Andrew Reynolds, Author at Room Escape Artist https://roomescapeartist.com/author/areynolds84/ 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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Mystery Locks – Alchemist’s Box [Review] https://roomescapeartist.com/2026/02/20/mystery-locks-alchemists-box-review/ https://roomescapeartist.com/2026/02/20/mystery-locks-alchemists-box-review/#respond Fri, 20 Feb 2026 15:01:00 +0000 https://roomescapeartist.com/?p=184838 A crafty set of puzzles

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A crafty set of puzzles

Location: at home

Date Played: November 29, 2025

Team Size: 1-6; we recommend 2-3

Duration: about 90 minutes plus setup time

Price: $29

REA Reaction

Mystery Locks’ The Alchemist’s Box was a combination papercrafting activity (if you opt for the full experience setup) and a tabletop puzzle game. Available only as a printable game, some level of arts and crafts was necessary to play this game, but the effort was worthwhile.

We chose to set up the game using what the creators called the “full experience” – using all of the provided assets. For about an hour before playing, we crafted themed envelopes that contained story cards, puzzles, and hints. The final piece was the game’s centerpiece, a cube that would be heavily involved in nearly all of the puzzles. Because this assembly portion provides the opportunity to know which items are in which envelope, I recommend – if time permits – assembling and then waiting a few days before playing to allow yourself to forget any behind-the-scenes knowledge you may have accidentally picked up.

A black cat sniffs and investigates a paper cube. The cube has strange words and images on it. Also on the table are paper envelopes with large red seals and numbers written on the seals.

The Alchemist’s Box was heavily focused on making connections between different sources of information. The cube played a central role in this, both from a mechanical perspective and a narrative one. This led to some very satisfying aha moments in the early part of the game as we discovered not just how a single puzzle worked but how the whole game would flow. The downside was that as the game continued on, there were fewer opportunities for those aha moments as the way ahead became more focused.

The highlight of The Alchemist’s Box was the meta puzzle at the end. After making connections faster and faster as we progressed through the game, we stumbled and slowed at the meta. But when the breakthrough happened after some trial and error, the solution was a truly gratifying moment. It was a great capstone on an already enjoyable game. If you like spending time crafting and solving inventive puzzles, The Alchemist’s Box might be a good choice for you.

Who is this for?

  • Puzzle lovers
  • Anyone into papercraft
  • Best for players with at least some experience

Why play?

  • Well-designed components you get to assemble yourself
  • An excellent meta puzzle

Story

A letter set us down the path to find Isaac Newton’s final experiment, the Philosopher’s Stone. We needed to parse through his notes and diagrams to find it.

All of the printed and assembled game components for Alchemist's Box sit on a table. There is a large paper cube, envelopes with red seals, and a variety of puzzle components.

Setup

The Alchemist’s Box took a good amount of setup to prepare before play could begin. Because this was a print and play game, everything had to be assembled prior to solving. The instructions provided for three levels of setup, starting with the full experience where every asset was printed and assembled. Players could reduce the items to assemble and therefore the time to set up in a few ways, for example by replacing the themed printable envelopes with standard envelopes they already owned.

Full setup took about an hour to cut, fold, tape, and glue everything just right. The provided instructions were very detailed and made the process relatively simple and streamlined. Once the envelopes were filled with puzzles, stories, and hints and the centerpiece of the game, the paper cube, was assembled, it was time to play.

A pair of scissors rests on the printed assembly instructions for Alchemist's Box. Around it are the assembled envelopes, cube, and introductory story card from the game.

Gameplay

Mystery Locks’ The Alchemist’s Box was a standard play-at-home game with a moderate level of difficulty.

Puzzles were heavily focused on making connections as well as decoding.

Analysis

➕ Phenomenal meta puzzle to end it. One of the best coming together moments of any paper puzzle that I have played.

➖ Some fonts, especially on the hint cards, could be a little larger to increase readability.

➕ Extremely detailed setup instructions and a fully detailed walkthrough were included.

➖ The progressive hint system was helpful when needed, but could use more granularity. Often some of the steps felt too large.

➕ The low price point makes this game a good bet for the player on a budget.

➕/➖ Having to assemble the game at home made it cheaper and easier to ship (all digitally) but added a significant setup time to the playthrough, and also set up opportunities to gain information you should be gaining through gameplay instead (e.g. recalling the sequence of the envelopes).

💲 For a play at home game with so many good looking pieces, The Alchemist’s Box has a lower than expected cost. Players will want to decide for themselves if the additional setup time is worth the reduced cost.

➕ The Alchemist’s Box did a great job of building on itself. Things learned in earlier puzzles were sometimes useful in later ones.

Tips For Players

  • Space Requirements: A small table. There are a lot of components but few of them are out at one time.
  • Required Setup Gear: Scissors, tape and/ or gluestick.
  • Required Playing Gear: Pencils and a notebook.

Buy your copy of Mystery Lock’s The Alchemist’s Box, and tell them that the Room Escape Artist sent you.


Disclosure: Mystery Locks provided a complimentary game.

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PAX Unplugged 2025: An Overindulgence of Games & Puzzles https://roomescapeartist.com/2026/01/27/pax-unplugged-2025-an-overindulgence-of-games-puzzles/ https://roomescapeartist.com/2026/01/27/pax-unplugged-2025-an-overindulgence-of-games-puzzles/#respond Tue, 27 Jan 2026 15:01:00 +0000 https://roomescapeartist.com/?p=183984 Almost too many things to see, do, purchase, and play!

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For a few years now, I’ve been lucky enough to be able to travel down to Philadelphia each year for PAX Unplugged. For the uninitiated, PAX Unplugged (PAXU) is an annual convention celebrating board games and all other forms of analog gaming. There are hundreds of exciting board games, tabletop roleplaying games, accessories, and other merchandise on display to be demoed and purchased. Over the last few years, there has been a concerted effort to gamify this gaming convention. The attempt has been successful, and between the Expo Hall and all the other spaces throughout the convention center, PAXU is now almost too full of things to see, do, purchase, and play to be contained in just three days.

man with arms outstretched standing in front of large purple X and behind a display labeled "PAX Unplugged." in the background are many tables of people playing games.

