ground24 trips · 24 people
Barn Bar Bridge → Higher Ground24 trips · 24 people
Info Kiosk → Higher Ground22 trips · 22 people

Exploration

Player location was never tracked. Everything in this section is worked out from which signs somebody scanned and when, so it describes their SCANNING rather than their movement.
250
Players who explored
76% scanned 2 or more checkpoints
81
Scanned once and stopped
24% of players
  • Someone who scanned a single checkpoint has no journey to measure, so they are left out of how far they walked rather than counted as a zero, which would drag the number down. They ARE counted in coverage and in days played, where one scan is a real answer.
  • The Entry Poster is not counted as a defined location as the same QR was used for both the Entry Poster itself + around 1500 Table Stickers, so the origin scan could be anywhere in the park.

How much of the map they saw

Checkpoint coverage: how many different checkpoints each player scanned, out of the total on site. Cumulative, so each bar counts everyone who reached that many OR MORE. It can only fall from left to right, and the size of each step down is how many people stopped there.

Players who found at least this many of the 8 checkpoints.

331
209
195
178
164
148
124
70
1
2
3
4
5
6
7
8

Steepest drop is 1 to 2: 122 players stopped at 1. 331 players counted.

How many days they played

Distinct festival days each player scanned on, counted in the festival's own timezone. Everyone with a scan played at least one day, so unlike the other charts here nobody is left out.

Whether the quest brought people back, or was a one-time thing on the way in.

1 day177 (53%)
2 days93 (28%)
3 days49 (15%)
4 days8 (2%)
5 days4 (1%)

154 of 331 players came back on a second day or more.

How far they walked

Distance roamed, a lower bound: measured as straight lines between the checkpoints a player scanned in order. Player GPS was never on, so this is inferred from scans rather than tracked. Real paths curve and wander, and any walking between scans is invisible to us, so the true figure is always higher.

At least this far. Straight lines between scans, so real walking was further.

0.68 mitypical playerThe middle value: half of all players are below this and half are above. Less easily skewed by one unusual player than an average.
20
35
43
50
39
7
5
4
180 ft
walked the least
0.88 mi1.72 mi
walked the most
Lower quarterA quarter of players are at or below this. The quieter end of the range.
0.43 mi
Upper quarterThree quarters of players are at or below this, so a quarter are above it. The keener end.
0.88 mi
AverageEvery player's value added up and divided by how many players there are. A few unusual players can pull it away from the typical.
0.67 mi
Players countedHow many players this particular number was worked out from. 47 others are left out: measuring needs two checkpoints we can place on the map.
203

The shape of a festival day

Every scan, including repeats, by the hour it happened in festival time, added up across all five days. Midnight at the top, running clockwise. Further from the centre means busier.

When people were out scanning, across the whole festival.

12 AM: 19 scans, 12 people12 AM · 191 AM: 9 scans, 4 people1 AM · 92 AM: 7 scans, 5 people2 AM · 73 AM: 1 scans, 1 people3 AM · 14 AM: 0 scans, 0 people4 AM · 05 AM: 0 scans, 0 people5 AM · 06 AM: 3 scans, 1 people6 AM · 37 AM: 8 scans, 6 people7 AM · 88 AM: 20 scans, 15 people8 AM · 209 AM: 49 scans, 24 people9 AM · 4910 AM: 75 scans, 33 people10 AM · 7511 AM: 106 scans, 51 people11 AM · 10612 PM: 114 scans, 63 people12 PM · 1141 PM: 189 scans, 94 people1 PM · 1892 PM: 188 scans, 96 people2 PM · 1883 PM: 127 scans, 75 people3 PM · 1274 PM: 238 scans, 104 people4 PM · 2385 PM: 291 scans, 128 people5 PM · 2916 PM: 213 scans, 102 people6 PM · 2137 PM: 195 scans, 78 people7 PM · 1958 PM: 88 scans, 49 people8 PM · 889 PM: 50 scans, 39 people9 PM · 5010 PM: 57 scans, 37 people10 PM · 5711 PM: 45 scans, 29 people11 PM · 4512a3a6a9a12p3p6p9pbusiest5 PM

Busiest hour is 5 PM, 291 scans (14% of all of them). The three busiest hours carry 35%. Outer ring is 300 scans.

