WeaknessesSometimes there isn’t enough time for a full finale, leaving a sense of incompleteness. Some found it a bit short or wanted more complex puzzles and pressure. There can be mismatches in expectations about the level of contact and gore.
StrengthsStrong acting and charismatic characters (Alice, Grandma Marta, the Host, the maid), powerful atmosphere, sound, and detailed sets. Large locations and the dynamics create a chase effect. Contact is adjustable — from soft to 16+.
SecurityBefore the start they clearly explain the rules and agree on contact; during the process they listen and dial it down on request. Overall safe and careful.
Level of fearGenuinely scary: screams, adrenaline, and running are the norm. Teens and the easily impressionable should choose a soft or no-contact mode; not suitable for small children.
Actors' gameThe actors are flexible and attentive: they scare, joke, help, and keep the pace. Alice and Grandma Marta are often highlighted, along with the Host’s sudden appearances and the maid’s work.
Quality of riddlesPuzzles are fair and story-driven, mostly medium difficulty; thinking under fear is harder, but careful hints help. Sometimes you want more tasks, yet there are no gotchas, the logic reads clearly.
PlotA story about a house with a strong anomaly: medium Alice leads, the spirits don’t sleep, and the team tries to figure it out and survive. Listen to the lines — they guide without extra spoilers.
Difficulty levelDifficulty leans toward medium: newcomers feel comfortable, experienced players may miss hardcore tasks, but emotions are plentiful. On harsher modes the main challenge is the chases and stress.
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