The Expo Hall

The centerpiece of PAX Unplugged is the Expo Hall. It would be easy to spend all three days just wandering the aisles, stopping at every interesting booth for a demo or a conversation with a designer. This is usually my PAXU plan, but my intent this year was to spend more time exploring the things that happen in the many other rooms throughout the convention center. Even so, I found more than a few booths and games worth highlighting while investigating the Expo Hall.

a collage of images: colorful numbered cards laid out on a table, two tall Christmas decorated skeletons, crowds gathered around booths playing games

Two booths I consider puzzly stalwarts of the convention are PostCurious (reviews) and Thames & Kosmos (reviews). If you’ve been reading REA for any length of time, you’re likely already familiar with these two companies and why you should stop by their booths. PostCurious has been making beautiful tabletop puzzle tales for years and is an industry leader in combining engaging gameplay with captivating art. They were showing off their new and upcoming titles Emerald Echoes, Ministry of Lost Things: Finders Keypers, and Pandora’s Legacy.

The folks over at the Thames & Kosmos booth had their usual slew of games, both puzzle and not. Thames & Kosmos is known for their Exit: The Game series of tabletop escape games. The Exit line includes a yearly advent calendar. This year’s calendar theme was The Intergalactic Race.

A throughline I kept noticing this year was games with low player counts, specifically games designed for just two people. And while I love a huge game that can take hours to churn through, it’s very helpful to have a selection of games that work best for just two people. To that end, the banner for Logic & Lore caught my eye. Logic & Lore was a competitive deduction game designed for exactly two people. Each player had to put their constellations (represented by cards numbered 1-9) back in order by asking their opponent a series of yes or no questions. The catch was that only their opponent saw the cards they were asking about. It was a great, quick game based on logic and deduction, and I happily added it to my PAX haul.

closeup of the game Mantis Falls. on the side is a binder of hand-drawn concept art.

Distant Rabbit’s Mantis Falls was a noir-inspired hidden role game made for 2-3 people, but seemingly designed with two players in mind. The two players were witnesses to a crime in a mob-run town and needed to work together to escape – but one of the witnesses might actually be an assassin sent to dispatch the actual witness. It was a tense game of suspicion that made for some interesting gameplay.

While the expo hall was definitely still the centerpiece of the convention, I tried to explore the other rooms around the convention center as much as possible. Between the panels, the playable games, and the dozens of other rooms to visit, there was more to do than I could fit into just three days.

Panels

Panels and workshops at PAXU run the gamut from entertainment to education and everything in between. Whether you’re looking to get inside information about the industry or just there to watch funny people do silly things, there were panels for everyone.

To kick off my PAX weekend, I spent my Friday morning at the “Super Sleuthing: Successful Solving of Puzzle Hunts” panel. Not only was this a must-attend based on the content, it was also led by known and trustworthy people in the puzzle hunt world: Sara Winters, Jacqui Fashimpaur, and Michael Anderson. They all spoke of their MIT Mystery Hunt experience and so much more. Any attendee of the panel left with a history lesson as well as valuable tips on how to find puzzle hunts and start solving them.

a panel of eight people on stage

PAX events attract celebrities with well-established nerd credentials. Dropout regular and host of Um, Actually Ify Nwadiwe has hosted a few panels at PAXU and PAX East, and I was finally able to get a seat at one. His panel was called “Ify Play Tests A Panel Show” and it was a game show featuring three teams of two notable nerds each playtesting a panel game that was reminiscent of famed British panel show Would I Lie to You? The teams had been given topics to present a real or fake fact about, and points were awarded for spotting the fake statements. This was a lesson in the importance of playtesting everything, as I’m reasonably certain that half the participants didn’t fully understand the scoring system (to a very entertaining outcome).

Convention Games

For the past few years, PAX Unplugged has been curating a selection of convention games and has now settled into what feels like a standard format. They had the same number of convention games available as last year, all updated for 2025.

Lockwood Immersive returned with another puzzle hunt, this time called “Oddities Inc.” This paper-based puzzle hunt took the form of a competence assessment for new hires at Oddities Inc. Once we solved all ten puzzles, which were varied in both puzzle format and difficulty, we were presented with a final meta mission – sneaking into Oddities Inc. HR and stealing our employment contract. It was a fun and innovative way to finish up the puzzle and narrative aspects of the hunt.

Back again with their small footprint games was Co-Operatives. Based permanently in Boston, they travel to PAXU each year with a selection of short, portable communication-heavy escape games. I had the chance to play the new game for this year, Gnome Sweet Gnome. We had to help a bunch of tiny gnomes get ready for their upcoming celebration. Like their other games, teams were evenly divided on two sides of a wall that contained all the locks and puzzle information. Gnome Sweet Gnome was 20 minutes of compact fun. It’s usually difficult to get a booking at Co-Operatives once the ticketing opens up, and that’s a good problem to have.

the board game Wispwood eerily glowing under blacklight

Board game publisher Czech Games Edition has had a yearly puzzle hunt celebrating their latest major release, and this year’s was Wispwood. Wispwood caught my eye immediately because not only was it themed around cats, it was also black light sensitive! The free puzzle hunt followed CGE’s normal loop of having players explore the convention hall for posters, scanning QR codes on them, and solving a puzzle on their phone, which gave the location of the next poster. CGE managed to pack a variety of puzzle types and challenge levels into this year’s hunt, and a lucky winner each day went home with a copy of Wispwood.

