Escape Roomers De has played 798 escape games, including:
- 🔓 698 'normal' escape games
- 🔍 2 mini (<30 min) escape games
- 📹 99 remote livestream (avatar or audio-led) games
- 🖥 1 online / digital escape game
Auto-generated stats:
- 🗓 First escape game: 25 Oct 2015
- 🗓 Most recent escape game: 26 Aug 2026
- ⏳ Fastest finish time: 23 minutes
- 🏅 94% win rate (based on 358 games)
After completing every Umeplay theme, I can confidently say that Reviver is, in my opinion, both the most challenging and the most fun “tape” Umeplay has to offer. In terms of horror, I’d say it’s only mildly scary, so even people who normally can’t handle horror very well should be totally fine giving it a try.
Throughout the entire experience, we’re accompanied by a friendly NPC—the Blogger—who acts as our guide. The story is that we came across a recruitment post online looking for people to join this adventure. You can also think of yourselves as fans of the Blogger who signed up to participate in one of his interactive fan adventures.
We follow the Blogger down to Level -5 and gradually uncover what happened in this hospital in the past. Eventually, we try to escape, only for the elevator doors to open and reveal that somehow… we’re back on Level -5 again.
As always with Umeplay, the music is incredibly immersive, and the acting is so good that it genuinely feels like you’ve stepped into a horror movie. The Blogger might actually be more scared than the players—during some of the intense moments, he’ll literally scream along with you. The plot twist is also really shocking, and the way the DV footage loops back around becomes increasingly unsettling the more you think about it.
I’ve played Enola quite a few times now and it’s still one of my favorite games at Umeplay. It’s really not that scary and is much more emotional than horror, so if you’re bad with horror you can definitely still play it.
The whole game feels almost like an immersive play. The music is SO good, especially when Ilya first comes out, and with the lighting and the moonlight at Nika’s monologue. It‘s just so pretty. Enola and Nika’s movements are also insanely doll-like, which makes the character feel so real.
Chengdu, in southwest China, is the capital of Sichuan province and, with around 21 million residents, more than live in all of North Rhine-Westphalia, one of the country’s biggest cities. And yet it feels surprisingly relaxed to visitors, especially compared to Beijing or Shanghai. Part of that comes down to sheer size, the city sprawls across a massive area. In the mountainous regions surrounding it are also the famous panda reserves that Chengdu is known for internationally. But that’s obviously not why we were there.
Chengdu was the fifth stop on our China trip, reached by a roughly two-hour bullet train from Chongqing, and we spent days 9 to 11 here, three days that felt just about right given how many great escape rooms the city has to offer.
We spent our entire arrival day at Witch Travel Agency, tucked away in the basement of a shopping mall that otherwise felt almost abandoned. Which makes it all the more surprising once you step into the agency’s foyer and waiting area. Originally, the entrance itself was part of the experience, disguised as an antique shop, with a secret phrase that would lead you into an immersive waiting area. Between our four games, we just hung out and relaxed there.
Behind all of this sits the concept that ties together all four of Witch Travel Agency’s worlds, “Journey to Another World.” Each of their games is its own interdimensional voyage, a portal into a world with its own logic, atmosphere, and rules. That narrative foundation is what gives their experiences such a distinct, game-like structure, you’re not just solving puzzles, you’re actually travelling between realities.
Pilgrimage is the studio’s second game, released in April 2024, and it’s also the one the creators say they’re proudest of. Once you’ve played it, it’s easy to see why. They point to the worldbuilding concept, the distinctive music, and the strong visual effects, and those are exactly the things that stick with you as a player too. The amount of work that reportedly went into it was enormous, down to individual signs and logos, and the production time reflects that. It’s a fully realized universe you get pulled into, carried by an unusually large cast of actors, more than in any other game on our entire China trip.
When I looked at our China gamelist before our trip, Cindy Died 9 Times was one of the most interesting games based on the name alone. And when we went to play the game, I didnt’t have a clue, what kind of game it would be, but this time the name did not disappointed me. Cindy was perhaps the most original game of the entire trip.
What makes Cindy so unique is the game mechanic. The game is played in one room and your mission is to help a character named Cindy survive her day alive. So, as the name suggests, Cindy has 9 lives in the game and that’s how many chances you have to complete the game. The game has three different endings, good, bad and a secret ending (which has only been achieved by a few teams in the entire history of the game). In addition, the game has five different killers, which also affect the gameplay, meaning that there is some replayability in the game through that. Each killer brings its own little extra spice to the game.
Even though the game is played in one room only, it is still interesting. The players’ actions have effect on the gameplay and you have to use different methods during the game. Game used technology well and interesting ways and there are some nice effects. Actors did a good job and made me laugh at several points during the game.
We recently played Gateman, the eighth entry in Umeplay’s TAPE series, and it turned out to be one of the most memorable escape room experiences I’ve had.
Umeplay’s TAPE series is part of the QUEST ART line of immersive escape rooms, combining cinematic storytelling with elaborately designed environments, theater, music, and interactive gameplay. Each Tape generally tells its own standalone story, though a few of them are connected or continue one another.
The chronological order of the Tapes, along with the cities where they can be played, is as follows:
01 Insane (Shanghai, Beijing, Hangzhou, Shenzhen, Changsha, Chengdu, Jinan)
02 Enola (Beijing, Hangzhou, Shenzhen, Chengdu)
03 Reviver (Shanghai, Beijing, Hangzhou, Shenzhen, Changsha, Chengdu, Qingdao)
04 Sinner (Beijing)
05 Haven (Shanghai)
06 Visage (Beijing)
07 Abeille (Shanghai, Jinan)
08 Gateman (Shanghai)
09 Reviver II (DLC01, Shanghai, Beijing, Hangzhou)
10 Insane II (DLC02, Shanghai, Beijing, Shenzhen)
Strictly speaking, Reviver II and Insane II aren’t standalone Tapes but DLCs (downloadable contents) for Reviver and Insane respectively, each set in the same location as the original game.
