WeaknessesExperienced players sometimes find too few puzzles and want more variety in the tasks themselves, not only in the endings. With larger teams it can be cramped and stuffy; there were complaints about heat and that video “eats” play time. Rare notes about subpar communication and small prop flaws.
StrengthsCinematic ambiance across different eras, lots of interactivity, and tidy puzzle logic tied to the story. Tech and set pieces are top-notch, giving the feel of real time travel. Hosts are friendly, adjust the pace flexibly, and hint delicately.
SecurityClear briefing before the start; along the way they warn about doors, thresholds, and mechanisms, overall everything is safe. Rare notes include a high threshold at the capsule, a slippery “slide” in one location, and stuffiness in places, so comfortable clothes and shoes help.
Level of fearNot a scary quest, but it keeps you tense in places and may lightly tickle claustrophobia in one location. Suitable for children 10–12 and up; many families and teens are thrilled.
Actors' gameNo actors by default; the atmosphere is built by video/audio episodes, the AI assistant, and the host’s work. For kids’ teams they sometimes add an animator, which guests note separately and generally warmly.
Quality of riddlesPuzzles are varied, techy and logical, no “key-and-lock”; lots of work with devices and interfaces, with attention and teamwork important. Difficulty is usually medium, the AI-driven hint system gently guides. There are timed elements and a bit of physical activity, which adds drive.
PlotThe plot is about trying to thwart interference in the past and not get lost in the future, with players’ decisions affecting the story’s course and the ending. Video inserts and the AI assistant support the narrative, and the sense of a cohesive adventure holds to the end.
Difficulty levelComfortable level for newcomers and teens; experienced players may find it a bit light, but it wins with atmosphere and variability. Best group is 2–4 people, so everyone keeps up and doesn’t get in each other’s way.
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