So Much More To See

There were many, many options to book social games. KMS Games returned and ran two of their games: Game Over (which they ran last year) and a new game for the convention, The Sandcastle. I wasn’t able to get a booking for The Sandcastle, which was sad for me but a good sign for the popularity of what KMS Games is making. And there were multiple time slots for two different Blood on the Clocktower scenarios, one for beginners and one for more advanced players. These were also full as soon as preregistration opened, and had a long waitlist.

Hidden on the upper level of the convention center was the First Look room. The First Look room is where PAXU displays the “hot” games that you might only have seen at other large shows like SPIEL Essen because they likely do not have US distribution yet. This room was table after table of games all available for play.

The highlight of the First Look room was Digit Code, a two-player logic game using player created codes written on a seven segment display. Players competed to guess each other’s codes using questions about how many segments were filled in a row or column. It made for an interesting and quick guessing game, and the rulebook provided my favorite justification of the weekend: “for some unknown reason…we must quickly interpret a six-digit digital code.”

If you plan on traveling to PAX Unplugged in 2026, be sure to check out all of the things that are happening beyond the expo hall. There were rooms full of hidden treasures all throughout the convention center, and more games and events than I could play in a full weekend. PAXU returns to Philadelphia December 4-6, 2026. See you there!

Disclosure: PAX Unplugged provided a media pass.

For more about some of the games and events mentioned this this piece, check out these podcast interviews:

REPOD S10E8: The PuzzleTales of PostCurious with Rita Orlov & Lauren Bello

REPOD S9E1: MIT Mystery Hunt: James Douberley, Benevolent Dictator of Death & Mayhem

REPOD S9E6: Steven Medway, Creator of Blood on the Clocktower

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Brighton Asylum – Dead By Dawn [Review] https://roomescapeartist.com/2026/01/06/brighton-asylum-dead-by-dawn-review/ https://roomescapeartist.com/2026/01/06/brighton-asylum-dead-by-dawn-review/#comments Tue, 06 Jan 2026 15:01:00 +0000 https://roomescapeartist.com/?p=182737 Hail to the king, baby

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Hail to the king, baby

Location: Passaic, NJ

Date Played: August 28, 2025

Team Size: up to 8; we recommend 3-4

Duration: 60 minutes

Price:  $40 per player

Ticketing: Private

Accessibility Consideration: This game is located on the second floor and requires climbing two flights of stairs to access. At least one player needs to crawl.

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

As a company, Brighton Asylum knows where their strengths lie. Their long-running haunt has inspired their escape rooms, most of which are horror-themed and very atmospheric. Dead by Dawn was another expression of those design guidelines, and in some ways improved upon their previous rooms. However, a few quality of life improvements would go a long way towards making the experience feel more polished.

Dead by Dawn took no time at all to drop us into a space that felt like it had a potential for dread and horror. Once the introductory audio had played, the dark room was eerily lit with red lights streaming in from behind the wooden cabin walls. Of note, the room timer began counting down before the intro had even started. We wound up not needing that 45 or so seconds, but watching the timer tick away before we could start playing didn’t feel great. In this first space, the miniature flashlights we had been given were helpful considering the darkness in the cabin. 

image in a dark room of a wooden des k with an old reel to reel audio player on top

Fans of the Evil Dead franchise would immediately spot the inspiration for Dead by Dawn in the items and audio sprinkled throughout the game. One area of the game provided two obvious references to the franchise – one groan-worthy and one very cool. Most of the props were direct nods as well, and Brighton Asylum clearly put effort into most of these. Every time we picked up a new object we remarked on how creepy it looked and spent a moment passing it around.

Brighton Asylum knows how to create atmosphere and some memorable moments. Dead by Dawn was a tribute to a seminal film series and a good thematic addition to the haunt company’s repertoire. Over the years Brighton Asylum has improved their escape rooms in many ways, and we hope that they can continue to tighten up their games and create more complete experiences that will leave us wanting more.

Who is this for?

  • Horror fans
  • Best for players with at least some experience
  • Fans of a certain cult horror movie franchise

Why play?

  • Movie references galore
  • High quality and great looking props

Story

A weekend trip to a cabin turned into a horrifying tale when night came and something terrible awoke in the forest outside. We had to find the Book of the Dead to reverse the spell.

a wooden cabin wall with gaps between the planks allowing eerie red light to stream in from outside

Setting

Dead by Dawn took place inside a remote and dilapidated cabin.

the mounted head of a buck on a brick wall in a run down cabin

Gameplay

Brighton Asylum’s Dead by Dawn was a standard escape room with a moderate level of difficulty.

Core gameplay revolved around making connections and solving puzzles.

Analysis

➕ Dead by Dawn was unabashedly an homage to The Evil Dead franchise, and it captured the campy horror vibe of the movies.

➖ Audio mixing issues near the beginning of the game made it difficult to separate background music from audio narration.

➕ The props were well designed and felt like high quality items. This made holding them and using them very satisfying.

➖ The space was large, but felt underutilized. A lot of the square footage was left empty.

➖ We found an unused prop that we believe to be part of a ghost puzzle.

➕ The crawling section was surprisingly spacious and comfortable.

Tips For Visiting

  • Getting to the location can be confusing, so make sure to be familiar with the instructions in the FAQ. Brighton Asylum texted me 15 minutes before our start time with instructions and pictures, though I can not guarantee this is something that happens for every booking.
  • There is a parking lot. Again, make sure to follow the instructions in the FAQ to locate it.
  • There are plenty of places to eat nearby. The Allwood Diner will meet your classic New Jersey diner needs. Rutt’s Hut, a local icon known for deep fried hot dogs and more, is also a short drive away.

Book your hour with Brighton Asylum’s Dead by Dawn, and tell them that the Room Escape Artist sent you.

