Uncategorized Archives - Room Escape Artist http://roomescapeartist.com/category/uncategorized/ Well-researched, rational, and reasonably humorous. Sun, 29 Mar 2026 19:19:25 +0000 en-US hourly 1 75683646 Toy Fair 2026 https://roomescapeartist.com/2026/04/10/toy-fair-2026/ https://roomescapeartist.com/2026/04/10/toy-fair-2026/#comments Fri, 10 Apr 2026 14:01:00 +0000 https://roomescapeartist.com/?p=190861 Another year scouting out the newest toys

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Winter in New York City means a lot of things for different people, but for me it’s the season of Toy Fair! The North American International Toy Fair (Toy Fair, for short) is The Toy Association’s annual trade show. For one long weekend each year, it takes over Manhattan’s Javits Center in a sprawling, multi-floor expanse of booths.

man with short hair and REA shirt in foreground standing in front of a large entrance to a convention hall. the banner reads Toy Fair!

Toy Fair is an exclusive show, in that you need to be in the industry (or press) to get a ticket. But every area of the industry is represented: manufacturing, design, insurance, shipping, and more. The most attractive booths to someone like me, of course, were those showing off the coolest and newest games. A few interesting games caught my eye while I was wandering dozens of aisles of displays.

Jumbo Games

Jumbo Games is a large international toy and game brand with many, many products on the market. At previous Toy Fairs, we had seen their line of Wasgij jigsaw puzzles. These puzzles don’t 100% match what is pictured on the box, but instead reveal a different perspective of the box image or a moment before or after the box image takes place. The most interesting new product they had on display was Pieces of Evidence, a jigsaw-based detective game. The first box in this line, “The Last Voyage!”, will contain three jigsaw puzzles that each offer clues to help resolve the final mystery. We’re looking forward to seeing it in stores in late 2026.

close up of the box of a puzzle game called The Last Voyage!

Fizz Creations

Fizz Creations is a toy company that has recently dipped into the at-home puzzle game experience. Their display had a few notable games on their puzzle shelf, each with an interesting form factor. There was a pop-up book, a manga box set, and miniature cardboard briefcases with puzzles inside. The pop-up book, Cryptic Circus, was a murder mystery. While the format definitely seemed geared for children, the content was not. Wheels of Time promised five different games set in different eras. This seemed to be a theme of Fizz’s puzzle offerings: many of their games said that they had multiple ways to play or different paths to take.

close up of two boxed games, one a horror circus pop-up book, the other called Wheels of Time

Professor Puzzle

We reviewed a few games from Professor Puzzle’s Quick-Fire Escape Rooms a few years ago. Since then, Professor Puzzle has released new games in the same line as well as a new murder mystery line. Escape Through Time will be their newest entry in the escape room line when it releases, and Death in the Alps is the title for the upcoming murder mystery game. Both games are slated to release in Q2 2026.

University Games

University Games has been a long-time presence in the desktop puzzle space. Their BePuzzled series produces Hanayama puzzles and 3d crystal puzzles, but also mystery jigsaw puzzles and boxed murder mystery party games. Their Murder Mystery Party boxed games come with roles for six participants, as well as a suggested food and drink menu. The newest item in this line is Mistletoe & Malice, which tasks your dinner guests to solve the Christmas time murder of the Noël, Queen of Puddings.

close up shot of a series of boxed murder mystery games, focused on one called Mistletoe and Malice

Quick Thoughts

  • Thames & Kosmos’ 2026 Exit: The Game Advent Calendar will be called The Magic of Christmas. Look for it in late 2026. We have loved the Advent calendars in past years. (See our reviews from 2025, 2024, 2023, and 2022.)
  • Flipsi Puzzles showed off their double-sided jigsaw puzzles. Each promised an intriguing surprise when flipped to the secret secondary side after the puzzle was completed.
  • CGE’s Codenames has been a popular game in the escape room community, and they announced three expansions packs for Codenames that will release in Q2 2026.
  • Fun Squared Games showed off Code Lock, a head-to-head logic puzzle about following instructions to sort your nine numbered tiles faster than your opponents.

Toy Fair 2027

Toy Fair will return to the Javits Center from February 20-23, 2027. After nearly heading to New Orleans for a few years instead of staying in New York City, I’m glad to see that it looks like NYC will continue to host Toy Fair in the coming years. I’m already looking forward to 2027.

Hopefully we can get our hands on some of these upcoming games soon! Keep reading here for reviews once we do. I expect some of them will end up in our next Holiday Gift Guide in November.

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Why Some Escape Rooms Have A Soul https://roomescapeartist.com/2026/01/18/why-some-escape-rooms-have-a-soul/ https://roomescapeartist.com/2026/01/18/why-some-escape-rooms-have-a-soul/#respond Sun, 18 Jan 2026 15:01:00 +0000 https://roomescapeartist.com/?p=185893 What is it that gives an escape room a soul?

