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Fritz Hansen Brings the Architecture of Sound to Copenhagen at 3 Days Of Design 2026

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For 3 Days Of Design 2026, Fritz Hansen took a different approach to the traditional furniture exhibition, turning its attention away from products displayed in complete silence and towards the atmosphere surrounding them. Instead of filling another perfectly arranged showroom with objects visitors could admire from a careful distance, the Danish design brand introduced podcasts, vinyl records, live DJ sessions and recordings captured during the production of its furniture.

Called Fritz Hansen Sound Club, the installation extended across three connected areas at the company’s Copenhagen flagship on Løvstræde 5, including a listening lounge, courtyard and Flagship Store. Created with Japanese audio brand Technics, each space examined how music, lighting, furniture and materials work together to influence how people move through a room, where they choose to pause and how long they decide to remain there.

The result was an exhibition designed to be heard as much as seen, while giving visitors a reason to do something increasingly unusual during a busy design festival — put down the phone, take a seat and stay for a while.

Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen

Fritz Hansen’s Sound Club at 3 Days of Design

Sound Club was built around the idea that furniture and architecture only establish part of a room’s character, with lighting and sound determining much of how the space is actually experienced. A chair may provide somewhere to sit, but the surrounding music can decide whether someone stays for half an hour or gets up again after checking one notification.

As Els Van Hoorebeeck, Creative Director at Fritz Hansen, explains, “Sound plays a direct role in how we experience space. It shapes how we move, where we pause, and how we relate to furniture, light and materials. With Fritz Hansen Sound Club, we explore how these elements work together to define the character of a space, and how this way of thinking continues to shape our design today,” says Els Van Hoorebeeck, Creative Director at Fritz Hansen.

Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen

That approach changed the exhibition from showing furniture as separate items. A lounge chair feels different when it is in a room with a podcast playing out loud, just like a table lamp has a different purpose when it shines light on someone listening to a record with headphones.

The installation was also designed in response to the pace of 3daysofdesign itself, where visitors are usually moving between exhibitions, showroom launches, and events across Copenhagen. Rather than directing everyone through one fixed route, Fritz Hansen allowed guests to choose how much time they wanted to spend inside each area, whether that meant listening to a podcast, playing an entire record, stopping for coffee or sitting through a live DJ set.

Fritz Hansen wanted visitors to engage with the surroundings rather than simply taking a photograph and moving on, using music as an emotional layer that could connect a room to a particular memory.

Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen

How Fritz Hansen & Technics Found Common Ground

The collaboration with Technics did not begin inside a meeting room with a presentation full of brand values. During research trips to clubs in Seoul and, later, a Technics café in Kyoto, Van Hoorebeeck and her team repeatedly noticed KAISER Idell Lamps positioned alongside Technics Turntables.

The visual relationship between the curved arm of the lamp and the tonearm of the turntable provided the first connection, but the two brands also shared a broader focus on performance, precision, craftsmanship and longevity. One specializes in furniture and lighting while the other is closely associated with audio equipment, yet both design objects are intended to remain useful well beyond the trend cycle.

Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen

That connection became particularly relevant as Fritz Hansen marked the 90th anniversary of the KAISER Idell 6631-T Luxus Table Lamp, originally designed by Christian Dell in 1936. Its curved connecting arm, carefully proportioned shade and function-led construction have helped it remain one of the more recognizable examples of Bauhaus lighting, with the design surviving nine decades without requiring a touchscreen or companion app.

To commemorate the anniversary, Fritz Hansen and Technics created coordinated limited editions of the KAISER Idell Table Lamp and SL-40CBT Turntable. Both received the same deep-burgundy finish, a colour that forms part of Fritz Hansen’s evolving visual identity and connects the two products without dramatically redesigning either one.

At Sound Club, the lamp and turntable stood out, but the display was really about showing how they work together. The lamp lit a specific spot as the turntable played music, making picking a record feel special rather than just background noise.

The collaboration also brought Fritz Hansen’s archive into the exhibition. Original steel furniture from the 1930s, including a table and drinks trolley, was returned specifically for Sound Club and positioned alongside the KAISER Idell Lamp and Technics turntable, creating a setting that connected almost a century of design history.

Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen

Inside the Fritz Hansen Sound Club Experience

The first part of Sound Club was a listening lounge where visitors could sit in Fritz Hansen’s upholstered furniture while the company’s new podcast series played openly into the room. The sound was shared throughout the space rather than delivered through headphones, making the lounge the more communal of the installation’s listening environments.

Next to it, the listening bar provided a more private experience. Limited-edition KAISER idell™ lamps and Technics turntables were placed on original Bauhaus-style archive tables, with visitors invited to sit down, put on a pair of noise-cancelling headphones and listen to an exclusive vinyl record created for the exhibition.

The release featured original music composed by Kim C, also known as Oviduct, and William de Waal, who performs as Willone. Combined with the low lighting, archive furniture and analogue audio equipment, the setup created a more focused listening experience than the open lounge, while giving Sound Club its own soundtrack instead of relying on another carefully selected collection of familiar records.

Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen

The installation then continued into the courtyard, where a kiosk hosted live DJ sessions throughout the three-day event. Fritz Hansen’s Outdoor Collection provided seating for visitors to relax with freshly baked goods, lunch and refreshments from Sonny, making the courtyard a more casual stop between the listening areas and Flagship Store.

Inside the Flagship Store, Fritz Hansen presented its Autumn 2026 novelties alongside recordings of the tools, materials and handcraft used to produce its furniture. These included another addition to the KAISER Idell lighting family, an update by Cecilie Manz, an expansion of the N02 Recycle series by Japanese studio nendo and a new interpretation of the Superellipse™ table.

The production recordings added another layer to the installation by revealing parts of the furniture-making process that customers would not normally hear. Some Fritz Hansen craftspeople can reportedly determine whether a component has been assembled correctly from its sound, meaning the recordings were not simply industrial background noise but part of how the furniture is inspected and understood during production.

Fritz Hansen also introduced a new KAISER Idell Wall Lamp as part of the Autumn 2026 collection, extending Christian Dell’s design language into another part of the room while retaining the same emphasis on precision, proportion and practical function.

Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen

Sound Club ultimately worked because it gave visitors several ways to experience the furniture without forcing everyone through the same route. Guests could listen socially in the lounge, concentrate on a record at the listening bar, spend time with a DJ in the courtyard or hear how the furniture was made inside the Flagship Store.

The exhibition still looked as carefully controlled as you would expect from Fritz Hansen, but the addition of sound made the rooms feel occupied rather than staged. Furniture determined where people sat, lighting shaped what they saw, and music influenced how long they remained there, which is a fairly convincing demonstration of why sound deserves a place in the design conversation.

Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
Fritz Hansen's Sound Club at 3 Days of Design
Fritz Hansen’s Sound Club at 3 Days of Design | Image: Fritz Hansen
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Bungie’s ‘Marathon’— Everything You Need to Know: Characters, Release Date, & More

Reading Time: 10 minutes

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For years, Bungie has been one of the biggest names in sci-fi shooters, creating iconic franchises like Halo and Destiny. Now, the studio is taking a new direction with ‘Marathon’, a multiplayer extraction shooter focused on survival, risk, and intense combat. Although the game’s first reveal earlier this year didn’t impress many fans, it has since made a strong comeback. Bungie is now showing off more of the world, gameplay features, and action-packed battles set on Tau Ceti IV.

Bungie has confirmed that ‘Marathon’ is aiming to release in March 2026, though the exact date has not yet been set. The newest videos show that the extra time has made a difference. The game feels more focused now, with a clear style centred on extraction gameplay where staying alive is more important than just getting kills. Players take on the role of cybernetic mercenaries called Runners, who enter dangerous areas to gather loot, fight other teams, and try to escape without losing what they have.

The studio has also confirmed that ‘Marathon’ will be a paid game instead of free-to-play, with Bungie aiming for a $40 price and free updates during the first year. Bungie is avoiding some of the annoying seasonal systems found in many modern multiplayer games, keeping reward passes available all the time rather than making them vanish after short events. Thanks to Bungie’s reputation for great gunplay, the game’s eye-catching art style, and the rising popularity of extraction shooters, ‘Marathon’ is already one of the most talked-about upcoming multiplayer games.

What Is Bungie’s ‘Marathon’?