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Brighton Asylum – Slaughter Landing [Review] https://roomescapeartist.com/2025/12/15/brighton-asylum-slaughter-landing-review/ https://roomescapeartist.com/2025/12/15/brighton-asylum-slaughter-landing-review/#comments Mon, 15 Dec 2025 15:01:00 +0000 https://roomescapeartist.com/?p=182738 Don't forget to [static]

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Don’t forget to [static]

Location: Passaic, NJ

Date Played: August 28, 2025

Team Size: Up to 8; we recommend 3-4

Duration: 60 minutes

Price:  $40 per player

Ticketing: Private

Game Breakage: Yes. One puzzle needed gamemaster intervention.

Accessibility Consideration: There were uneven floor surfaces on the walk through the hallways to the entrance door.

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

Brighton Asylum is both an escape room company and a haunt company, and as you would expect the majority of their rooms lean into horror. Slaughter Landing was less scary and more eerie, and that eeriness was due primarily to good set design exemplified by the use of real wood and other materials as props and decoration. Slaughter Landing was set on a pier in a fishing village, and the design really sold that idea.

Wide shot focusing on double wooden doors with the phrase "...THE NIGHTMARE BEGINS!!!" written above. Above the doors is a series of jars, each labeled with a word and a number.

We enjoyed the entire run of puzzles throughout the game. There was a variety of different puzzle types throughout Slaughter Landing, and enough of them that everyone on our team of four usually had something to do. In particular, we enjoyed their subtle but very successful use of blacklight and an audio puzzle that was right at home on a spooky pier.

What Slaughter Landing would benefit the most from are quality of life and guest experience upgrades. Poor audio mixing in the very early part of the game obscured something important, and we spent a chunk of the game trying to piece together what we had heard. For a company that runs haunt experiences, there was surprisingly little atmosphere created in the introduction. I would have preferred that the gamemaster provided us with less game information, and instead used the time to build up suspense.

It was good to see the improvements Brighton Asylum has made to their builds over the years in both Slaughter Landing and their most recent game, Dead by Dawn (review to come). REA last visited in 2017, and there has been a definite upward evolution in their games that we hope to see continue.

Who is this for?

  • Horror fans
  • Best for players with at least some experience
  • Players who don’t need to be a part of every puzzle

Why play?

  • Good set design
  • Eerie atmosphere

Story

We found ourselves on an abandoned pier being threatened by a killer fisherman. We were presented with a series of puzzles that would allow us to outsmart and defeat him. There was also a sea monster motif that did not dovetail well into the killer fisherman story.

Close up shot of a ship's orange life ring and a poster for a fishing company, both hanging on an old wooden wall with rope accents.

Setting

Slaughter Landing took place on an old pier in a coastal town. Brighton Asylum used plenty of rough, aged wood and dim (but not unusable!) lighting to convey a sense of disuse and creepiness.

Close up image of the phrase "...DESTINY AWAITS..." written in white on an old wooden wall.

Gameplay

Brighton Asylum’s Slaughter Landing was a standard escape room with a moderate level of difficulty.

Gameplay relied on searching, making connections, and logical reasoning.

Analysis

➕ Great looking sets. Brighton Asylum is also a haunt company so they have experience building physical atmosphere.

➖ The sound mixing at the start of the game needed work. The audio introduction was difficult bordering on impossible to hear over the background music.

➕ A surprisingly effective use of black light had us go back more than once to appreciate how well it worked.

➕ Props looked good and felt good, and they felt at home on the pier.

➖ A few times throughout the game we did not know what in the room unlocked after we solved a puzzle. Better audio and/ or light cueing would be helpful.

➖ We experienced some game management issues, chiefly hinting of steps we had already taken and an instance of game breakage that could have been handled better.

Tips For Visiting

  • Getting to the location can be confusing, so make sure to be familiar with the instructions in the FAQ. Brighton Asylum texted me 15 minutes before our start time with instructions and pictures, though I can not guarantee this is something that happens for every booking.
  • There is a parking lot. Again, make sure to follow the instructions in the FAQ to locate it.
  • There are plenty of places to eat nearby. The Allwood Diner will meet your classic New Jersey diner needs. Rutt’s Hut, a local icon known for deep fried hot dogs and more, is also a short drive away.

Book your hour with Brighton Asylum’s Slaughter Landing, and tell them that the Room Escape Artist sent you.

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DASH 12: Delightful Animal Sanctuary Holiday [Puzzle Hunt Review] https://roomescapeartist.com/2025/12/14/dash-12-delightful-animal-sanctuary-holiday-puzzle-hunt-review/ https://roomescapeartist.com/2025/12/14/dash-12-delightful-animal-sanctuary-holiday-puzzle-hunt-review/#respond Sun, 14 Dec 2025 15:01:00 +0000 https://roomescapeartist.com/?p=183175 Diversions Amid Several Hamlets

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Diversions Amid Several Hamlets

Location: New York City, NY (but playable in 25 cities)

Date Played: September 13, 2025

Team Size: up to 4; we recommend 4

Duration: 6 to 8 hours

Price:  $80 per team, regardless of size

Ticketing: Teams are booked privately, but this is a public puzzle hunt and you will be crossing paths with other teams.

Accessibility Consideration: DASH is a puzzle hunt throughout a city. Players need to travel, typically by walking, to multiple locations with unpredictable levels of accessibility in regions that have different laws regarding accessibility.

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

This year saw the return of DASH, a formerly annual puzzle hunt that had not run since 2019. DASH stands for “Different Area, Same Hunt,” and that name also describes its charm. Rather than being constrained to one place and time, over two dozen cities participated simultaneously in DASH 12 this year. They ran the same puzzles using the same platform, allowing players from all around the world to have the same puzzle experience, separated only by the individual quirks of their local geography and urban design.

This year’s theme was “Delightful Animal Sanctuary Holiday.” Our day started with a rules debrief where we were handed our area map with locations marked, and soon we were off to the nearby first puzzle location. In addition to the first puzzle sheets, we were given a spiral-bound guidebook to the Bewilderness, the nature preserve that we would be exploring in puzzle form. This guide book served as part of every puzzle throughout the day.

A small spiral bound notebook that has cartoon animals on it and says "Welcome to the Bewilderness," which is on top of a paper puzzle titled "Funny Business."