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Some escape rooms have a soul. It’s a feeling as much as anything. A heart you can feel while playing the game. A connection between creator and player. A resonance you notice while you’re experiencing it. It feels like something we are living, or at the very least, living inside of. A soul is what separates a competent, but forgettable escape room from a memorable one. It can be hard to describe, but it can be profound. 

A game having a soul is a sentiment that is hard to put into words, but is something I have long wanted to discuss: What is it that gives an escape room a soul? Is it infused naturally from the start of the design? Can it be forced or manufactured and then slipped in later?

In this article I’ve compiled a few ways a creator can ensure their experience contains a soul.

An old television with the screen showing the logo for "Chimera Corp. Lucid Dream Travel Agency, est 1962."
Help Wanted at Escape Artist Greenville

Vulnerability

Vulnerability on display goes a long way. Vulnerability can be shown by the characters and by the situations they find themselves in. Players should feel like everything could fall apart if they weren’t there to resolve it, that the characters would be lost without our assistance. Games where players are being taunted and tested by some confident, evil genius villain don’t tend to have the same emotional depth.

One of my favorite well-known examples of this is The Man From Beyond from Strange Bird Immersive. That room is home to characters that exhibit total vulnerability. They look us in the eye and ask for our help. What would happen if we weren’t there for them? Only we can give them the advice and comfort they seek.

I gained the moniker of Escape Room Philosopher years ago because of the way I thought about and talked about what these games can be. They are not just puzzle rooms, they are opportunities for all of us to escape, and to be somebody who matters to somebody. They are a place where we can fix things and where we can help vulnerable people.

The opportunity to help those in need and to right some wrongs in a way that feels real goes a long way in connecting with players. The soul of an escape room is often glimpsed when its characters are at their weakest.

Life

Adding life to escape rooms definitely helps add soul, but it is not a guaranteed outcome. The inclusion of live beings, be they human or not, can give players somewhere to witness vulnerability. They can give us a signal to take emotional cues from and be a receptacle for our emotional responses. 

These interactions provide opportunities for players to feel something. A whole range of emotions become available to us when we get the chance to engage with live characters. Players feeling something in the game, and from the game, is a required element when we talk about sensing the soul of an escape room. 

An older African American man with white beard and mustasche, wearing a suit has his fist raised and appears to be speaking in a dramatic manner. White text at the top and bottom of the image reads Escape Room Stakes Are Too Damn High.
What Jimmy McMillan might say about escape rooms. Meme credit: Haley ER Cooper

Relatable Stakes

An escape room with a soul often has a relatable storyline and characters. Stakes that are believable and that make simple sense help players get comfortable and better able to connect with the story and the creator. As fanciful and wonderful as The Chimera Corp Saga is, it’s the basic human urge to help known characters in the game’s third act that brings it all home.

Constantly questioning confusing motivations or finding ourselves in laughably complex circumstances creates a distance and a disconnect that can make feeling a game’s soul impossible. My only relatable experience with diffusing a bomb under pressure or stabilizing a space station comes from watching action movies where the main characters never fail, so I find myself in this weird head-space knowing that as much as I, (whomever I am cast as) fumble, the game will probably force me into succeeding in a way that won’t feel genuinely earned. 

Huge fictional worlds with deep backstories can overwhelm players’ imaginations, but games set there may fail to move them emotionally if the situation feels too immense, with the objective too obscure. Many times, smaller, more relatable stories filled with compelling characters find a way to get to us, and to get inside us in ways that we can’t quite explain. That is the soul of the room.

Connection With The Creator

A soul can be evident when players feel connected to the creator. Where they can empathize with the designer’s thoughts, feelings, and intentions. A room with a soul feels like it was designed with passion and purpose. 

Designers should leave a little bit of themselves in the room, metaphorically of course. Your weirdness and quirkiness can inject personality and soul to a room. So can your playfulness, or melancholy, or grief. We want to see some rough edges (metaphorically, again), a point of view, risks being taken – a sense that a human created this and not a faceless factory. 

A soulful escape room is the result of a designer invested in creating an overall experience that has something to say, rather than just a cool game with cool puzzles built around a cool theme inside a cool set. A soul is what shines through when a designer stops trying to check boxes or impress and starts trying to connect with their audience using the tools at hand. 

It’s the feeling that given a slightly different alignment of the planets, or under the direction of a slightly different creator, we would be walking into an entirely different experience. Players can feel the creators’ fingerprints, and by extension, them.