Anyone hoping to play all 10 Tapes will need to visit at least two cities, Shanghai and Beijing, since some are exclusive to those locations. We always played in the first city listed. The good news for international players: when booking, Umeplay offers the option to add a translator.
There’s another connection between two Tapes that isn’t obvious at first glance: the one between Visage and Gateman. Visage is set against the backdrop of World War I and tells a love story that reaches beyond death. Gateman picks up decades later and revisits that story in its own subtle way: a familiar object from Visage resurfaces here, quietly tying the two games together, while a familiar face can randomly cross your path along the way. That’s why it’s worth playing Visage first, since only then will the full references and emotional depth of this connection land in Gateman.
The Book11 Studio has created multiple stunning games including Noah, which itself is perhaps the best sci-fi theme for now. Book11 has a identifying designing style, which combines large-scaled mechanisms, stunt actings, puzzles and cinematic frame designs to deliver a strong concept storyline.
For Noah, the concept was “Sci-fi” and “Superpower”, while Witch House adapted the topic of “Body Horror”.
The inspiration of Witch House originally emerged from The Substance the franchise, which brought the concept of body horror into public views. To present this concept, the desiner adapted the setting of “a living building”, and produced some stunning yet creepy effects, the breathing corridor as an great example.
From a brief point of view, Witch House shows a strong intention of the studio trying to explore a different style. Still featuring the classic styles of the studio’s previous works, Witch House presented more motion mechanisms than ever before, including the moving bench at the opening as well as the cars as the great finale.
What’s really worth mentioning is that these mechanisms not only provided a strong physical experience, but also presented some unique frame designs. As an example, when the car itself moves, the players in the vehicle actually gets a showcase of a mindblowing scene from an unusual perspective.
Every great escape room trip also needs a critic, someone who is not completely enthusiastic about everything they see. Escape games is an established term in Finland,which is used as much as the word escape room.
I am used to the fact that it is a game, not just an experience. I have traveled the world and “played” escape rooms in almost thirty countries, there are of course many regional differences, but China made me redefine an escape room in my mind. I think that in an escape room, your own presence/action should be important in order to reach the goal, if you are just a moving spectator in a show, then it is more of an immersive theater, which many escape rooms in China were for me.
The next experience is an adventure in a toy factory. I have always liked games of this theme and based on the name, this was the game I was looking forward to on our list.
It’s the year 2048, amidst massive robot riots caused by Dr. Emma’s robot research, a robot extinction law has been enacted, which is being steadily implemented. However, we happen to come across a flyer for a robot factory. Due to the hefty salary promised in the advertisement, we decide to inquire more about it. So, let’s get to the adventure.
It quickly becomes clear inside the factory that this is a truly character-driven experience, the actors are incredibly good in their roles. Bad Machine offers the best costumes I’ve ever seen in an escape room. Large, clear factory spaces, and in the Chinese way, an incredibly fine sounds and musics.
Introduction
Haven was one of our first experiences in China and immediately introduced us to a completely different side of the immersive scene. Instead of following the more traditional escape room formula, Haven embraces immersive experience — and does so beautifully.
It was very different from what we were used to and showed us just how far immersive entertainment can go in another direction. I was impressed from the beginning — but I was not prepared for how much it would eventually affect me.
Story & Emotion
Throughout the story, we travelled alongside its characters, and this is where Haven did something particularly well: it created a genuine attachment to them. Through the interactions and the time we spent together, they gradually stopped feeling like performers simply moving the story forward. We started caring about them, their relationships and what happened to them.
For me, this attachment is what made the finale so powerful. Haven had spent the entire experience quietly building that connection, and by the time the story reached its conclusion, I was completely invested in their journey.
The experience hit me far harder than I had expected, and I genuinely cried. It didn’t feel like an emotional moment that had simply been added for effect. Haven had earned that reaction by first making me care. That, more than anything, is what stayed with me afterwards.
TAI SUI is a fairly new game in Chongqing and one of the biggest positive surprises of our entire China trip, honestly one of the absolute highlights among the 57 rooms we played across the country. We only had a single day in Chongqing and managed to play five rooms, and TAI SUI was clearly my personal favorite.
The game only opened in July 2026 and is so far the only title from RE.CREATURE. The designer is no newcomer to the scene, though, having already made a name for himself with THE LIVING IMMORTAL by DRAGON GALLERY. What’s especially impressive is that the build time was just seven months. Given the size of the game, around 1,500 square meters, along with the incredible level of detail and the high quality of the set, that’s remarkably fast. TAI SUI is designed for large groups of six to ten players, which alone gives it a very different kind of experience.
TAI SUI is set in the isolated village of Taisui, where generations of inbreeding have left the villagers with strange illnesses and increasing disfigurement. The village’s folklore ties back to the legend of Nüwa, who once created humanity: anyone who performs enough good deeds earns the right to take part in their own “creation ritual.” In reality, that means abusing a young girl named Earthworm and turning her into a tool to keep the village’s bloodline going.
As players, you take on the role of villagers and meet Earthworm, who asks for your help: 1011 good deeds are meant to earn her freedom. Along the way, through various puzzles and scenes, you experience what she’s been through, being secretly watched, punished for stealing food, left hungry, humiliated. Her greatest wish is to turn into a butterfly and finally be free. But as we all know, earthworms never become butterflies. In the end, TAI SUI tells a tragic fairy tale with no happy ending.
This is a review of Corrupt Muse that was originally created by Dreamland Traveller in Guangzhou. It became an instant hit, which is why Umeplay bought the rights to recreate it. I played a Umeplay version in Shanghai (unlike Heiner’s team that played the original version in Guangzhou) and despite it not being a Umeplay’s original creation, this game fits its original philosophy very well, so I will use this review partly as a way of introducing Umeplay.