There were eight puzzles and a meta at DASH 12. The series ran the gamut of many of the major puzzle types – logic, word, code-breaking, audio, cryptic clues, and so on. And they utilized different media; while many were solved on paper, there was also an audio puzzle, a pile of custom cards, a 4-player trivia-ish game, and an AR puzzle. The AR puzzle was powered by Zappar, which was helpfully built into Cluekeeper. If you’re not familiar with Cluekeeper, it is a phone app built for puzzle hunts. It’s very useful, and it was a simple to use and understand companion for the entirety of DASH 12.

The problem with having a wide variety of puzzles was that our team eventually ran into a type that none of us enjoyed. We did what we could, but when the burden of trying to solve outweighed the fun we were having, we were thankful for the ability to skip a puzzle. Skipping brought our score for that round down to 0, which was a fine tradeoff to be able to move on to more enjoyable puzzles. And there were plenty of enjoyable puzzles. For the rest of the weekend, I had conversations with other players and almost every puzzle (including the one my team disliked) was someone’s favorite puzzle. Our team favorite was “This Trivia’s Gone to the Birds.” It was chaotic and confusing in a very funny way, and it felt like magic when it all came together in the end.

If there was a downside to DASH being location agnostic, it’s the lack of interplay between a puzzle and its location. Compare that to a location specific puzzle hunt like the Great Gotham Challenge, where the puzzles and the experience of puzzling were thematically and inextricably linked to specific locations, creating a long-lasting memory. This is not to say one method was better than the other; it’s a tradeoff between allowing more people to play and creating something site-specific.

A deck of cards labeled "Question Deck" sitting on a table next to an array of small yellow rubber ducks that say "DASH 12."

DASH puzzles are made available online a few weeks after each event runs. If you want to play live, know that team slots sell out fast, so be sure to join the mailing list to get important updates. Or you can volunteer for the day instead, which will help more teams have a chance to sign up and play. However you choose to participate, DASH is a great way to spend your day.

Who is this for?

  • Adventure seekers
  • Puzzle hunt fans
  • Puzzle lovers
  • Scenery snobs (if your city has good scenery to look at while puzzling!)
  • Any experience level, but some experience on a team is very helpful

Why play?

  • The chance to explore the city of your choice while solving great puzzles.
  • Compete with players from around the world!

Story

This year’s DASH theme was Delightful Animal Sanctuary Holiday. Our team was taking a trip through the Bewilderness, a nature park. On our way, we uncovered a menace creeping in and sought a solution for it.

A round table with a series of cards on top, each card is displaying part of a sequence written in a zebra-stripe pattern.

Setting

The special thing about DASH events is that there is no singular setting. My team played in New York City, moving about midtown for a few hours and finishing in Central Park. But there were over two dozen cities participating, each adding their own unique charm to DASH.

Our experience playing in New York City was as good as we could have hoped for. Not only was the weather perfect but the choice of locations was truly inspired. The NYC team did a great job finding spots around midtown that were conducive to puzzle solving. We found ourselves in many wide open atria, or other usually outdoor public spaces with ample seating and table space.

A bright and glass covered atrium in New York City with skyscrapers in background. Trees and tables with teams seated fill the space.

Gameplay

DASH 12 was available in two difficulty levels, standard and expert. We played on expert, which included the same puzzles as the standard difficulty but with less explanation. Expert puzzles require players to infer rules and information that were more explicit in the standard version.

Mechanically, DASH was a standard puzzle hunt. Teams arrived at a puzzle location and were handed a puzzle, typically paper-based. Once the puzzle was solved, we verified our answer in Cluekeeper, which was also the hint platform. If our answer was correct, we were given instructions on how to get to the next puzzle location. The last puzzle was a meta puzzle, using everything learned throughout the rest of the game to construct a final answer.

DASH scores were based on time spent solving each puzzle. Points were earned based on how long the team took to solve the puzzle compared to its par time.

Analysis

➕ The ability to choose between two difficulty levels was very helpful in attracting both newbies and veterans.

➕ The NYC team picked some amazing locations that were perfect for a lot of teams arriving at different times. We were never short on tables and chairs.

➖ Our least favorite location was the final location. While finishing at the entrance to the Central Park Zoo made excellent thematic sense, it was getting dark by the time we arrived and the lack of lighting and tables encouraged us to find our own more workable location.

➕ Using Cluekeeper was a smart idea. Experienced solvers were likely already familiar with it, and newer players were able to familiarize themselves with it in the days before DASH started.

➖ Not every puzzle was a winner, and our least favorite of the day felt even more expert level than the others. It was very open-ended and needed more constraints to make it more enjoyable for our tastes.

➕ The map we were provided was extremely helpful. Apart from showing us our route for the day, it was helpful to know how many puzzles were in the game so we knew how to best pace ourselves and space out breaks.

Tips For Playing

  • DASH sells out quickly, so get on their mailing list to get notified of their next event.
  • Take your time! Points are earned only after checking into a puzzle location and starting, so there is no need to rush from location to location.
  • Wear comfortable clothes and dress for the weather. Expect to walk two to four miles during the game.
  • Read the DASH FAQs to know what to bring to help solve puzzles (tape, scissors, etc.).
  • Don’t forget to eat and drink throughout the day. No one should solve puzzles while hangry.
  • You can practice for DASH by downloading past hunts from the website and playing at home.

Book your day with DASH, and tell them that the Room Escape Artist sent you.

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Green Door Labs – Cthulhu Luau [Review] https://roomescapeartist.com/2025/08/14/green-door-labs-cthulhu-luau-review/ https://roomescapeartist.com/2025/08/14/green-door-labs-cthulhu-luau-review/#respond Thu, 14 Aug 2025 14:01:00 +0000 https://roomescapeartist.com/?p=159938 Because we love...craft

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Because we love…craft

Location: Belmont, MA

Date Played: May 17, 2025

Team Size: Tables were set up in groups of 8 and played as a team. A small number of 4 person tables were available, but they did not participate in the crafting track.