Long before Halo made Bungie one of the biggest names in gaming, the studio first built its sci-fi reputation through the original Marathon trilogy back in the 1990s. This new version returns to that universe years later, placing players inside a dangerous future shaped by missing colonies, mysterious factions, and a giant interstellar ship hanging silently above a ruined planet.

The game takes place on Tau Ceti IV, a colony where everyone disappeared under unknown circumstances. Players take on the role of Runners, mercenaries who have left their human bodies behind and now use artificial bodies designed for fighting and survival. Working for secret, powerful groups, Runners are sent into dangerous areas to find weapons, upgrades, supplies, and clues about what happened on the planet and on the huge Marathon ship orbiting above.

Marathon is based on PvPvE extraction gameplay, meaning players fight both enemy creatures and other human teams in each match. Players can play alone or team up while exploring different maps across Tau Ceti IV. The further players go into risky areas, the better the rewards, but staying alive long enough to get away is more important than just getting kills. Losing a fight can mean losing valuable gear, loot, and progress gained during the run.

Bungie also seems to focus a lot on long-term progress, letting players improve their Runner, try out different setups, and unlock better gear over time. Along with the game’s clear sci-fi look, intense survival action, and Bungie’s well-known skill with shooting mechanics, Marathon already feels very different from most multiplayer shooters out there.

‘Marathon’ (2026) | Image: Bungie

How Does ‘Marathon’ Play?

‘Marathon’ is based on extraction-style gameplay where staying alive is more important than just getting kills. Players enter large maps on Tau Ceti IV alone or with teammates, looking for weapons, implants, supplies, and valuable items while facing hostile enemies and rival teams at the same time. After gathering enough gear, players must reach an extraction point and escape safely before losing everything. This pressure is present in every match, especially when other teams head toward the same goals and extraction areas.

The shooting in ‘Marathon’ keeps the fast, smooth style Bungie is known for, but the game feels more tense and strategic than Destiny. Winning isn’t just about fighting; positioning, teamwork, movement, and knowing when to leave weigh just as much. Bungie is building the game for long-term progress, so you can customize your Runner, try different gear, and unlock better equipment as you play. Based on what’s been shown so far, ‘Marathon’ is less about constant action and more about those stressful moments when one mistake can end your run.

‘Marathon’ (2026) | Image: Bungie

What Are the Classes and Factions in ‘Marathon’?

One of the most important choices in ‘Marathon’ is picking which Runner Shell to use in a match. Each Shell is designed for a different way of fighting and surviving, so the class you pick can completely change how a run goes. Some are built for tough fights, while others focus more on sneaking, moving quickly, helping teammates, or grabbing valuable gear and escaping unseen.

Here are the Runner Shells Bungie has revealed so far:

① Destroyer: A heavy combat Shell equipped with a riot shield and shoulder-mounted rocket launchers.

② Thief: A fast Shell focused on grabbing loot, using grappling hooks and remote-controlled drones.

③ Blackbird: A recon-focused Shell designed for scouting and revealing enemy positions.

④ Glitch: A highly mobile Shell built around speed and flanking enemies.

⑤ Void: A stealth-focused Shell capable of turning invisible and using smoke to escape danger.

⑥ Lifeline: A medic-style Shell focused on healing and supporting teammates during runs.

⑦ Rook: A prototype Shell that appears more disposable, allowing players to attempt loot runs without risking valuable equipment.

Besides the Shell itself, players can also customize weapons, implants, and gear setups depending on how they want to play each match. Some players will likely chase enemy teams across the map, while others may focus entirely on sneaking through dangerous areas to collect loot and leave before trouble starts. Bungie also confirmed that Shells can be customized with skins, unlocks, and upgrades, but the system seems more focused on different setups and playstyles than on creating a fully custom character like in Destiny.

The world of ‘Marathon’ is also shaped by powerful groups operating behind the scenes across Tau Ceti IV. So far, Bungie has introduced Traxus, a dangerous big company, Arachne, a combat-focused cult; and MIDA, a name longtime Bungie fans will likely recognize right away. Players will likely be able to work with these groups over time, unlocking support, upgrades, and equipment based on the loyalty earned during a season.

What makes the system interesting is the freedom it seems to offer players. Bungie does not appear interested in forcing everyone into a single role or a single style of gameplay. Instead, ‘Marathon’ seems built around experimenting with different Shells, weapons, and strategies, depending on how players want to survive each run.