Umeplay is a very distinctive company from China with the biggest presence in Shanghai, but they also have branches in multiple other cities. They take the philosophy of designing highly cinematic experiences to the extreme. In their games players have basically zero agency, the whole focus is on cinematics. While in more traditional escape rooms you sometimes experiences some “cutscenes” with actors, you may think of Umeplay games as singular ~1.5h cutscenes. The defining lines of what constitutes an escape room are nowadays quite blurry and their experiences are much more accurately described as cinematic shows/immersive theaters rather than escape rooms, but whatever you decide to call them, they are amazing experiences that multiple escape room fans will be thrilled to play. There is a lot of dialogue by actors, but players are not really expected to interact with them that much – they are more of passive observers than active players. Beware that this type of experience will not be for everybody, but if you appreciate cinematics in the slightest and accurately set your expectations, you will be blown away. Multiple TERPECA winners claim that they want players to feel like they are in a real world movie and Umeplay is the company that decided to take that statement to its limits. For multiple of their games there is even a very nice pre-game touch emphasizing that players are entering their own movie!
Dreamland Traveller started out much like many other Chinese escape game companies, acquiring licensed versions of established games such as The Paper Spirit’s Return, Filthy, The Girl in Red and The Witching Hour. But rather than simply reproducing the original experiences, they became known for significantly upgrading them – redesigning sets and lighting, refining the storylines and adding their own creative touches. Their versions quickly gained a strong reputation among Chinese players.
This success eventually led to their first fully original production, Corrupt Muse. The game became a major success and was awarded several Chinese industry awards in 2025, including Best Immersive Theater Game, Best Mechanisms & Effects, Best Sets of Southern China and Best Innovation of Southern China.
With Corrupt Muse setting the bar so high, expectations for Dreamland Traveller’s second original game, Unnamable, were understandably high.
Unnamable is part of a new series focusing on Asian-inspired stories and combines Thai folklore with Cthulhu-style cosmic horror.
At the heart of the story is Ganya, a Nora dancer whose life is violently taken away from her. Imprisoned and forced to bear twins, she eventually sees an opportunity to escape. But when she hears her children crying, she turns back – a decision that will condemn her to more than a decade of captivity and cruelty.
Over the years, her love for her children slowly turns into bitterness. Eventually, Ganya sacrifices her soul to an Insect Queen and places a curse on everyone who destroyed her life. What follows is a tragic chain of manipulation and obsession that reaches far beyond Ganya herself, twisting the lives of her children and ultimately drawing her daughter Nora into a disturbing devotion to the mother who once wanted her dead.
Unlike some of the other Chinese games reviewed here, Noah: Power’s Awakening shouldn’t raise any doubts on whether it classifies as an escape room, because it is 100% one. But is it your average statistical escape room? By far no!
Noah is a horror game placed in an asylum. I know, that still doesn’t sound super unique. But this asylum has one very peculiar property that makes it like none other… I won’t explicitly say what makes it so special, but you can get a clue from the full name of this game. That unusual property and the way this game makes use of it in order to create an engaging storyline and gameplay makes it one of the most creative games I’ve ever played. This storyline isn’t just something that happens “on the side”, but this game really lives by it, it’s another great example of a Chinese game developing narrative in front of our eyes. I never thought that a horror game may be that fun! It is packed with action and tension. We are not simply witnessing some cinematics – this game cleverly blends cinematics with gameplay, making players feel like they are truly a part of all this thrilling and wacky stuff going on. This game really shifted my view on escape rooms and broadened my horizon on what is possible in them!
Never in a million years did I think I would be reviewing a room about a cow in space… but here we are!
I’ve always enjoyed rooms with a rather ‘unique’ theme so this offering from Cabinet Mysteriis was high on my must play list. I had no idea what to expect, but being quickly launched into space (in a home-made rocket) to rescue our champion cow Daisy was our introduction to the room.
We progressed through the initial puzzles well, but the lack of space and the initial linear gameplay restricted us alittle. The game did open out to allow the team to split up, but that then led to some of the team missing some of the better results (again due to puzzle position, where only 2 or at most 3, can fit into the area when key moment occurs). But don’t let that deter you, it just needs the person who is activating the puzzle to give everyone time to crowd around, because you don’t want to miss it. It’s a super fun game with an inventive range of space and farm-themed puzzles, some of which will have you laughing lots! Just don’t go with more than 4, I’d personally recommend 2-3 people.
The team behind Nightmare Escape has been running horror popup experiences in Vorarlberg, Austria for three years now. What started as a bit of an insider tip has pretty much evolved into a fully-fledged premium provider. Last year we got to try Villa Mortis, and this year Nightmare Escape seriously ups the ante with “I Saw Them.”
At its core, Nightmare Escape is all about immersive horror. They take over abandoned buildings and transform them with gripping storytelling, clever puzzles, professional acting, and a hefty dose of tech wizardry. We’re talking kilometers of cabling, custom relay systems, and a fully bespoke show control setup. For this third and I believe biggest adventure, the team boasts over 50 unique mechanisms.
While Villa Mortis already felt like a fully realized escape room rather than “just” a popup, “I Saw Them” has clearly arrived in the premium league when it comes to acting, pacing, dramaturgy, and set design.
Sure, the temporary nature of these experiences means you’ll spot the occasional workaround, and they naturally incorporate existing elements instead of building massive, hyper-detailed set pieces from scratch. But when you look at the overall scope, duration, effects, and attention to detail, quite a few competitors start to pale in comparison. If you don’t mind that not every inch is handcrafted from zero and you have a soft spot for exploring lost places, you’re going to have a fantastic time here.
Not knowing exactly where the experience begins is part of the concept (you’ll receive navigation instructions shortly beforehand), so I won’t spoil too much about the location – but the team has absolutely nailed identifying and using the building’s unique features. As you slowly uncover the mystery of the house, the story unfolds piece by piece and becomes increasingly clear.
The experience masterfully alternates between interactive acting sequences, puzzle segments, and well-timed horror effects. The flow feels very well balanced: always a little on edge, but never too overwhelming to freeze exploring, no frustrating puzzle bottlenecks, yet still delivering just the right level of scares. (Small heads-up: it might get very slightly physical once.) The puzzles are nicely varied – ranging from classic logic challenges to dexterity tasks and cooperative elements – so even with the strong immersion focus, everyone should find something they enjoy.
Introduction
There are escape rooms that make us feel clever. There are rooms that scare us, move us or transport us somewhere else. And then there is Dream Machine.