Duration: 2 hours

Price:  $79 per player

Ticketing: Public event for about 80 people. You chose your table and seat at time of purchase.

Accessibility Consideration: All players climbed stairs to enter the building.

Emergency Exit Rating: [A+] No Lock

REA Reaction

There are a few companies that have earned a level of automatic trust when they release a new game or experience, and Green Door Labs is on that list. Back in March, the company – best known for their yearly Club Drosselmeyer show – sent an email to their mailing list announcing a new show: Cthulhu Luau. Because of the trust I have in Green Door Labs and their overall positive track record, tickets for the Luau were an instant purchase.

Immersive events can be a bit strange to plan for. Before the show even began, expectations were set in a very helpful FAQ that addressed many of the burning questions people might have had before an event like this. Not just the where and the when, but also how to dress in-theme (with pictures!), what to expect in terms of interactions and puzzling, and accessibility considerations. This pre-show information was helpful to me and I’m sure to all other guests as well. Every guest at my showing was dressed in at least some luau appropriate attire, and it helped to sell the idea of a tropical party.

Photo of Andrew, Madeleine, Denise, and Brett dressed up in the decorated game space.

Upon our arrival, we were handed a lei and directed into the hall to attend the 1962 Belmont Ladies’ Auxiliary Luau. We met the others seated at our table of 8, and our hostess. Each table had one of the Belmont Ladies assigned to it. Throughout the night, our hostess helped us along with puzzles, provided story beats, and interacted with the other characters – including Edna. Edna was the interim club president and the main antagonist of the story. As we discovered through puzzles and scripted scenes, Edna had become possessed by an eldritch spirit and it fell on us participants to stop her.

The main interactive portion of the game was twofold: working together with our table to solve puzzles and, uniquely, crafting special items that Edna demanded. There were three somewhat standard crafts to make – a candle holder, a bowl, and a centerpiece – but each had an arcane twist. At the end of each crafting session, Edna walked among the tables and levied her judgements. The winning table was celebrated; the losing table had their hostess banished for a short time into the void. These crafting challenges were a low-stakes way to get non-puzzlers involved in the game, though I did find myself wanting there to be more of a payoff for the table that won a challenge.

The puzzles were integral to the story, as they revealed details about what was happening to Edna and how to stop it. They were primarily paper-based, and took the form of newspaper clippings, family trees, and old records from the club. They came in various types, calling on our skills in codebreaking, logic, papercraft, and finding connections. Each puzzle felt purposeful and had meaning with regard to the overall story. Given that the puzzles were active at the same time as the crafting, it was not easy to help with both. Not that I’m a deft crafter, but it felt like it was easy to have the table be divided up between the two tracks with little crossover.

Closeup of a themed luau cocktail with tropical flower garnish.

At its core, Cthulhu Luau had many commonalities with Club Drosselmeyer. Teams worked to solve puzzles that advanced the story, while a live band (Lulu and the Cephalopops) played entertaining and infectious original music in a grand party atmosphere. There were delicious themed drinks, actors to interact with, and the entire space was decorated in a way that harkened back to the kitschy 1960s. Cthulhu Luau was a smaller affair than Club Drosselmeyer, and it didn’t reach the same levels of majesty and grandiosity – but that was by design. It was a delightful time, and one I look forward to attending again. While there currently are no plans to stage Cthulhu Luau again next year, Green Door Labs has revealed that they do have plans to remount Save the Munbax in April 2026, so stay tuned for that!

Who is this for?

  • Story seekers
  • Puzzle lovers
  • Eldritch horror fans
  • Crafters
  • Fans of a kitschy 60s tropical setting
  • Any experience level
  • Players who don’t need to be a part of every puzzle

Why play?

  • Green Door Labs is a trusted company that makes quality games.
  • Puzzles, crafting, sing-alongs, tiki drinks…the list goes on.

Story

We were gathered for the 1962 Ladies’ Auxiliary Luau. Unfortunately, the interim president wanted to use the celebration to summon an eldritch spirit into the world.

The skull centerpiece craft in progress, with puzzles being solved in the background.

Setting

Cthulhu Luau took place in the meeting hall of a small fraternal organization both in the real world (the Belmont Odd Fellows Lodge) and in-universe, as the home of the Belmont Ladies’ Auxiliary. The event took place entirely in the main hall of the Lodge with the exception of one puzzle which took one pair of solvers per team to a different room. The lodge hall was decorated like a kitschy 1960s tiki party.

The opening song to Cthulhu Luau, featuring the band and the cast singing.

Gameplay

Green Door Lab’s Cthulhu Luau was a ballroom game with a moderate level of difficulty. Gameplay ran along two tracks: a crafting track and a puzzle track.

The crafting track took place over three rounds. Each table was given materials, basic instructions, and a directive to create a different arcane object each round. After the allotted time, Edna went around to each table and judged them in the style of a Lovecraftian Great British Bakeoff.

The puzzle track was the driving force of the story. Tables were provided with a series of paper puzzles and some artifacts to use in puzzle solving. Each layer of puzzles provided more information about what was going on with Edna and how she could be stopped.

While the two tracks ran concurrently, no one was locked into being on a specific track at any time; crafters and puzzlers were able to switch back and forth at any time.

A table of players working hard on solving puzzles and crafting.

Analysis

➕ The FAQ was very helpful for experienced immersive show veterans and newbies alike.

➕ As they typically do, Green Door Labs provided multiple avenues for entertainment, allowing non-puzzley folks to participate in other ways.

➖ The puzzle track and the crafting track overlapped for a significant portion of the event, and there was a clear division at our table between the two tracks. We could have been more deliberate about fixing this, but having the events alternate a little more would have allowed the whole table to work together more consistently.