‘Marathon’ (2026) | Image: Bungie

The Maps of ‘Marathon’

Players take on the role of Runners, but Bungie has said that Tau Ceti IV is really at the heart of ‘Marathon’. In each match, you explore big shared maps, searching for weapons, valuables, resources, and hidden clues before making your escape. Since every team is after the same things, even calm moments can suddenly turn into tense battles over loot or escape routes.

Every run feels tense because of the risks involved. If you die during a mission, you lose all the gear and valuables you were carrying. Bungie says you can come back with a different character, but anything you lost stays on the map for other teams to grab. The more often you escape, the better your gear and resources will be for your next runs.

Each map changes the difficulty and rewards. Some areas are safer, giving you a chance to recover after a tough loss, while others are much more dangerous but offer better loot.

Here are the maps that have been revealed so far:

① Perimeter: This is an unfinished expansion zone linked to the Tau Ceti IV colony. Bungie says it’s a lower-level map with less danger and smaller rewards, so it’s a good spot for new players or for rebuilding after losing gear.

② Dire Marsh: This flooded marshland has strange sci-fi touches like glowing ground, floating cargo containers, and overlapping structures that often push squads into fights. Bungie confirmed that up to 18 players can be on this map at once, so teams clash often as they compete for resources.

③ Outpost: This is a heavily guarded UESC facility packed with hostile security bots and tight vertical spaces. Bungie says it’s one of the most dangerous maps, with computer-controlled enemies and rival players fighting in the same spots. Still, it offers some of the best loot in the game.

④ Cryo Archive: This map is on the massive Marathon ship orbiting Tau Ceti IV. Cryo Archive is designed as an endgame area for well-equipped players. Bungie says its difficulty is similar to high-level activities in Destiny, and there are several vaults with better rewards the deeper you go.

Each map stands out because it handles player interaction, difficulty, and survival pressure in its own way. Some places let you explore and rebuild at your own pace, while others almost always lead to fights as soon as squads cross paths. With the shifting risks, the chance of losing your gear, and the mystery of Tau Ceti IV, the maps already look like a big reason why ‘Marathon’ could stand out from other multiplayer shooters.

The number of players changes from map to map. Bungie has confirmed that Dire Marsh can have up to 18 players at once, so several squads are fighting over the same loot, escape points, and resources. Other maps might have fewer players, and some could get even more chaotic based on their size and difficulty. This variety should make each location feel unique instead of just repeating the same formula.

If you survive a run and escape, you get to keep all the loot, weapons, and resources you found, which you can use in future matches or for upgrades. The more you risk, the more you can win, but there’s always the chance of losing everything. That pressure is at the heart of ‘Marathon’, especially as you learn escape routes, high-value spots, and which fights are worth it.

‘Marathon’ (2026) | Image: Bungie

Why Everyone Is Talking About ‘Marathon’?

A big reason people are paying so much attention to ‘Marathon’ is the studio behind it. Bungie helped shape modern shooters with games like Halo and Destiny, so the idea of Bungie entering the extraction shooter genre immediately caught players’ interest. Once the gameplay started showing up, the talk only got louder because of the game’s clear sci-fi art style, unusual world design, and the constant tension in every run.

The extraction shooter genre has become much more crowded in the last few years, but very few games have really become popular with a wide audience. That is part of why ‘Marathon’ feels different right now. Bungie is clearly aiming for something more tense and deliberate, rather than just nonstop action. Surviving, escaping with loot, managing risk, and knowing when to avoid fights all seem just as important as shooting. With the mystery around Tau Ceti IV, the different Runner Shells, and Bungie’s reputation for smooth gunplay, ‘Marathon’ has quickly become one of the multiplayer games people can’t stop talking about.

‘Marathon’ (2026) | Image: Bungie

‘Marathon’ Release Date

Bungie has confirmed that ‘Marathon’ is planned for release in March 2026, though the exact date remains unconfirmed. Unlike many modern multiplayer shooters, the game will be sold for $40 rather than being free-to-play, with free updates during the first year. The studio also said that reward passes will always be available and won’t disappear after short seasons, so players won’t have to rush to complete content before it’s gone. With growing interest in extraction shooters and Bungie’s long experience with multiplayer games, Marathon is already one of the most anticipated shooters for 2026.

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