After Birth Machine and Time Machine, Dr. Mad has another invention waiting for us. This time, instead of travelling through time or exploring where we came from, we are invited to do something considerably easy: Go to sleep.
What follows is 120 minutes inside someone else’s gloriously unfiltered imagination.
Dream Machine is quirky, playful, clever, completely absurd and unlike almost anything else we have played. And don’t forget you have to let yourself become part of the madness.
Leave your dignity at reception. You won’t need it where you’re going.
Story & Emotion
Dr. Mad has developed a machine capable of sending us into an incredibly vivid dream. So we lie down, close our eyes and allow ourselves to be transported into his latest experiment.
What could possibly go wrong?
The further we travel, the stranger things become. Yet somehow, within this completely ridiculous universe, everything connects. There is a story pulling us forward and an objective we need to achieve, but the route there is filled with situations we couldn’t possibly have predicted.
Fans of the previous Mad Machines adventures will also discover a familiar character playing an important role in this story. We love that connection. But the best part is that we aren’t simply watching the absurdity unfold around us. We are required to participate in it.
There were several moments when we looked at what the game apparently expected us to do and thought: Seriously? Yes. Seriously.
Cutthroat Cavern is a game whose resume is tough to beat. It made the name for itself by taking the 2nd place in the first edition of TERPECA (2018) and holding strong in the following years, making it one of the iconic staples of the USA escape market. It’s the flagship game of 13th Gate Escape at Baton Rouge, Lousiana, which may not be among the most convenient destinations, but Cutthroat Cavern makes travelling there well worth it.
For the sake of any comparisons, keep in mind that this is quite an old game, but it is still an amazing game even all of these years later. No acting and only 60 minutes may sound quite underwhelming for nowadays standards of top games, but I assure you that 13th Gate Escape made a great use of that time. Prepare to pick up your jaw from the floor at least a few times – the number of amazing reveals this game contains is astounding! In my opinion it had arguably the best set design out of all games we’ve played on this trip (rivalled probably only by The Quest for the Temple of Light). To think that somebody had courage to build all of this so many years ago is especially impressive!
Introduction
We didn’t just book 3 escape rooms – we booked an entire journey. Ranked #22 worldwide at TERPECA 2025, the Chimera Corp Saga takes you through three completely different worlds, and while each can stand on its own, it’s at the very end that you realize how cleverly everything has been connected into one cohesive story.
Story & Emotion
Each part of the saga delivers a completely different emotional experience:
– Castle Flüffendor is pure
joy—lighthearted, charming, and filled with moments that genuinely made
us smile (including one unforgettable, adorable plushie highlight).
– Dark Lullaby shifts the tone entirely, bringing tension, surprise, and at least one moment that truly caught me off guard.
– Help Wanted focuses on interaction and presence, turning the experience into something more personal and story-driven.
What impressed us most is that, although these rooms work perfectly as standalone experiences, the finale connects them in a surprisingly clever and satisfying way. Suddenly, everything makes sense.
When you first read the description of Criogenic, you know something wild is coming. The premise? Putting yourself in cryogenic stasis using a low-cost service—what could possibly go wrong? It immediately sets the tone for an experience that’s both quirky and intriguing. This game can be played in Barcelona or Zaragoza but this review is from our experience at Madrid.
The theme is refreshing and quite unique in Spain, which makes it stand out from the many more “classic” escape room plots you might find. Another big plus: the game is fully playable in English, which makes it a great option for international players visiting Madrid.
Introduction
Sometimes a room appears out of nowhere — and suddenly everyone is talking about it.
That’s exactly what happened with The Crimsons Recipe. We hadn’t even heard of it before, and then it climbed to the number one spot on escapetalk.nl. Naturally, we were curious. What was behind this sudden hype? So we checked availability… and quickly realized we weren’t the only ones asking that question. On the weekends it’s hard to find available slots for quiet some time but we were luck to find a slot.
Standing there on the day of our booking, stepping into that welcoming bar atmosphere, we knew this wasn’t just another stop on our trip.
Story & Emotion
What made this experience so special for me was the storytelling — and especially the way sound carried it.
It is often difficult for escape rooms to truly communicate the story, especially when layered with subplots and emotional depth. Here, it was done beautifully. The narrative unfolded with clarity, and at times we even felt personally addressed and guided through it.
The sound design deserves its own standing ovation. It wasn’t background music — it was immersive, directional, alive. Voices surrounded us in a way that made the world feel inhabited and real, creating intimacy, tension and heartbreak within seconds. What I loved most was the emotional range: we laughed out loud at certain moments, and later I found myself holding back tears.
A masterpiece of ambience and puzzles. This room is rich with challenges and carries a strong sense of suspense – without sacrificing the joy of actually solving things. Multiple times we caught ourselves saying, “Wow, that was a big brain puzzle!”
It reminded me of Paradox Project in the best ways: clever structure, satisfying logic, and a great rhythm of discovery. The room felt polished, and they used their space exceptionally well. It’s also puzzle-dense, which I always appreciate – there’s a lot to do, a lot to chew on, and it stays engaging throughout.
Psycho Killer offers a brilliant mix of fun, fear, laughs, hiding, and plenty of “what the hell just happened?” moments. The story-driven opening is different, and I’d definitely recommend knowing the background beforehand, as i believe it would have been helpful to the experience.
The game throws a lot at you, and while that ambition is impressive, it can occasionally feel a little confusing in terms of what you, the team, or even the game itself is trying to achieve. That said, it never stopped me from enjoying myself — if anything, the chaos adds to the ride.
What a fun room!
When a room doesn’t have a lot of floorspace to work with, creators need to find creative ways to make every part of it as memorable as possible.
Charlie’s Chocolate Factory is a theme that’s repeatedly explored in many escape rooms. One might mistakenly assume that these challenges are primarily for families, but appearances can be deceiving: They often lack a logical flow and are less suitable for families.
Tribe Escape has created a masterpiece in this regard. Logically structured from the start, Charlie’s Chocolate Factory is just as interesting for families as it is for adult escape room players, and offers everything an enthusiast could dream of.