In-game: the wooden wall of a cabin with small shalves and hooks displaying many different trinkets.
Storyteller’s Secret at Boxaroo

Let Me Feel Something

This is different than trying to make me feel something, which can sometimes get awkward. Give us things to sink our emotional teeth into, but don’t force it or overdo it. It is usually characters and the situations they are in that stick out when we think back on emotion-evoking escape rooms. Building a memorable character into a room, one that can take people on an emotional journey is tough, and it isn’t a puzzle and it isn’t set design or special effects, it’s something entirely different. It is a someone, a someone that we can’t help but care about.

Show us characters that feel essential to the story we are a part of. Maybe it’s even a cute hinting mechanism or the creepy doll that needs to be carried from room to room. Give us someone to connect with in that world.

It doesn’t have to be positive or upbeat, just something that gives players the opportunity to feel. There is something cathartic about being able to empathize with hurt in a safe way, and it is still exhilarating to take risks in a place where the consequences of failure disappear at the end of the hour.

Non-physical characters can also be extremely effective at making us feel. Experiences like The Nest and The Storyteller’s Secret exude soul without any live performance from their principal characters. 

Be Sincere

A soul is rooted in authenticity. It can’t be faked. Players can’t be fooled or coerced into connecting with a game. It is possible to be silly and to make a comedy with a soul, like Wanted: Dead or Alive from No Exit, but don’t try to trick the players with a twist that negates what they have been working towards in a game with a more serious narrative. That sort of lack of sincerity can be a turn-off.

Soul isn’t about being clever. There are rooms that delight and astound with beauty or amazing gimmicks, but lack connection. An escape game without a soul always has some sort of distance to it. We might appreciate and admire those types of rooms, but they don’t become part of us. In rooms with a soul, there’s a desire to return and revisit, even if it’s only in our thoughts.

Soul is feeling like we’ve entered a world that’s been there forever. The Forgotten Cathedral inside the Escaparium building is ancient and The Reading Witch has prowled since long ago. The characters within have a past, present and will have a future that players are actively participating in. In this world, we are making a difference as time goes on. Time actually feels like it’s moving forward. There’s something or someone meaningful in this world and this then becomes meaningful to us.

As players, we love the feeling that we are doing something that has never been done before. It’s the illusion that if we weren’t present, everything would be different. This feeling can be harmed by things like standardized rules videos or leaderboards in the lobby. They signal that others have taken this same path before and more will afterward. The sincerity of the game’s narrative is diminished. 

Wonder

Escape rooms that lack a sympathetic main character can demonstrate a soul by filling guests with wonder. Through things like set design, reveals, scenes, or epic discovery, a designer can make a memorable connection with their players. The Dome, The Toy Maker, and maybe even Chapel and Catacombs are examples of this. These are almost pure adventure games where characters are secondary, if they are present at all, but you can’t call them soulless; they have too much personality oozing through them. Players still feel like they matter in those scenarios. 

This can be done on a smaller scale as well. Pandora’s Box comes to mind, as does Red Sled Redemption. The core of their soul is the feeling that someone built this wondrous thing for us to enjoy. We can picture a smile appearing on the builder’s face as they imagine us delighting in what they have created. 

Post game photo from The Toymaker featuring Will and Kim Rutherford and Heather and Richard Burns all holding stuffed animals from the game
The Toy Maker at Big Break Hamburg

Utilize The Medium

Use what the escape room medium offers to help connect with players. The special affordances created by the small group immersive format provide a conduit through which audiences can feel the soul of a game. 

Techniques like designing in Bookends & Bottlenecks can help ensure players are gathered and focused in the moments that best deliver the creator’s message. Solo moments and scenes, with or without actors, become tools that can be used to implant lasting memories or become opportunities for emotions to bubble up.  

When we view escape rooms as a storytelling art form, it is easier to understand their ability to be more than just temporary, puzzley entertainment. Designers can take advantage of this as they express themselves in ways that players feel long after the experience is over. That feeling is the soul lingering.

The Debate

Escape room enthusiasts will debate amongst themselves about which games they feel have a soul and which ones don’t. They will discuss exactly what it is in each game that gives it that soul. It is subjective, but yet still common enough that many of us will find we agree much of the time. 

This isn’t the type of debate I thought I’d be having back when my escape room hobby began, but I think it just helps prove the potential of the artform. The fact that we are having these conversations makes me even more excited about what the future holds for this amazing industry.  

Edit: I wanted to add a few lines to this article after noticing a trend among the US winners in the most recent TERPECAs. This group of winners is predominantly made up of what can be considered moderate build budget games by 2025 standards. This would seem to contradict some of the thinking around what it takes to win this award, except that the other thing that most of these games have in common is a soul. And the voters are telling us that is what matters most.

Special Thanks

Significant credit for portions of the content in this post goes to the members of the Room Escape Artist Patreon Discord channel and the Escape Room Discord, where we’ve had some great conversations about this subject. Some phrases included here are lifted straight from those discussions (with permission) because I couldn’t have said it better myself!

