WeaknessesIsolated complaints about worn props, stuck mechanisms, and questionable logic in some tasks. In a big group the fear dissipates. Sometimes voice prompts are hard to hear at the start.
StrengthsStrong acting and tight interaction with the team, up to contact moments. Atmospheric locations, good music and lighting, a “here and now” story feel. Flexible modes: from light to hard with escalating contact.
SecurityStaff clarify contact boundaries in advance; stun devices only on request. Better to wear comfortable clothes: running, crawling, and sudden jerks are part of the game.
Level of fearTruly scary: jump scares, tension, and contact. Teens enjoy it, but the sensitive should ask for a soft mode and no stun devices.
Actors' gameActors are the main highlight: they appear suddenly, keep the pace, and give hints without breaking character. The degree of contact and intensity are adjusted to your wishes; in hard mode they can carry you off and press you firmly into the story.
Quality of riddlesMost tasks are clear and solved as a team, “moderately difficult.” There are some great ideas, but sometimes there are remarks about illogic and tech that doesn’t trigger right away. Hints are given delicately, sometimes in character.
PlotThe idea of diving into a maniac’s mind is clear and pulls you through the rooms. You’re constantly in the thick of events, without extra pauses.
Difficulty levelMedium difficulty: comfortable for newbies, more interesting on “hard” for the experienced. In a team of 4–6 the pace and fear feel better than in very large groups.
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