A new digital heritage game developed at the Liverpool School of Architecture, University of Liverpool, is bringing the architecture, stories, and cultural landscapes of the medieval Silk Roads to a global audience. SILK 2.0, released on Steam in June 2026, combines cutting-edge research in digital heritage, artificial intelligence, and immersive technologies to transform years of academic research into an engaging interactive experience.
Developed as part of the wider SILK (Sustainable Information Lifecycle of Kervansaray) research project, SILK 2.0 builds upon several years of fieldwork documenting Anatolian Seljuk caravanserais across Türkiye. Led by Dr Guzden Varinlioglu, the project has created one of the most comprehensive digital records of these remarkable monuments using photogrammetry, 360° imaging, architectural modelling, and archival research. The game demonstrates how architectural research can move beyond traditional publications, allowing players to experience heritage through exploration, interaction, and discovery.

Unlike conventional virtual tours, SILK 2.0 places players at the centre of the experience. Travelling through six digitally reconstructed caravanserais—including Sultan Han, Zazadin Han, Evdir Han, Eynif Han, Kargı Han, and İncir Han—players investigate architectural details, compare present-day remains with historical reconstructions, solve environmental challenges, and interact with AI-powered historical characters. Rather than simply presenting information, the game encourages users to learn through curiosity, conversation, and exploration, offering a new way of understanding one of history's most important trade networks.

The experience is centred around a virtual hub inspired by the geometry of a traditional Turkish hammam, allowing players to move freely between different caravanserais and compare their architecture, construction techniques, and states of preservation. This non-linear design highlights the interconnected nature of the Silk Roads and encourages players to understand caravanserais not as isolated monuments, but as part of a vast network that connected Asia, the Middle East, and Europe for centuries.

Artificial intelligence is embedded throughout both the development process and the gameplay experience. During production, AI-assisted workflows supported the creation of architectural assets, digital reconstructions, and environmental storytelling. Within the game, AI-powered conversational characters allow players to engage in dynamic dialogue, while adaptive soundscapes and historically inspired music create an immersive atmosphere that brings these spaces to life. Together, these technologies demonstrate how AI can support heritage interpretation while remaining grounded in rigorous architectural research.
SILK 2.0 also represents an important milestone in the evolution of the SILK research programme. What began as an international documentation project has evolved into an innovative platform for research, teaching, and public engagement, demonstrating how game engines, immersive technologies, and artificial intelligence can communicate complex architectural research to audiences far beyond academia.
Dr Guzden Varinlioglu, Project Director, said:
"SILK 2.0 explores how digital technologies can make cultural heritage more accessible, engaging, and meaningful. By combining rigorous architectural research with immersive design and artificial intelligence, we hope to inspire new audiences to discover the cultural legacy of the Silk Roads while demonstrating how games can become powerful platforms for research, education, and heritage preservation."
SILK 2.0 has been developed by an interdisciplinary team led by Dr Guzden Varinlioglu, with Mohammed Faraj Al-Suwaidi providing Visual Direction, Koen Maes serving as Technical Director and AI Systems Developer, and Mohammed Qaisar Junaid leading Experience Design. The wider team includes Gregory Campbell, Shahnaz Gulshan, Hilal Kaleli, Sepehr Seyedian, Yuangang Yang, Saithani Ithayaraaj, Vigneswaran Subramaniyan, Alfiya Shaheen Fayaz, and Ezgi Yurumez, whose expertise spans AI-assisted asset creation, 3D modelling, digital content, research dissemination, and original music composition.

The project has been supported by the University of Liverpool and the Andrew Pullin Fund, in partnership with Qatar University, BCS, The Chartered Institute for IT, and Hot Coco Games. It builds upon academic research developed in collaboration with Professor Takehiko Nagakura at the Design Computation Lab, Massachusetts Institute of Technology (MIT), with field studies supported by the U.S. Mission to Türkiye Grants Program and MIT MISTI Global Seed Funds.
SILK 2.0 is now available on Steam, where players can explore medieval caravanserais through immersive environments, AI-powered characters, and research-based digital reconstructions.
Visit the official Steam page to watch the trailer and learn more
By transforming architectural research into an interactive experience, SILK 2.0 demonstrates how the Liverpool School of Architecture continues to pioneer innovative approaches to digital heritage, immersive technologies, and AI-assisted research, creating new ways for global audiences to experience, understand, and preserve our shared cultural heritage.