WeaknessesSometimes people complain about sections that are too dark—they’d like a bit more light. On maximum modes it can be overly scary for newcomers; there’s a wish to develop the script even deeper.
StrengthsImmersive atmosphere: light, sound, sets, and effects all work in one direction—to scare and engross. Acting is exceptionally strong, the plot pulls you in and gives a sense of participating in the story.
SecurityClear briefing before the start; during the run, actors and staff closely monitor comfort and fear level. Scares are no-contact, the venue is well kept; after the game you can catch your breath in a cozy tea room.
Level of fearVery scary, the tension almost never subsides. 14+/16+/18+ levels let you pick a comfortable intensity: softer for teens, hard for daredevils.
Actors' gameActors are the heart of the experience: many personas, precise reads of the team’s emotions, organic interaction. It’s scare-without-contact, which only makes it harder to stay on your feet—frightening and believable.
Quality of riddlesPuzzles are logical and fair, mostly medium difficulty: under fear they feel tougher than they are. Teamwork is needed, and individual player actions can influence the course of the story.
PlotThe story revolves around multiple personalities and the feeling that there are always more characters nearby than you can see. The tension builds and leads to a striking finale without lulls.
Difficulty levelDifficulty leans toward medium: newcomers will pass with hints and emotions, experienced players will enjoy the pace and interaction. The main challenge isn’t the puzzles themselves but the oppressive atmosphere.
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