High school was a great fun room, which even got us dancing! The set was great and in theme and little acting moments made this game a delightful play.
It was just all round fun, all puzzles were within the theme of the game, offering brilliant physical joys when you “break in” to the headmasters office.
the use of the space was imaginative with crawl spaces and some climbing but this just added to the joyfulness of the room. Had I had not played some highly ranked Terpica games this would have fallen nicely within my top 5 games of the trip but it had to stand up against some very tough competition.
A great game, perfect for families and younger players, experienced or not.
Introduction
Right from the first moment, the game found a clever and immersive way to guide us into its world—using light and darkness in a way that felt eerie and theatrical. It was as if something otherworldly led us toward the experience, and that subtle magic set the perfect tone for what was to come.
Story & Emotion
It’s the sense of being watched—or not—that keeps you constantly alert. The story carries real emotional weight, told in a way that feels both intimate and theatrical. It’s haunting not just because of its creepy atmosphere, but because the story has something to say. As the game progressed, I felt more and more immersed in the tragedy behind the mystery. It’s rare to find a room where the narrative feels so naturally and effectively told.
Set & Atmosphere
This isn’t your typical scare-fest or high-adrenaline horror experience. Instead, Overlook weaves a thriller with a dark atmosphere, full of tension and unease. It’s less about what jumps out at you and more about what doesn’t. I found myself constantly on edge, expecting something to happen…
While the set includes some clever effects and well-crafted decor, the intentionally dark environment made it difficult at times to spot important clues. A bit more visual guidance or placement refinement could have helped maintain flow. Still, the overall ambiance is strong and supports the story-driven experience beautifully.
Introduction
Our flight to Borneo didn’t quite go as planned. Instead, we crash-landed—figuratively speaking—on an unfamiliar island. And this is where our adventure began. What we found was a perfectly crafted room full of charm, surprises, and creativity. Designed with both puzzle enthusiasts and families in mind, this game delivers a joyful experience from beginning to end.
Story & Emotion
The story creates a lighthearted adventure atmosphere that feels welcoming and just the right amount of fantastical. For me, the emotional highlight was a combination of playful elements, satisfying discoveries, and whimsical moments—inviting players into a magical island world where fun is always just around the corner. It’s a room that brings out your inner child and keeps you smiling all the way through.
Set & Atmosphere
When we first opened our eyes, there was so much to look at that we spent a few minutes just absorbing the space. The room is beautifully crafted with a jungle theme, blending detailed decor and high-quality design. Despite being packed with visual elements, it never feels cluttered. A highlight is how naturally the puzzles blend into the environment—sometimes you need to look twice to spot them. Everything feels cohesive and part of the world, encouraging exploration without ever feeling forced.
The 80s produced incredible and unforgettable works in the world of cinema: Back to the Future, E.T., The Neverending Story, The Karate Kid, and much more, which still enjoy cult status today. And it wasn’t just the films of that era that shaped pop culture, but also arcade games as templates for cinema blockbusters.
Imagine if a cinema could transport you back to that time by not just watching these movies, but by experiencing them and becoming a part of them. This was probably precisely the intention of Monsieur Tryppolyte de la Trappe, and—damn it—he succeeded.
V
or ziemlich genau einem Jahr stand der Escaperoom-Anbieter “Geheimgang 188” kurz vor dem Aus und das mitten im Bau ihres neuen Raumes. Die Corona-Pandemie hatte dem Betreiber so zugesetzt, dass als letzter Ausweg ein Crowdfunding über 50’000 Fr. ins Leben gerufen wurde…-mit Erfolg! Erstaunlich schnell kam das Geld zusammen, der Raum wurde fertiggestellt und wir konnten uns letzte Woche voller Vorfreude und äusserst gespannt ins “Ministerium der Mysterien” begeben.
Ein paar Tage vor dem gebuchten Termin erhielten wir dann ein Mail mit dem Job-Profil und der Zusage für den Job als Service-Techniker, für welchen wir uns scheinbar beworben hatten.
Vor ein paar Jahren erforschten wir bereits den mystischen Tempel im mexikanischen Dschungel und entdeckten dabei eine besondere Trophäe: Einen geheimnisvollen Schädel. Nun wurden wir gebeten eben diesen Schädel wieder zurückzubringen in den Tempel. Seit er nämlich nicht mehr an seinem Platz ist, scheinen sich Unglücke in der Umgebung zu mehren und etliche Berichte von Einheimischen bezeugen, dass der fehlende Schädel mit einem Fluch belegt sein muss. Unsere Mission ist es daher zurückzukehren und wieder das Gleichgewicht zwischen uns Menschen und den Göttern herzustellen.
I was a little nervous going into this room as it was my first ‘horror’ room, where the room states ‘live actor’ this means, weare likely to be joined by someone who isn’t my teammate and definitely isn’t my friend. I somehow made it through to the end (just) and I’m clearly still here to tell the tale. Also, I actually really enjoyed it!
We entered the room, it was dark, our vision was limited. As we all stood round and were gaining our bearings, the narrativebegan to play to us. After the intro ended, the ‘game’ started. With still limited light, we set about our first puzzle.
This game takes you on a journey, with a Jumanji styleplaythrough with a twisted, creepy vibe, I would have been quite happy to have ended up in a jungle but instead, I was in an abandoned house that beckoned me to roll the dice first (oh joy).
Throughout the game, we each took turns rolling the dice, never really knowing where we would end up next. The game moved through areas with nice transitions.
Drei Jahre lang hat EVENTastisch still und heimlich an ihrem dritten Raum, „Das Vermächtnis der Vorfahren“, gearbeitet und wenig bis gar nichts darüber verraten.
Und das ist gut so! Denn das Spiel, das komplett in Eigenproduktion entstanden ist, wartet mit einigen Überraschungen auf. Nähere Details der Story, die sich um die Ehre der schottischen Adelsfamilie Staunton dreht, und auf wahren Begebenheiten beruht, erfährt man im Verlauf des Spiels.
Eines sei vorweggenommen. Auch wenn die Spielzeit generöse 99 Minuten beträgt, es ist kein Raum für Anfänger!