➕ The puzzles were numerous and varied. This allowed every solver at the table to contribute based on their strengths.

➕ Using the table hostesses as the hint system felt natural to the setting. They were knowledgeable about the puzzles and their story implications, and the hints they gave were both subtle and helpful.

➖ I wanted to see more meaning and perhaps story implications from the craft track, especially as a payoff for my teammates who did the crafting.

➕ The 60s luau theme was baked into nearly every aspect of the event.

➖/💃 There was a surprising lack of dancing space given the live band and previous Green Door Labs events. This was at least partially an effect of the relatively small venue.

➕ The original music from Lulu and the Cephalopops was wildly entertaining and helped to put us in the luau headspace.

Tips For Visiting

  • Street parking only, and it may involve some searching and sign reading.
  • There were a few small restaurants, mainly pizza places, within easy walking distance on Trapelo Street.
  • The ice cream at Art’s Creamery came highly recommended.

Join GREEN DOOR LABS’s mailing list, and get alerts about their next event.

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vrCAVE at oasisVRX – Alien Infection [Review] https://roomescapeartist.com/2025/08/13/vrcave-alien-infection-review/ https://roomescapeartist.com/2025/08/13/vrcave-alien-infection-review/#respond Wed, 13 Aug 2025 14:01:00 +0000 https://roomescapeartist.com/?p=160801 That escalated quickly!

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That escalated quickly!

Location: Available all over, played in Holmdel, New Jersey

Date Played: May 5th, 2025

Team Size: 2-5; we recommend 3-4

Duration: 60 minutes

Price: $35 to $39 per player

Ticketing: Private

Game Breakage: Yes – some players were dropped from the game

Accessibility Consideration: This is a VR game. A headset and controllers must be used.

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

Virtual reality is a technology that has exciting implications, but not everyone has access to VR equipment at home. Even fewer can support interactive multiplayer games in the same location. Thankfully, VR arcades like oasisVRX can take some of the up-front investment out of enjoying a fun but admittedly expensive hobby.

oasisVRX offered a wide variety of virtual reality experiences for their customers. We were there to play some of their virtual escape rooms including their newest title, Alien Infection. For clarity, the games were created by vrCAVE; oasisVRX licensed them and provided the space and the equipment to play them.

After we arrived and checked in, our team of three was led to a large roped-off space in which to free roam. There was ample space for all of us to move around and explore the virtual space once our headsets and controllers were brought over to us on a cart and fitted to us. Our space was in the middle of oasisVRX’s open floor plan and surrounded by other smaller VR stations.

Our experience was after hours, so there were no other games going on, but I did wonder about the potential for the sounds of other customers to bleed through. We did not get to test that factor out, but the oasisVRX employees assured us it wasn’t a problem even when the venue was very busy.

First person video game, view up through the top of a crumbling barn as a flying saucer beams a light down upon us.
Image via VRcave

In the game, we were asked by an old woman in a dark and creepy forest to find her missing cat, Whiskers. We found Whiskers fairly quickly after an introductory level that helped us quickly acclimate to the virtual world. Very soon, though, the game began to make great use of virtual reality by abducting us onto an alien spaceship. The abduction scene looked great to the point where it might be troublesome for someone with motion sickness.

During play, we did have two tech glitches. Each time a different player dropped out into the VR lobby. These were remedied quickly, but they were still stoppages in play. The staff let us know it was a software issue, and something that is expected to get fixed in a patch. [Update: The player dropout issue did turn out to specifically be related to those headsets (VIVE Focus 3) and vrCAVE did put a patch out for that.]

Alien Infection featured some significant wow moments. Our initial abduction and eventual escape bookended our adventure, which included some gravity-defying puzzles, light body horror, and a fun-to-play but mechanically questionable boss fight. We were in a situation that could not be replicated in the real world, and that is the main advantage of a playing a virtual reality escape room. For another game aesthetically impressive game, with a more welcoming environment, I suggest Depths of Osiris, which we also reviewed. If you have a nearby virtual reality arcade, it’s worth gathering a group to go try something otherwise impossible.

vrCAVE games are available in locations around the world, check their website for availability.

Who is this for?

  • Puzzle lovers
  • VR enthusiasts
  • Sci-fi fans
  • Best for players with at least some experience

Why play?

  • Excellent use of the medium to put players in impossible situations.
  • As a test of virtual reality to see if a home system worth investing in.

Story

Strange things had been reported in the local forest, and our crew of firefighters were asked to check these things out.

Things were, in fact, not ok.

Setting

Alien Infection opened up in a dark and creepy wooded area, but the majority of the game took place after we had been abducted onto a hostile alien ship.

First person video game, view of a hologram of a red alien with a lean body and a big head in some kind of grotesque control room.
Image via VRcave

Gameplay

vrCAVE’s Alien Infection was multiplayer virtual reality escape room with a high level of difficulty.

Core gameplay revolved around searching and puzzling.

Analysis

➕ The opening level did a good job of teaching us – and potentially any players new to VR – how to interact with the world. It was both low stakes and relevant to the plot while being creepy and atmospheric.

➖ The lack of voice acting was understandable given localization concerns, but it still felt off to see an NPC ‘talking’ to us without hearing anything.

➕ The VR medium was well taken advantage of. The abduction, spatial puzzles, antigravity, and so on, were elements that could not take place in the real world.

➖ One mid-game puzzle had very tight tolerances, to the point where we convinced ourselves that we weren’t trying the correct solution. This was a known issue and we needed a hint to move past it.

➖ While I appreciated the change of gameplay mode the boss fight provided, it felt like there were no stakes and no real danger. Enjoyable, but I didn’t really see a mechanical point to it.

➕ The physical game space we played in was generous. We never felt cramped or that we were bumping into each other.

🐈 Being asked to find Whiskers the cat was the inciting incident of Alien Infection, and I fully support more cats being in more games. 

