WeaknessesHints are sometimes given unasked, reducing the challenge. Between the twin rooms, some would like more interaction. Some foyer areas are not yet finished.
StrengthsStrong atmosphere with convincing prison vibe and visible attention to detail. Game masters are friendly, present, and give helpful, measured tips. Puzzles feel fair and varied, partly with neat tech elements.
SecuritySafe supervision with briefing and constant monitoring; the tech feels reliable. Free lockers are available.
Level of fearMore tension than fright, with no jump scares. Well suited for families and more sensitive players.
Actors' gameThe crew is described as very friendly, professional, and attentive. Hints are clear and motivating, occasionally a bit too proactive.
Quality of riddlesLogical, varied tasks with good flow and a few physical moments. Thanks to adaptive help it remains solvable and feels fair. Advanced players sometimes want fewer automatic tips.
PlotYou start in the holding cell while your accomplice sits in solitary—together you have to get out. The supply boat docks only briefly; the 66 minutes add pleasant pressure.
Difficulty levelWith hints, well doable for beginners; for experienced teams more of a medium challenge. The split-room mode adds pace and competition for larger groups.
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