If this article resonated with you, please join our Patreon community, and check out our Discord. I’d love to continue this conversation with you there.

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From the RECON Observer: Who Killed The Directional Lock https://roomescapeartist.com/2025/06/02/recon-observer-who-killed-directional-lock/ https://roomescapeartist.com/2025/06/02/recon-observer-who-killed-directional-lock/#comments Mon, 02 Jun 2025 14:01:00 +0000 https://roomescapeartist.com/?p=149726 June 2022: the Master Lock 1500iD Speed Lock, known better by its nickname, “the directional lock,” was dead.

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The News

On a seemingly normal day in June 2022, the news hit the escape room owners groups: the Master Lock 1500iD Speed Lock, known better by its nickname, “the directional lock,” was dead. Initial reactions ranged from disbelief to placing massive orders of the iconic escape room lock. The rumors were true. The 1500iD was dead. 

A black Master Lock Directional Lock

In short order, the price of the directional lock soared at online retailers who retained stock. For a time, 1500iD locks sold for nearly $80 per unit. Some escape room owners claimed to have purchased upwards of 200 units. Before discontinuation, they usually sold for less than $10 per lock. Two years later, supplies do continue to persist at greatly elevated prices of $30 per lock at press time. 

Directional Lock patent illustration, showing the face of the lock with a cutaway displaying innards.

The History

The 1500iD had a complicated and interesting history. It began as an invention of Israeli Yehonatan Knoll, who filed his patent with the United States Patent and Trademark Office in May 2002. His company Knollan Ltd. licensed the patent to Master Lock Company LLC., a notoriously large purveyor of low- and medium-quality lock hardware. 

In a grand twist of irony, the 1500iD stood out in Master Lock’s lineup as cheaply constructed, yet unpickable. Truly. Searching YouTube will deliver zero results of reputable locksporters successfully using non-destructive attacks like picking, bypassing, or decoding the 1500iD. It is susceptible to destructive attacks, but if you hit anything hard enough it will break. The 1500iD was a remarkable combination of security, technology, and uniqueness for a shockingly low price. This was what made it an iconic mainstay in escape room design. 

If the 1500iD was a good product, why did Master Lock choose to kill it? While neither Master Lock, nor Knollan responded to a request for comment on this story, the cause of 1500iD’s death appears to be intellectual property law. In 2022, the Knollan’s patent expired and with it, their licensing deal with Master Lock. It seems that Master Lock killed the 1500iD due to an end of exclusivity on the underlying technology. 

Looking at the innards of the 1500iD, it functions very differently from anything else in the Master Lock lineup. This uniqueness likely means an atypical manufacturing process, lower margins, and decreased efficiency. In the end, the 1500iD probably died of the same cause of death as most good, interesting, and unique products: Someone with an MBA strangled it to death to move a stock price a fraction of a point. A sacrifice on the altar of efficiency. 

The Future

Looking forward, there are a few possibilities for the directional lock now that it is patent free and discontinued: 

1. It stays dead. 

2. One or more mediocre manufacturers produce terrible clones. 

3. One or more manufacturers produce an equal or better product. 

The 1500iD is dead, but the directional lock is free. Hopefully it rises again better and stronger. 

Sources

The RECON Observer

This piece was first published on August 18, 2024 in The RECON Observer, a print publication distributed at RECON Los Angeles. While the complete newspaper and all of its secrets were only available at RECON Los Angeles, we’re making a few columns available on Room Escape Artist for all to enjoy.

Attend RECON

RECON returns this August as an online event that you can access from anywhere in the world.

RECON Remote 25 will take place August 17-18, 2025.

The event includes:

  • 8 speaker sessions with live Q&As
  • An exhibit hall and live product demos from sponsors
  • Facilitated discussions for professionals (and aspiring professionals!)
  • Community conversations in our virtual venue
  • An exclusive game designed just for this event
  • And so much more!

Learn more about RECON here. Tickets are on sale now!

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This is a test… does this work properly on Facebook? https://roomescapeartist.com/2024/12/20/this-is-a-test-does-this-work-properly-on-facebook/ https://roomescapeartist.com/2024/12/20/this-is-a-test-does-this-work-properly-on-facebook/#comments Fri, 20 Dec 2024 21:27:44 +0000 https://roomescapeartist.com/?p=153658 Let's find out. I'm hoping it does because I've sank my afternoon into fixing this issues with Zuck's trash platform.

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Let’s find out. I’m hoping it does because I’ve sank my afternoon into fixing this issues with Zuck’s trash platform.

I truly hate debugging integrations that I have very little view into. This is not the future that I wanted.

David smiling in a RECON hat under a very large painting of a rubber duckie.

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