Miraculum has opened its long‑awaited fourth room – and after The Golden Phoenix and Frankenstein, the team has once again raised the bar with The King of Dreams. This extraordinary experience was created in collaboration with The Room Labs – and you can feel that in every second.
At its core lies a mysterious, priceless manuscript and a world ruled by regulations, restrictions, and grey order. A world disturbingly close to our own everyday life, where creativity, imagination, and daydreaming slowly but relentlessly suffocate.
We enter a realm where rigid laws have drained every color from life. On our journey between reality and dream, we fight to preserve our childhood memories – and with them the last spark of imagination, before we too are lost in the all‑consuming grey.
The King of Dreams feels like a modern fairy tale that you don’t just experience, but step into. Layer by layer, a world unfolds that reminds us how precious imagination, memory, and hope truly are.
The experience plays intensely with emotions: fears and hopes, joy and sadness, longing and nostalgia accompany visitors at every step and create an adventure that resonates deeply.
Storytelling, lighting design, special and visual effects, theming, and set decoration are – true to the collaboration with The Room Labs – of the highest caliber. Every element fits seamlessly together, creating a dense, magical atmosphere that carries the entire experience.
It’s finally here!
Finest Escape has opened its long‑awaited second adventure at the Nuremberg TV Tower. Prestige – inspired by the film of the same name – revolves around a single question: how far are people willing to go for fame and recognition? In the case of two rival magicians, it’s about nothing less than “the perfect trick.”
With this room, the Kölle brothers have fulfilled a long‑cherished dream. No surprise there – Alexander is a professional magician who has performed countless times on stage. Secretly, we had hoped to see him in action during our visit, but that moment, unfortunately, didn’t happen. Yet his colleague stood in for him brilliantly, taking the stage as Magnifico with a magic show that was as astonishing as it was entertaining.
What’s the story?
London, 1920 – we are the assistants of the famous magician Harry Blackstone. When a rising illusionist named Magnifico amazes audiences with his spectacular act “The Teleported Person,” Blackstone sends us undercover into the “Magiculum.” Our mission: uncover the secret behind this seemingly impossible illusion.
With its spacious hall at the Nuremberg TV Tower, Finest Escape offers perfect conditions for spectacular set design – and Prestige makes full use of that potential. The high ceiling is cleverly integrated into the environment, allowing even large‑scale props to blend naturally into the scene. The setting impresses with real spatial depth: spread across two levels, players must crouch, climb small steps, and explore the environment from different perspectives. Professional lighting and sound design enhance the atmosphere beautifully, while impressive visual effects add countless wow moments.
The story of Camino a la Logia Negra takes us deep into a dark, mysterious world that immediately recalls the surreal atmosphere of David Lynch’s cult film Twin Peaks: Fire Walk With Me (1992). As in Lynch’s work, an FBI agent vanishes under strange circumstances – no signs of struggle, no trace of abduction. His colleague takes over the case and soon finds himself caught in a vortex of surreal events and unexplainable phenomena.
Our mission as special investigators is to take over the disappearance case of Agent Desmond. Just before we begin, we receive an urgent and cryptic message from a colleague – fragmented, puzzling, and alarming. It leads us to a secret meeting point where our investigation begins. The start of Camino a la Logia Negra is wild and unconventional. Without revealing too much, the acting was so convincing that we at times wondered whether it was truly a performance or if we had somehow ended up in the wrong place.
Introduction
We didn’t walk into a story — we were dropped into a state of emergency where we could be the heroes and save the world. From the very start, The Kramer Accident grabs your attention with a strong narrative hook: you’re tasked with finding an antidote to a deadly epidemic by entering the long-abandoned Kramer Institute — a place where something clearly went wrong. The briefing is more than a quick rundown; it sets the tone and pulls you directly into the scenario before you’ve even set foot into the institute.
Story & Emotion
The emotional core of the experience is driven by suspense, tension, and the thrill of progression. Fear is present — but it’s the active kind of fear that keeps you moving, not frozen. You constantly feel like you’re part of something dangerous, but important, which drives you forward with purpose.
As the mission unfolds, the pressure rises — but so does your confidence. The game rewards boldness, communication, and teamwork. By the time you reach the final moments, you genuinely feel like the hero. The journey may test your nerves, but it leaves you walking out with pride.
We had already played two rooms at Escape Arena back in 2021 – Vikings and Galaxy of Secrets. But their latest adventure, Bat’s Shadows, was a completely new experience for me. As the title suggests, this one dives straight into the world of Batman. The Dark Knight has mysteriously disappeared, throwing Gotham into chaos. Our mission: to retrace the villain’s steps through an abandoned sewage plant, outsmart deadly traps, and make choices that could decide the city’s fate.
The dark and moody Gotham atmosphere is captured brilliantly in this room. You don’t have to be a die-hard Batman fan to enjoy it – but if you are, you’ll spot countless clever references to iconic DC characters throughout. The set design is phenomenal, showcasing exceptional attention to detail that makes the experience feel genuinely cinematic. The puzzles are creative, diverse, and logically structured – all perfectly integrated with the theme.
s there anything these guys don’t do well.
Owners – Fabulous
Hosting – next level
Sets – awesome
Puzzles – brilliant
These guys are smashing it and I have a lot of love for what they do.
Being that they have multiple venues, I was a bit sceptical that it might feel unloved and like a chain. But, I couldn’t have been more wrong, these guys are delivering.
Even before we attended the venue they were providing next level customer service. Honestly pulling together a mammoth trip and planning it, is no easy task and sometimes making contact with venues is necessary. We made contact with Escape Ventures and every single time it was met with super quick responses, kindness, helpfulness and it just felt like they actually wanted us to visit – Thank you.
Trust me, some of the places we contacted, we felt like they really didn’t want our money.
The Escape Venture venue in Port Charlotte was a highlight and a big shout out to our hosts. If you’re in the area, this is well worth a visit.
