WeaknessesSome find it boring to sit with eyes closed and not move; if your imagination is weak, it lands worse. There are complaints about unclear diction and low emotionality from the host. The certificate policy is criticized separately, and there was a review about problems with masks.
StrengthsStrong atmosphere, vivid imagery and effects, a sense of personal involvement in the plot. Live improvisation by the host tailored to the team, good rapport with the actors.
SecurityThey give a briefing and treat players attentively. Reviews suggest bringing your own sleep mask; a single unpleasant skin/eye incident due to masks was mentioned.
Level of fearScary in places, but without gore or realism—more psychological tension. Teens liked it, but the easily frightened should prepare mentally.
Actors' gameActors and hosts are often praised for engagement, pacing, and adaptability; they drive the immersion. Sometimes people ask for more emotion and a clearer voice.
Quality of riddlesNo classic puzzles; this isn’t about locks. Decisions and strategy matter more: what to take, where to go, how to act. The event logic is generally fair; the outcome depends on the team.
PlotYou’re childhood friends going to Dasha, but on the doorstep you lose consciousness, and there’s no way back. Then comes a chain of choices and consequences, where atmosphere and imagination fill in the picture.
Difficulty levelMedium difficulty: no physicality, but you need teamwork and imagination. Playing solo and without a shared mood is hard.
Reviews