Tier funnel: players who reached each tier

Each step is a SUBSET of the one above it, so the bars can only shrink. What matters is the size of each drop: that is how many people stopped there.
All players who scanned anything331 players
Hiker · 3+ scans · 2025 pint ring + carabiner197 players · 60%

134 did not go on from their first scan

Wanderer · 4+ scans · 10% coupon for The Exchange Music Hall merch181 players · 55%

16 did not go on from Hiker

Wayfinder · 6+ scans · 2025 pint cup152 players · 46%

29 did not go on from Wanderer

Legendary · 7+ scans · vintage FloydFest growler138 players · 42%

14 did not go on from Wayfinder

Players who found each checkpoint

People, not scans: each player counts once per checkpoint however many times they scanned it. The flow map above counts every scan including repeats, which is why its numbers are larger.
1. Higher Ground179
2. Oasis Bridge200
3. Barn Bar Bridge197
4. Info Kiosk164
5. Sycamore Circle157
6. Head of Creekside Pathway141
7. The Depot184
8. Entry Poster + Table Stickers249

What happened to every reward earned

Each tier's bar is everyone who qualified for it, split by what they actually received. The outcomes are exclusive, so the segments always add up to the whole.
Collected at the boothPlan B substituteOwed by email, not yet sentNever resolved
Hiker · 3+ scans · 2025 pint ring + carabiner197 earned
124
73

Stopped being handed out Sun 7:21 PM · everyone after that got +1 giveaway entry

Wanderer · 4+ scans · 10% coupon for The Exchange Music Hall merch181 earned
181
Wayfinder · 6+ scans · 2025 pint cup152 earned
107
45

Stopped being handed out Sun 5:20 PM · everyone after that got +1 giveaway entry

Legendary · 7+ scans · vintage FloydFest growler138 earned
48
90

Stopped being handed out Sun 12:26 PM · everyone after that got 2X giveaway entries

279 items were handed over at the booth. 208 players got a Plan B substitute instead, because the item had run out and they had never collected one. 181 earned the coupon, which is fulfilled by email rather than at the booth and so can never show as a handout.

Checkpoints found per day

Same measure as the Checkpoints found tile, so these add up to it. A repeat scan of a sign somebody already had is not counted.
Wed, Jul 22154
Thu, Jul 23374
Fri, Jul 24370
Sat, Jul 25443
Sun, Jul 26130

Networks that carried the fest

From 328 players with a usable address. A block we cannot identify is shown as such rather than folded into a guess. 37 used a privacy relay at some point, which hides them from any carrier or location reporting, including this one.

Each player counted once, under whichever network carried most of their scans.

Verizon Wireless177 (54%)
T-Mobile77 (23%)
Privacy relay30 (9%)

Apple routes iCloud Private Relay traffic out through Fastly, Cloudflare and Akamai. These players are invisible to any location or carrier reporting, including ours.

AT&T14 (4%)
Citizens Telephone Co-op14 (4%)

The local Floyd, Virginia co-operative, and almost certainly the site’s own wired network: thirty players on its main block shared just three addresses between them. More players touched it than count here, since this row is the network that carried MOST of a player’s scans.

Unidentified network13 (4%)
Shentel2 (1%)
GCI1 (0%)

An Alaskan provider, which is where that lone Eagle River reading came from.

Where those networks are registered

77 of these players were given more than one city over the weekend without moving anywhere.

The registered location of each address block. NOT where players live.

Read this as network geography, not audience geography: a label is where the carrier registered the address block, which for a national carrier is a regional gateway rather than where a person lives.

316 of 331 players had a location on their address block. 26 in all, scroll for the rest.