We then moved on to the venue in Orlando, the owners were able to make it happen that we were the first official group to play ‘Cornstalkers’, this is their brand new ‘scare’ game, we were so grateful to them fitting us in for this, before I go on to review the room, a big shout out to Ashley who hosted all our other games that day. Absolutely amazing host, thank you.
Introduction
You step into a breathtaking steampunk universe. This is not your average escape room—it’s a world you walk through. We wrapped up our Barcelona trip with this game, and it proved to be the perfect grand finale: visually spectacular, emotionally uplifting, and lots of surprises.
Story & Emotion
It’s an experience that invites you to look closer, to marvel and to explore. Rather than relying on a heavily scripted plot, Londium draws you into its world through discovery and interaction. The emotional arc is manly driven by exploration and surprise. There’s wonder, delight, and a spark of awe around every corner.
Introduction
From the very first step into the isolated wooden cabin, Evil Dead launches you headfirst into a cinematic horror universe like no other. Inspired by the cult-classic film franchise, this room doesn’t just deliver scares—it drenches you in them. For me, it was the most intense and unique splatter room experience I’ve played.
Story & Emotion
Even though it’s horror and splatter room, it’s not just about fear. The actors’ performances are so compelling that you find yourself emotionally invested. You care. You want to help. The urgency feels real, not just like you’re trying to escape, but like you’re caught up in a desperate attempt to save someone. This emotional engagement adds surprising depth and makes the horror even more immersive. It’s more than just surviving—it’s participating.
This room was the winner in the category Best Original Experience at the Spanish Room Awards 2024, and after playing it, I completely understand why.
I don’t think there’s another country with such a variety of high-quality escape games as Spain. Among the types of games Spain particularly excels at are those that incorporate humor. Without a doubt, it’s the European country with the most games that successfully blend humor — sometimes even with horror.
Unfortunately, due to the generally low level of English among the local population, many rooms are not (and most likely never will be) available in English, making them inaccessible to the average traveling enthusiast.
Sadly, this is one of those games.
If there ever was an escape room that could truly be called a masterpiece, it is undoubtedly “Magnifico Circus” at Escaparium in Laval. Among our group of five, this room was unanimously declared the best we have ever experienced. For me, this was an extra special occasion, as it marked Ilonas 150th and my 1000th escape room. And what a room to celebrate it with.
The day after playing, I woke up wondering if it had all been a dream—but it wasn’t. It was a dream come true.
From the moment you step inside, it becomes obvious that “Magnifico Circus” is a labour of love. Every inch radiates the kind of passion and dedication that only a true enthusiast could pour into a project. This isn’t just an escape room; it’s a heartfelt creation crafted with care, imagination, and a deep understanding of what makes an experience unforgettable.
📜 Story & Emotion
The story is beautifully rich and emotional, combining joy, sorrow, laughter, passion, and awe into one seamless journey. It’s rare to feel such a range of emotions in a single game, but “Magnifico Circus” delivers them all. Just when you think you’ve felt everything, it pulls you into another twist that touches you in a completely different way. There are true “wow” moments that elevate the story beyond anything we’ve experienced elsewhere.
🎠 Set & Atmosphere
Words can hardly do justice to the set design. It must be seen to be believed. Every scene is crafted with astounding attention to detail and transitions smoothly, pulling you deeper into the circus world with each step. The environment is theatrical, magical, and overwhelmingly immersive. It doesn’t just set the stage for the puzzles—it tells a story all on its own.
Several years ago, Heiner and I visited the original Sanatorium, which reached position 36 in TERPECA 2018. This year, we returned to experience their new game, located in the same space.
As with the original, the new Sanatorium immerses you completely—thanks not only to the acting but also to the impressive set design. For those who played the old game, it’s worth noting that the set is entirely new. This is not a remake, but a completely different experience.
While the game includes some scary elements, it’s not a classic horror game. It focuses more on the tasks and puzzles, and despite the dark atmosphere, it avoids jump scares. Most of the actor interactions serve to advance the story rather than to frighten the players.
For those of you who have played La Peluquería, you will easily recognize that the same creative mind is behind this game, as it features many of the elements that made La Peluquería such a success: fun acting, humor, clever and creative riddles, a great set, an original theme, and even some action.
This time, we are helping another iconic figure of the 80s – Mr. Miyagi – on a very important mission that immerses us in Japanese culture. It’s great how every single riddle and task is connected to it, and how, despite the overall humorous tone of the game, it also incorporates an optional educational element.
Without giving anything away, I was pleasantly surprised by the English version of one of the riddles, which is based on typical (and nowadays perhaps slightly politically incorrect) jokes. It made me laugh, but at the same time, I admired how they managed to translate something that would normally be almost impossible to adapt.
This room, crowned as 10 Escapes’ No. 1 horror escape of the year, had been haunting my wishlist for quite some time. The only catch? It’s completely in Spanish. Since Santiago, the sole Spanish speaker in our team, was joining later, we almost had to skip it – until we luckily found Crisha, a local player, who stepped in at the last minute. Huge thanks to Cindy Escape Box for going above and beyond by arranging an English-speaking actor who was absolutely fantastic and ensured none of the terrifying details got lost in translation.
In La Isla de las Muñecas, players step into the eerie Tenebrae Museum, where curator Alexander Hearts exhibits a chilling collection of dolls from Mexico’s infamous Island of the Dolls. Each cracked, timeworn figure hides a sinister secret behind its hollow gaze. Once offerings to a restless spirit, these haunted relics now emanate an unsettling presence within the museum’s walls – something, or someone, seems to be watching, waiting for anyone brave enough to uncover the truth behind their silence.
Cindy Box, the creators of the award-winning Blasphemia, introduce La Isla de las Muñecas as the first chapter of the “Museo Tenebrae” trilogy. Drawing inspiration from real legends, the experience blends deep storytelling and authentic emotion with atmospheric horror. The set design is breathtaking: over a thousand dolls, continuously increasing through player contributions, create a claustrophobic yet mesmerizing landscape. Every detail – light, sound, and special effects – is tightly choreographed for a cinematic level of intensity, perfectly matched by immersive acting and direction.
What an incredible room! As like most of the rooms I played in this trip we were thrown straight into the game the moment the door closed.
