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Retados
Miniseries

Retados

Retados is a miniseries of events held periodically; these events are varied, and more and more influencers are invited each time to participate and broadcast live.

33 Viewers
average
133 Peak of
viewers
42 Participants
27 Hours of
duration

Retados was born from a conversation between two friends with the idea of organizing periodic events. What began as a private initiative among acquaintances has evolved into a collaboration platform for content creators.

The main objective is to offer diverse dynamics where more and more influencers join in to host live streams. This way, an exchange of audience and content is generated, allowing streamers to support each other and grow together.

Events

From early January to late October, we have organized a total of seven events. During this period, we focused on experimenting with various formats and mechanics, integrating a growing number of participants. These competitions have varied between individual and team modes, each with unique themes and goals.

Speedrun Event

This was our inaugural event. It wasn’t a conventional race, but rather an Achievement Speedrun: participants had to complete specific challenges to earn points.

To make the dynamic more entertaining and competitive, we implemented real-time changes that altered the course of the match, such as:

  • The appearance of new surprise achievements.
  • Delivery of special items to players.
  • Attribute modification and random teleportation.
  • Temporary events with specific rules.

These elements forced players to adapt quickly and make strategic decisions under pressure, resulting in a dynamic and action-packed debut.

Fatal Swap

Fatal Swap is an event where players randomly exchange positions every so often. The core concept is that each participant must prepare a deadly trap to eliminate another player at the exact moment of teleportation. The scoring system rewards survival by granting points for every second stayed alive, while penalizing deaths by subtracting points.

Just like in the Speedrun Event, the fun intensified with random events during the match. These included the delivery of useful items, modifications to experience, health, or food, changing the main item held in hand, and reducing the time between swaps. This event marked a turning point, allowing us to expand the Retados brand and gain recognition among a larger number of streamers.

Bingo Rush

With Bingo Rush, Retados took a giant leap, achieving a true “boom” that allowed us to further expand our audience and attract new content creators. This wasn’t a simple bingo with a classic 5x5 card; we developed the entire system from scratch, programming item acquisition with a progressive difficulty curve.

The event consisted of three rounds: the first in an individual and simpler format; the second in duos; and the third in squads of four players. In the latter, communication was vital to coordinate and obtain the highest difficulty items. We also implemented extra mini-events focused on trivia and communication to grant special benefits. To ensure a level playing field, all participants started at the same spawn and received an identical starter kit.

One Hundred Deaths

In this event, the premise takes an unexpected turn: the main goal is to die in as many different ways as possible. Each type of death grants a different amount of points based on its difficulty level. For example, a death by falling adds only 1 point, while dying from a TNT explosion grants 10 points. As in Bingo Rush, all players appeared in the same location with an equitable starter kit.

To add a strategic component, the spawnpoint was automatically saved periodically, notifying players via chat. Additionally, we introduced temporary dynamics such as “beat-the-clock deaths,” where participants had to die before time ran out to get extra points. We also spawned structures or revealed specific coordinates on the map to encourage players to explore in search of advantages.

Craftealo

This event was very interesting for presenting an innovative concept: it focused exclusively on the art of crafting. To keep it dynamic, we included different mechanics and mini-events based on item creation:

  • Guess the recipe: Materials were provided, and players had to deduce which specific item to craft.
  • Crafting list: A list of objects was provided for participants to complete.
  • Survival Challenge: Players entered a traditional survival mode with the mission of gathering the necessary resources to craft a particular item.
  • Fast Crafting: The star mechanic of the event. Multiple materials were granted, and the goal was to manufacture as many objects as possible within a time limit.

Undoubtedly, this event stood out for having very polished gameplay mechanics. Its development required a lot of time and mathematical planning to account for all crafting combinations and possibilities.

El Círculo

This event consisted of a rotation of several minigames held within a large circular arena. Among the challenges were classics and new ideas, such as: Spleef, Block Party, anvil rain, fast crafting competitions, and PvP combat with predefined kits.

The progression and scoring system were based on collecting stars. At the end of each minigame, participants were rewarded with stars based on their performance. Once all rounds concluded, the player who managed to accumulate the most stars was crowned the ultimate winner of the event.

Experimento UHC

This is not just any UHC; as its name suggests, it is a true experiment. We designed this minigame from scratch, implementing a life system and dynamic events that activate periodically, such as the delivery of new items or the revelation of strategic locations on the map.

The core of the event is its scoring system. Although points increase passively for every second of survival, the real reward is in the action: eliminating another player grants a massive bonus. This means victory is destined for the most aggressive participants with the most kills.

To maintain the pace and punish “campeo” (players hiding or boxing themselves in), we activated extreme events to force confrontations, especially in the final phase:

  • Sudden Death: Reducing all players’ health to half a heart.
  • Explosive Chaos: Randomly spawning creepers near participants.
  • Crossfire: Handing out bows to everyone to encourage ranged combat and break down defenses.