WeaknessesSome teams reported rough physical contact and painfully strong stun devices on hard, with a few people left with marks. There were cases of location mix-ups, missing promised discounts, and notes about dampness in the old venue. Minor gripes — overly loud music, finicky lockboxes, and hard-to-read ritual texts.
StrengthsUltra-dense atmosphere and many varied spaces where you can truly run and hide. Actors flex to the team, keeping a smart balance of fear and humor. The intro and story setup set the tone even before you start.
SecurityBeforehand they explain rules and contact levels; you can set personal boundaries in advance. Still, some reviews mention overstepping agreements, so firmly go over safewords and limits before you start.
Level of fearGenuinely scary — even veterans scream. Kids and the sensitive should pick light, and leave hard with contact and stun devices to those who are truly ready.
Actors' gameActors are the emotional engine: lots of improv, razor-timed beats, able to scare and encourage. On medium/hard the interaction is contact-based; on hard, stun devices are possible by prior agreement.
Quality of riddlesPuzzles are varied and generally fair, propelling the plot rather than stalling it. Occasionally there’s dull brute-forcing and “force” boxes, but that’s the exception. Mazes and transitions add pace and thrill.
PlotA tale of a family’s sins and a redemptive rite is delivered atmospherically and holds interest without needless spoilers. Sound, light, and actors’ actions carry the immersion from room to room.
Difficulty levelPuzzle-wise it’s mid-level; newcomers finish with hints. Experienced players are best off on medium/hard for the rush and contact.
Reviews