Roanoke, VA122 (39%)
Virginia Beach, VA57 (18%)
Hampton, VA52 (16%)
Max Meadows, VA15 (5%)
Franklin, VA10 (3%)
Richmond, VA8 (3%)
Atlanta, GA7 (2%)
Alexandria, VA5 (2%)
Ashburn, VA5 (2%)
Philadelphia, PA5 (2%)
Boston, MA4 (1%)
Blacksburg, VA3 (1%)
Charlotte, NC3 (1%)
Washington, DC3 (1%)
Baltimore, MD2 (1%)
Buffalo, NY2 (1%)
Cape Coral, FL2 (1%)
Floyd, VA2 (1%)
Pittsburgh, PA2 (1%)
Cleveland, OH1 (0%)
Eagle River, AK1 (0%)
Los Angeles, CA1 (0%)
Needham, MA1 (0%)
New York, NY1 (0%)
The Bronx, NY1 (0%)
Williamsburg, VA1 (0%)

What changed while the gates were open

In the order it happened.

  1. Wed 8:50 AM

    Per-scan tracking went live

    Shipped on opening morning, forty minutes before the first player scanned.

  2. Thu 9:45 AM

    Fixed a map bug on Android

    Tapping the site map could open the wrong stage schedule. Found and fixed live on day two.

  3. Thu 3:12 PM

    The Wanderer reward changed

    FloydFest merch could no longer cover the fourth-checkpoint tier, so it became a 10% coupon for The Exchange Music Hall, emailed after the fest rather than collected at the booth. 181 players ultimately earned it.

  4. Thu 4:00 PM

    Fixed sign-in losing your place

    Signing in with Apple mid-scan returned players to the home page instead of the checkpoint they had just scanned.

  5. Fri 6:12 PM

    The growler ran out, and the swap needed a deploy

    The top reward was replaced with double giveaway entries by editing the app and shipping it. Growlers came back the next afternoon, indicating a need for a "Booth stock switch". Great lesson.

  6. Sat 12:00 PM

    More growlers and drink rings arrived

    This is why the units left at the end are not a leftover from an opening count, and why what was on hand at the start cannot be worked out from them.

  7. Sat 3:42 PM

    Booth stock became a live switch

    Prompted by the growler. From this point a reward could be flipped to its backup from a phone at the booth in seconds, with no deploy. Everything that ran out afterwards was handled this way.

  8. Sun 12:26 PM

    Vintage FloydFest growler ran out

    The last one went at the booth. 90 players had earned this tier and never collected one, so they received 2X giveaway entries instead.

  9. Sun 4:45 PM

    Live inventory counts

    New feature added: The booth could enter how many of each item were left, and the app switched to the backup reward automatically on reaching zero. Two of the three Sunday stock-outs were handled with nobody having to press anything.

  10. Sun 5:20 PM

    2025 pint cup ran out

    The booth count reached zero. 45 players had earned this tier and never collected one, so they received +1 giveaway entry instead.

  11. Sun 7:21 PM

    Booth closed for the 2025 pint ring + carabiner

    Closed about forty minutes early: the crowd had thinned and the other vendors had already packed up, with roughly 50 rings and carabiners still in the box. 73 players had earned this tier and never collected one, so they received +1 giveaway entry instead.

What we would do differently next time

The point of the timeline above.

  • Lock the reward ladder before gates open

    Two of the four rewards changed mid-festival, and the top one changed twice inside a day. Nobody did anything wrong, the merch simply was not there.

  • Count the stock on the way in

    Every stock-out was a surprise on the day. Inventory counts arrived ninety minutes before the last item ran dry. Knowing the numbers on Wednesday would have turned three surprises into a forecast.

  • Assume anything printed will end up somewhere else

    The entry poster QR also went onto 1,500-plus table stickers, which was a good idea and drove the single biggest scan count of the fest. It also means that checkpoint has no usable location, so it is left out of every distance measure here. Next time a code that will be duplicated should be issued as its own code from the start.

  • Give the backup reward a bigger margin

    All three physical rewards ran out on the final afternoon, within seven hours of each other, and 208 players received a substitute rather than the item. The substitutes worked, but the ladder was sized for a smaller finishing crowd than turned up.

  • Brainstorm on how to incentivize player to get to the second scan

    The steepest drop in player fall-off is from Scan 1 to Scan 2: 119 players stopped at 1.

Want one of these for your event? Read the FestQuest pitch.