WeaknessesSometimes the contact isn’t pushed if you don’t pre-agree the mode. Some complained about overly loud sound and comfort details like a wardrobe that doesn’t close and cold floors in socks. There were isolated remarks about puzzle simplicity and that requests to limit contact weren’t always observed.
StrengthsThe acting is on fire, with lots of improvisation and attention to everyone. An atmospheric house, goosebump-inducing music, slick transitions, and the feel of a large location. There are vivid features and scenes that stick in memory.
SecurityContact is adjustable, but it’s important to voice boundaries and medical limitations before the start and make sure the team heard them. Better go in closed shoes: in socks it’s cold and less safe.
Level of fearGenuinely scary, lots of jump scares and tension; in 18+ mode the contact can be rough. For children, only a light mode is possible and with agreed boundaries.
Actors' gameActors are a strong suit: charisma, precise timing, work with contact, and the ability to hold tension. You can choose the degree of physical interaction, from almost no contact to intense.
Quality of riddlesPuzzles are mostly fair and logical, solved briskly under adrenaline. There are original ideas like a hockey task. Hardcore riddle-solvers may miss the difficulty.
PlotYou are volunteer patrolmen sent to deal with a maniac nicknamed Cannibal at an old house. The story is delivered through the meeting at the gate and the events inside, without unnecessary pauses.
Difficulty levelPuzzle difficulty is medium; beginners will be comfortable, experienced players will get drive from the dynamics and horror. The level of contact and pace are tailored to the team.
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