THE ROOMS

We have 3 Experiences available to choose from. Each with their own unique theme and each game is measured in Success rates.

We DO NOT rate the games as Easy, Medium or Hard.

Rating games like this is very subjective and can vary from group to group. Which is why we record complete statistics for our games from average passing rate of different levels of experience, average group sizes, demographics and even puzzle timing to ensure puzzle clarity. Each experience has statistics at the bottom of each of their pages, read them and choose the experience that is right for you.

READ MORE AT THE BOTTOM OF THE PAGE ABOUT WHY WE KEEP DETAILED STATISTICS.

Group rates and Corporate Team-Building are available, please contact us for more information.

It is a literal “Choose your Own Adventure”.

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GROUP SIZE: 4-7 PLAYERS
THEME: MYSTERY/THRILLER
AGE SUGGESTION: 16 Years Old & Up
GROUP SIZE: 3-6 PLAYERS
THEME: MYSTERY**
AGE SUGGESTION:
16 Years Old & Up
GROUP SIZE: 3-8 PLAYERS
THEME: SPY

ABOUT OUR STATISTICS:

Very few Escape Rooms keep a detailed recording of statistics for each of their games, we started recording our stats just as a “for our eyes only” but having played over 300+ games the owner wanted to share these stats to give players a better understanding that we pay attention to all the details in our games. We use these stats as a tool to help create a better puzzle flow to our games and to understand the “difficulty” of each of our games.

From a business perspective, we can get a clear sense of our demographics and experience levels of our players so we can build games geared towards the majority of our players and skill level. Most escape rooms (speaking from experience) will guesstimate their success/fail rates and will vary very heavily depending on how many games they “feel” groups pass or fail. Some venues take pride in having the “most difficult” game, you should be very weary of these games as these games typically have a very little to no understandable logic and a lot of disconnected puzzles resulting in high fail rates.

Once our games are launched we set targets we want to hit and test out new clues/hints until we reach our goal, from there we record stats from literally hundreds of games and with these stats we can see problematic puzzles and bottle-necks in the game so we can fine tune the puzzles for a better logical progression. As game designers we feel this is a very integral part of our job to create these exciting new worlds for you, which is why we take the time to record each and every little stat we can to make sure you have the best experience possible.

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