WeaknessesSometimes there are complaints about excessive darkness, and it feels cramped at a peak of 5–6 people. Some miss contact or want it “even scarier”; there have been rare organizational rough edges like an accidental peek behind the scenes or a questionable reaction to strong language. Certain teams felt there were too few rooms or nowhere to run.
StrengthsStunning atmosphere and sets, smart use of light and sound, strong acting with a “teleport” effect. The story reads clearly and guides you through the locations, the endings are memorable. Great service plus the option to get a video of your playthrough.
SecurityThe briefing is detailed, rules are explained in advance, and the intensity and hints are tuned to the team. There’s no contact, but in panic you can pick up bruises — they warn about this and watch over safety.
Level of fearVery scary even without touches, jump scares are strong and frequent — sensitive people and children may find it hard. Going as three or four is optimal: it’s calmer and thinking is quicker.
Actors' gameActors are a strong suit: sudden appearances, physicality, precise reactions to the team; often one person runs several roles and it’s almost unnoticeable. There’s no physical contact, but the illusion creates sharp sensations.
Quality of riddlesPuzzles are clear and fair, with automation and good feedback, with no “junk” items. Under stress your brain jams, so hints help keep the pace and don’t break immersion. There are tasks that demand attention to story details: names, symbols, sounds.
PlotYou are paranormal investigators diving into the astral to find a missing child. The story unfolds as you go and leads to a striking finale without spoilers.
Difficulty levelMedium difficulty: with a cool head everything is solvable, but fear noticeably gets in the way. Newcomers feel comfortable with hints; experienced players can ask for it harsher.
Reviews