The cinematics of this room were executed in perfect sync with the audio tracks / lighting effects and actor placement and boy did they pack a punch!
The set and theming was incredible and all the puzzles matched the theming very well.
A great use of space and very clever attention to detail within the build.
Hidden in the foothills of the Spanish Pyrenees, north of Barcelona, lies a place that has become legendary among horror fans and immersive escape room enthusiasts: the Insomnia Hotel in Berga. What Climent Vila and his team have created in this converted mountain lodge is far more than a game — it’s a complete overnight experience that gets under your skin.
While Insomnia’s first two games — Doctor’s Cocktail and La Casa — are more or less “traditional” escape rooms (albeit excellent ones, with La Casa defending its high TERPECA ranking for over five years now), its crown jewel, El Secreto de los Krugger (The Krugger’s Secret), is a six-hour, fully immersive experience that blends escape room, immersive theater, horror maze, and themed dinner into one unforgettable night. We were honored to be the first fully English-speaking group to play it — and it did not disappoint.
At the exact booked time, the doors open and you’re swept into the story. From the moment you step inside, the adventure begins. The hotel hosts no more than about a dozen guests at a time — and that’s intentional. The intensity of the experience thrives on intimacy, proximity, and the feeling that there’s no escape. You’ll dive into the dark and twisted history of the Krugger family, who inhabit the hotel and have filled it with puzzles, secrets, and disturbing details.
Check-in is handled by the master of the house himself, Sebastián — fully in character. Each guest room is its own escape game, dedicated to a Krugger family member and must be unlocked through puzzles by the guest staying in it: secret doors, barred bathrooms, locked coffin beds, mysterious contraptions — nothing is ordinary here. The décor ranges from morbid to bloody, the atmosphere from tense to downright terrifying.
The dinner is a culinary nightmare in the best possible way: creative, surprising, and perfectly tailored to the dark narrative. There are small tasks to complete — a questionnaire, tarot cards, private conversations. What they all mean is best left unspoiled. As you eat, the drama unfolds through short explanations and theatrical scenes — and it becomes clear: we are not welcome here. But it’s too late. The night begins.
With the arrival of the rest of the family, the first floor of the hotel opens — revealing a labyrinth of puzzles, secrets, and sinister figures. You’ll solve riddles, hide, flee, and complete tasks — all while avoiding capture. The puzzles are non-linear and spread throughout the hotel, allowing all guests to explore, solve, hide and sneak around simultaneously. Those brave enough will uncover hidden passages, secret laboratories, and deeper layers of the Krugger family’s story. A clever system tracks the progress of the guests, allowing the actors to balance the experience as game masters and ensure help is provided when needed.
Puñalada by Friki Escape Room in Madrid is a nostalgic yet modern tribute to the slasher genre, inspired by the iconic Scream films of Kevin Williamson. We played the Survivor mode with four players and escaped in 94 out of 100 minutes, and were more or less the last official playtest in English before the room was announced as officially playable in English. The experience immediately draws you into a cinematic setting that feels like walking onto a movie set where the line between player and victim starts to blur. The tone is suspenseful but playful at heart, making it approachable even for those who aren’t big fans of horror.
The space is cleverly designed with varied environments, keeping each transition dynamic and visually engaging. Lighting and sound play an essential role in building tension and guiding the emotional rhythm of the game. Just as in the Scream universe, a phone call can change everything here – the telephone becomes a key piece of the experience, heightening suspense and pushing players to stay sharp. While some sections evoke classic suburban slasher scenes, others deliver unexpected twists that reflect both love and irony for the genre. The creators clearly know what they’re doing: the references to pop culture, movie tropes, and Scream’s narrative patterns are everywhere without ever feeling forced.
Mad Mansion is one of Spain’s most established escape room creators, with over ten years of experience and a reputation for high-quality, story-driven games. Their projects regularly appear among the country’s top-ranked experiences, making each new release highly anticipated.
With this pedigree in mind, we had high expectations for their latest creation, PROYECTO DCRISIS in Madrid. As Paradiso Escape Room’s first experience, it took us to Planet Alpha, where our team had to uncover the fate of missing teammates. Over 90 minutes filled with tension and action, we felt like we were in a movie or video game. Here’s how we experienced it.
From the very beginning, Proyecto DCRISIS impressed with strong storytelling and cinematic ambition. The mission on Planet Alpha gradually pulled us deeper into an abandoned military complex, where suspense and danger escalated through film-like sequences, lighting, and sound design. The opening and finale were particularly memorable, with one stunning special effect that left a lasting impression.
Being in a group that cumulatively played close to 6000 rooms I can say we’ve seen a lot of innovation, but nothing prepared me for “Magic Universe” by Mad Land in Madrid. This is more than an escape room, it’s a glimpse into the future of immersive entertainment. I’ll say it outright: this is the best escape room I have ever played.
Intro
The immersion begins in the fully-themed reception area, which even includes a bathroom (rare in Madrid!). The scale of the experience is breathtaking: Magic Universe is built in a 600 square meters space that soars to a height of 11 meters. It’s like stepping into Hogwarts, but even that comparison falls short: this is Harrenfall! What’s even more impressive is the technology working behind the scenes. The team at Mad Land has custom-built a unique system, including a ceiling that can be lowered with all the technical installations, allowing for seamless and magical transformations of the space and a modular set of controls that will allow them to run at least two sessions at a time without compromising any of the groups’ experiences.
Isn’t the first day at a new job always exciting? When the three of us was lucky enough to land a job at Nobel’s Dynamite Factory, we couldn’t say no to this completely normal job.
After getting into our lab coats and putting on safety glasses, everything was ready.
Our boss told us that, lately, there had been a few accidents in the factory, leaving them with only us to do this job. Without spoiling too much, let’s just say everything didn’t go smoothly for us either.
Nobels Dynamite Factory is the best room I played in Stockholm. In many ways it’s a standard room, but where it shines, is in its puzzles, and feel.
What I love about this room, and the other rooms at this location, is that I feel they are made with passion, both for puzzles, and for the history behind each room.



