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In the wilds of a dystopian future, bandits seek to torment anyone they find. A utopia exists, but the rescue transmitter is down. Your team has been sent to bring it back online and save the survivors. You’ve only got 45 minutes before your helicopter returns. If you’re caught, a dire fate awaits you. Be quick and stay quiet; your mission depends on it!
All ratings (12)
Mostly positive
Gameplay
Mostly negative
Atmosphere
Positive
Customer service
Negative
26 escape rooms
Cool game idea. The room is very dark. This is the first room I’ve experienced with a sound meter which added a unique gameplay experience
96 escape rooms
The room is a little dim as others have mentioned, but workable. We saved this one for last at this location as I'm not usually a fan of darker rooms. We got 2 flashlights for 3 players, so that was a little frustrating, but we took turns and managed. A major feature of this room wasn't working, so that might have made our experience a little easier, but we still took the whole time and got out with 35 seconds left. The puzzles were fun and we had a great time with this room.
No
Medium
Not scary
Yes
Major component of the game that may have slowed us down wasn't working.
No
Not at all
Yes
Easy
206 escape rooms
𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 �𓅝𓃄 �𓄁𓅞𓂙 𓅟𓂿 𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 𓂨𓅝𓃄 𓄁𓅞𓂙 𓅟𓂿
45 escape rooms
Though small, this room made good use of the space it had. Environment was immersive and puzzles were worked into the environment and on-theme. One unique gameplay mechanic was a fun addition to the room, however it meant that players had less time to grapple with the puzzles than the allotted 45 minutes. Our team of two did not escape and had one puzzle left when the clock ran out, which I think could have been avoided with stronger GMing in the one moment we asked for a hint. Overall, this was an enjoyable room, but not a market standout. EDIT: I noticed that older reviews said the room was too dark. I didn't feel that way at all, it was simply dim lighting to me. I don't know if that's just a difference in opinion or if Red Door changed the lighting after feedback from players, but I thought it worth noting.
Treated very nicely, but the GM didn't do a great job GMing
Due to very dim lighting, this room might be tough for folks with vision impairments. No color-based puzzles that we can recall, so no issues for folks with color blindness. One puzzle may be difficult for folks with dyslexia. One game mechanic would be difficult for folks who can't easily crouch.
No
539 escape rooms
I was very excited to be playing at Red Door after loving their Texas games many years ago. When I heard that they would be more task based, shorter, and one room, I was a little let down, but still wanted to see it for myself. The room is well decorated, even if portions are just black walls. I was unsure about doing Survive because I had heard about one central mechanic that made me wonder how it could have been executed. This, coupled by the darkness, set up a recipe for frustration. The main mechanic is interesting, but was begging to implemented into a longer, more robust game. The darkness made the already frustrating puzzles even more irritating. I enjoy non-linear gameplay, but when so much is available at the start, with several puzzle lines haphazardly intersecting, it feels overly chaotic and convoluted, especially in such a confined space. The light sources are cheap and ultimately difficult to use properly (I opened mine up attempting to turn it on). I would be curious to try the other rooms, but I think there is a deeply ingrained flaw in the entire business model.
The gameplay was relatively basic and often quite frustrating, barring a few tactile interactions.
It was somewhat confined and unfinished looking, but the decorated parts of the set looked really nice.
No
The concept is unique, but the execution places it alongside a very traditional escape room.
No real story and what I got from it was bland and generic
Hard
Often frustrating interactions which were compounded by the low light
Mechanical
Some tech, but some many locks as well
3
Spooky
12
Yes
I’m not sure if one element was broken, but it would not respond to the solution being input. One plug was very loose and often had to be held in place.
No
Not at all
Yes
Easy
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