Take Us North Illegal Immigration Game Reportedly Has Connections to United Nations, Sweet Baby Inc., and Wings Interactive
The illegal border crossing simulator game Take Us North has been exposed for having connections to Sweet Baby Inc., Wings Interactive, and even the United Nations itself!
If you thought Microsoft funding a game glorifying coyotes and illegal border crossings was bad enough, buckle up. What has now come to light through the efforts of the YouTube channel Gothic Therapy and its hosts MasterOfTheTDS and Writing Raven is far worse.
Take Us North, the controversial survival-narrative game from Anima Interactive, isn’t just a fringe indie darling. It’s not even simply a “woke” project that slipped through the cracks of corporate funding. According to new revelations from Gothic Therapy,
Take Us North is the product of a carefully constructed pipeline linking Microsoft, Wings Interactive, Sweet Baby Inc., and even the United Nations. This isn’t just gaming anymore. This is global.
The Surface Story
At first glance,
Take Us North looks like an art-house indie project with a political slant. Players assume the role of a guía — effectively a coyote — guiding migrants illegally across the U.S.–Mexico border.
The studio, Anima Interactive, presents the game as a tool for empathy, claiming it draws from migrant stories and anthropological interviews. Microsoft promoted the project through its ID@Xbox Developer Acceleration Program, while mainstream outlets like
Wired ran glowing features describing it as an “empathy machine.”
But peel back the PR gloss, and a darker truth emerges: this wasn’t an organic project climbing its way into the spotlight. It was handpicked, boosted, and protected.
Wings Interactive Crawls Back
Anyone who has followed recent industry controversies knows Wings Interactive. The shadowy funding group vanished from the public eye after Gothic Therapy’s scrutiny over its role in bankrolling obscure titles that pushed activist messaging while pulling in suspiciously high funding totals.
The diversity page from Wings Interactive – YouTube, GothicTherapy
Well, Wings is back — and their fingerprints are all over
Take Us North. According to Gothic Therapy, Wings co-founder Audrey Leprince personally promoted the project. Wings didn’t just nod at the game; they endorsed it and helped pipeline it into the indie festival circuit.
Remember: Wings doesn’t operate like a normal publisher. It functions as a grant body, distributing large sums — often up to half a million dollars — into games that rarely attract more than a few hundred players. Critics have long suspected that Wings functions less as a legitimate market investor and more as an ideological filter, funneling money into projects designed to push political narratives, regardless of commercial viability.
The Sweet Baby Connection
Wings’ connection to Sweet Baby Inc. is well-documented. Sweet Baby co-founder Kim Belair served on the board of Wings, directly linking the two. Sweet Baby, infamous for inserting identity politics into games like
Spider-Man 2, “
Suicide Squad: Kill the Justice League,” and “
God of War: Ragnarok” has been accused of turning gaming into a vehicle for ideological messaging.
Wings confirms that Sweet Baby Inc. CEO Kim Belair is on its selection board – YouTube, Gothic Therapy
In other words: when you see Wings, you see Sweet Baby. The two organizations are partners in purpose, if not in name.
With
Take Us North, the pipeline becomes clear. Sweet Baby alumni and allies build the framework, Wings handles funding and endorsements, and Microsoft provides corporate legitimacy. However, there’s no information stating that SBI worked directly on the narrative for
Take Us North.
Enter Clever Endeavor
The story doesn’t end there. Gothic Therapy highlights another key player: Clever Endeavor Games, which also poured money into
Take Us North. Conveniently, Clever Endeavor bankrolls Wings’ 2025 Elevate Program, the same program designed to push “marginalized voices” into the gaming spotlight.
So the funding flow looks like this:
- Microsoft bankrolls Anima Interactive through ID@Xbox
- Wings Interactive endorses and promotes the game
- Clever Endeavor provides additional financial backing while sustaining Wings itself
That’s not indie. That’s institutional.
From Xbox to the United Nations
And here’s where it gets explosive. According to Gothic Therapy,
Take Us North wasn’t just shown at gaming festivals or Microsoft’s indie showcases.
It was reportedly presented at the United Nations under the codename “The American Dream” just nine months ago.
Let that sink in. A video game that allows players to roleplay as coyotes smuggling migrants illegally across the U.S. border was put on stage at the very institution charged with upholding international law and promoting stability across nations.
This wasn’t a hidden indie experiment. It was celebrated on the global political stage.
Not a Game, But a Potential Pipeline
Here’s what makes this revelation so important:
Take Us North isn’t just one controversial title. It’s the tip of the iceberg, a case study in how activist consultancies, grant organizations, and corporations coordinate to push ideological projects into the mainstream.
For many games, it could go something like this:
- Wings serves as the funding and filtering body.
- Sweet Baby Inc. provides narrative consultation and ideological alignment.
- Microsoft legitimizes the project by putting it on Xbox platforms.
In the case of
Take Us North, while there’s no information on SBI directly working on the narrative for the title, things went a step further when The United Nations offered global validation by hosting the project as cultural commentary.
The Public Doesn’t Buy It
Despite all this institutional backing, the actual audience has responded with resounding rejection. On the GameTrailers YouTube channel, the
Take Us North trailer sits at just 3,800 views, with a humiliating dislike ratio of 433 dislikes to only 69 likes.
Anima Interactive’s own YouTube channel has a mere 61 subscribers. Without corporate and institutional boosters, this game would be invisible. Additionally, since being called out by prominent gaming influencers like Gothic Therapy, SmashJT, Asmongold, and Grummz, Anima Interactive has deactivated its X account.
And yet, through Microsoft, Wings, and the U.N., this game has been elevated to the world stage.
Why This Matters
This is bigger than gaming.
Take Us North exposes how powerful corporations and institutions could be working behind the scenes hand-in-hand to promote political messages under the guise of entertainment.
At a time when communities across the U.S. are grappling with record-breaking illegal crossings, cartel violence, and humanitarian crises, we now have confirmation that global institutions are funding, protecting, and promoting a game that glorifies the very coyotes who exploit migrants in real life.
And when Elon Musk himself reacts — as he did this week, calling the project “Weird” — it signals that this controversy has broken containment. It’s no longer a niche gaming issue. It’s part of the global conversation about immigration, corporate activism, and propaganda.
The Bottom Line
Take Us North isn’t just misguided. It’s the clearest sign yet of a potential pipeline that stretches from activist consultants to multinational corporations to the United Nations itself.
This isn’t about “indie storytelling.” This is about power. And now that the truth is out, the industry and the public have every right to demand answers.
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