Coming from overseas and having played some incredibly cinematic escape room games, SCRAP’s ‘Escape from the Runaway Train’ lands more as a puzzle room with thematic puzzles. Some of those puzzles are fun, to be sure, but the experience is slightly impacted by the business choice to prioritise throughput over player experience. The lack of a heart, like, or dislike rating in this review is intentional—it is a mixed bag and worth unpacking in words.
The puzzles are as you’d expect from SCRAP; clever, witty wordplay, lateral thinking and a behemoth meta-puzzle for the final challenge form the core of SCRAP’s experiences, and ‘…Runaway Train’ is no exception. We were stumped by a few and the final room feels as if it was designed to almost certainly ensure players require the additional ¥1000/player for 10 minutes and hints to complete the final room. Most answers are inputted as words into an iPad aside from a couple of combination locks.
Aside from a few novel presentations of puzzles, the standout experience was witnessing the game master act the opening moments of ‘…Runaway Train’. More game masters should adopt this approach to inducting players—it is far more compelling than the standard scenario read-out.
If you finish a room quickly, you cannot advance to the next one unless the team ahead of you has also moved on. Your timer will pause, but this means that the 50 minute experience could balloon out to 70 minutes due to the time spent waiting for the teams ahead of you to progress or bow out.
We certainly benefitted from SCRAP’s new hint book system, as their ‘nine-room’ games only give you a hint every 2 or so minutes via the game tablet, whereas the book can be used immediately without a time penalty. Given that the final room doesn’t have any hints the first time you play, and that the amount of time you have remaining is reduced to a maximum of 10 minutes irrespective of the fact you may have had more time when you entered the room, the book offers a better experience for players. Their other room, ‘Escape from the Witch’s House in the Woods’, sorely needs this hint book system.
It’s an interesting experience for international escape room players, particularly given SCRAP’s involvement in pioneering the escape room format. While the international design shift appears to be firmly directed towards immersive, cinematic narratives and player agency in escape experiences, SCRAP continues to carve and refine their puzzle-forward niche.

Some puzzles were great, some felt very difficult to access without hinting.
Noise from neighbouring rooms and the space in general detracted from the experience. The set had some cool props and the vinyl sticker walls looked the part.
Staff were kind. Their acting was great!