Planetfall
A leadership simulation for learning agility and ambiguity tolerance.
Planetfall is a leadership simulation where participants navigate landing a spaceship on an alien planet — with incomplete information and uncertain atmospheric conditions.
Core Concept
Players deploy probes, gather data, purchase upgrades, and adapt strategies as new information arrives. The game deliberately lacks a single correct answer, requiring disciplined experimentation and hypothesis testing.
What It Reveals
The simulation exposes leadership behaviours under uncertainty:
- Bold versus cautious experimentation patterns
- Strategy adaptation when evidence contradicts assumptions
- Responses to ambiguity — control-oriented versus exploratory
- Team capacity to build shared mental models with incomplete data
The debrief connects observed patterns to organisational challenges including change management, decision-making under uncertainty, and learning-from-failure cultures.
Who It's For
- Leaders in fast-changing environments
- Organisations undergoing transformation
- Teams navigating new markets
- High-potential cohorts (learning agility is measured directly)
What Happens in the Room
Participants arrive with a plan. By round two, that plan is wrong. The game forces a choice: hold the original course or adapt. Most groups split. Some members push to stay the course — "we committed to this, we don't have enough data yet." Others want to adapt immediately. A few go quiet and wait to see which way the group moves.
The groups that struggle most are the ones that can't make the meta-decision: when do we stop discussing and act? They arrive at a position too late, having spent their decision window in debate. The groups that perform best either have a strong adaptor who reframes the situation early, or establish a fast decision protocol in the first round that they can use when conditions change again.
Most participants walk out of this game with a clearer understanding of their own bias — toward action or toward analysis — than any psychometric tool has given them.
Specific Patterns That Surface
- Who changes course quickly when conditions shift — and who defends the original decision past the point of usefulness
- Who surfaces new information to the group immediately — versus who processes it privately before sharing
- How the group handles disagreement about direction — explicit decision, drift, or one person deciding while others go along
- Who acts with incomplete information versus who waits for certainty that never arrives
- Whether the group's decision-making speed is consistent across rounds or degrades under accumulating pressure
When to Bring This In
- Strategy offsites where the team needs to discuss how they handle uncertainty before deciding on an actual strategy
- Organisations moving through rapid change where "we need more information before we can decide" is a recurring pattern
- Leadership programmes focused on agility, resilience, or leading through ambiguity — gives participants real data about their own patterns rather than self-reported estimates
- Teams where post-mortems repeatedly surface "we knew conditions had changed but stuck with the original plan" as a failure mode
When This Isn't the Right Fit
- Groups smaller than 8 — the dynamics require enough people to generate visible splits in approach
- Leadership teams where the challenge is political rather than cognitive — Ripple Effect or Welcome to Zombiepuram would surface more relevant patterns
- When the real issue is decision authority (who gets to decide?) rather than decision quality (how do we decide well?) — the game won't resolve a structural clarity problem
The Debrief
Every session ends with an EPPA debrief: Experience, Patterns, Principles, Application. Participants don't leave with general reflections — they leave with a named behaviour to change and a specific situation to apply it in. The debrief is facilitated by the same person who ran the game. That continuity is what makes the insight land.
Bring This Game to Your Team
Questions About Planetfall
How is this different from a standard business simulation?
Most business simulations focus on outcomes — did your team make the right call? Planetfall focuses on decision-making process — how did your team handle the moment when the right call became unclear? The debrief reconstructs decision points rather than scoring results, producing more useful leadership learning.
Can this run with groups that have played simulations before?
Yes. Participants who arrive having played other games often engage more deeply — they're less focused on mechanics and more able to notice their own patterns. The experience doesn't require novelty to work.
What if the group is very senior — C-suite or equivalent?
Senior groups often produce the richest data. The patterns that made them successful at earlier career stages sometimes become liabilities at senior levels. Planetfall makes those calcified patterns visible in a way that 360-degree feedback struggles to do — because participants experience the consequence of the pattern rather than just hearing about it.
How many rounds does the game run?
A 2-hour session typically runs 3-4 rounds, with a condition change between each. Each shift gives participants another opportunity to notice and adjust — or not adjust — their approach.