WeaknessesToo easy for hardcore puzzlers and more an experience than a classic escape room, which not everyone loves. With many players it can feel crowded and the start requires coordination. Some perceive parts as a bit old-school.
StrengthsOutstanding immersion with a lovingly crafted 80s red-light aesthetic, atmosphere from the first moment. The Game Master is present, funny, and fits the setting perfectly; even the hints are on-theme.
SecurityGood briefing, clear agreements, and constant communication with the Game Master. Despite torture-chamber optics, it’s all theater—safe and relaxed to play.
Level of fearNot scary, more saucy and goofy—strictly 18+. Anyone who balks at sex toys and Reeperbahn content will feel uncomfortable.
Actors' gameThe Game Masters act charmingly, with humor, and stay in character, partly as an informant in the story. Active communication with the GM is deliberately part of the concept.
Quality of riddlesTasks are easy, logical, and cleanly embedded in the theme—more flow than head-scratching. The start demands teamwork; later it stays straightforward and fair. Hint delivery is creative and fitting to the world.
PlotYou break in as a crew into a Kiez bar and chase 30,000 DM in prime 80s red-light atmosphere. The story carries the experience without getting lost in details.
Difficulty levelEasy to very easy, ideal for beginners, after-work teams, and anyone who values fun over difficulty. Puzzle pros may feel underchallenged; around four players works best.
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