Tips For Visiting

  • oasisVRX is located inside of Bell Works a mall that used to be the Bell Labs building. It is currently the space where Severance films. I encourage you to spend some time enjoying the unusual building.
  • Parking is abundant and surrounding the oval-shaped building. It’s easiest to park near any entrance and find your way on foot.
  • There are ample food options within Bell Works; they aren’t cheap.

Book your hour with vrCAVE’s Alien Infection, and tell them that the Room Escape Artist sent you.

Disclosure: vrCAVE comped our tickets for this game.

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Blue Prince [Review] https://roomescapeartist.com/2025/06/19/blue-prince-review/ https://roomescapeartist.com/2025/06/19/blue-prince-review/#respond Thu, 19 Jun 2025 14:01:00 +0000 https://roomescapeartist.com/?p=158837 Blueprint(s) for success

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Blueprint(s) for success

Location: at home

Date Played: April + May 2025

Team Size: 1

Duration: Between 15 and 80+ hours

Price: $29.99 (available on Steam, XBox, and PlayStation)

REA Reaction

Blue Prince has taken the puzzle game world by storm, and for very good reasons. This was a game with deep and layered mysteries, an interesting puzzle game plus roguelike gameplay structure, and hours upon hours of content. The central hook was intriguing enough that, after seeing it on display at the 2024 Tribeca Festival, I eagerly awaited its launch.

The story of Blue Prince was not a novel one: the main character, Simon, had inherited his eccentric uncle’s eccentric mansion, but there was a stipulation in the will he needed to satisfy first. The goal of Blue Prince was to find the 46th room in the Mount Holly Estate, but the roguelike element of the game meant that each day the mansion resets to being unbuilt. I, as Simon, had to build a new path through the mansion using different rooms and discovering different information and interactions.

Blueprint item pickup screen from Blue Prince.

The main friction of Blue Prince was born out of the combination of juggling many, many mysteries being open at one time with the randomly generated selection of rooms drafted at each door you opened in the mansion. I may have wanted to work on one particular puzzle, but the RNG may not have provided the necessary rooms or items. This was frustrating, especially when I was given most but not all of the components necessary in a single run. Judging by others’ reactions to the game, this dissonance between puzzles and randomness was the main pinch point of Blue Prince.

On the other hand, the sheer amount of puzzles available at any time meant that I was almost always able to pivot to a new investigative angle based on what I was given, or at least that I learned some new bit of knowledge. And knowledge was the real currency of Blue Prince. Every day spent exploring the Mount Holly Estate added something to my still-growing spreadsheet of information and screenshot collection. And of course, reaching room 46 was only the beginning of the real mystery.

Beginning of Day 2 in Blue Prince.

I have already had more conversations about Blue Prince than I have had about any other game I’ve played. This is a game that demands to be discussed. I highly recommend joining in on that conversation by taking your first steps into the estate.

Who is this for?

  • Story seekers
  • Puzzle and investigation lovers
  • Roguelike and metroidbrainia fans
  • Any experience level
  • Organized note takers

Why play?

  • Layers upon layers of puzzles and exploration at every turn
  • A surprising amount of intriguing lore and story

Story

Simon’s uncle – a baron in a fictitious nation – has died and gone full eccentric uncle. His will stated that Simon would only earn his inheritance if he could find the 46th room in the baron’s ever changing 45-room mansion.

In-progress manor layout from Blue Prince.

Gameplay

Blue Prince was a rare combination of a puzzle game and a roguelike game. The game was broken up into days, and each day was spent building rooms in the Mt. Holly Estate. When Simon ran out of stamina for the day, the next day began and the mansion reset. Different rooms became available to draft, opening up new avenues of exploration.

A note on genre: Blue Prince can be described as a ‘metroidbrainia,’ a game wherein knowledge of how systems work provides the impetus for progression, rather than item or ability upgrades. Other games in this style are Chants of Sennaar, Return of the Obra Dinn, and – perhaps the purest exemplar of the genre – Outer Wilds.

The room drafting screen of Blue Prince.

Analysis

➕ Blue Prince contained an absolutely gigantic amount of puzzles and long-term mysteries to investigate and solve. You will always have something else to do.

➖ It is unclear to me, 40+ hours into the game and growing, if there is an actual ending that I am building towards.

➕ The feeling of discovery never really ends. Wrapping up one puzzle opens the door to more ways to use an item or interact with a room. I found myself saying aloud, “Oh, I can do that, too?!” every few runs.

➖ The RNG will make you mad at some point. It can be generous some days, but can also end a day’s run in frustration.

➕ There is a surprisingly rich story that underpins the whole game and is slowly revealed throughout the course of play.

✏ You will need to take notes, preferably in an organized manner. There is too much information to keep inside your head, and nothing that you read or see during a run is ‘remembered’ by Simon in-game. 

➕ I never thought I’d comment on a game’s patch notes, but Blue Prince’s are surprisingly well thought out. They are highly detailed and to prevent spoilers they are broken up into sections based on how deep into the game you should be before you read them.

Tips For Players

Buy your copy of Dogubomb’s Blue Prince, and tell them that the Room Escape Artist sent you.

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PAX East 2025 Roundup https://roomescapeartist.com/2025/06/01/pax-east-2025-roundup/ https://roomescapeartist.com/2025/06/01/pax-east-2025-roundup/#respond Sun, 01 Jun 2025 14:01:00 +0000 https://roomescapeartist.com/?p=156711 Where I found an AI-powered escape room game... that was unlike all other escape room games I have played, and not in an endearing way.

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Boston, Massachusetts, once again played host to the PAX East convention, and I was there with my fellow REA writer and videographer Steve Ewing. Together we spent three days walking the expo floor, attending panels, and seeing the sights around the convention center. We loved being able to get our hands on up and coming video games, and that experience was made even better when we had the opportunity to talk to the developers themselves about their games. With many of the big publishers and platforms – like Nintendo and Sony – pulling back from conventions like this, the floor is more open to small and midsize developers and publishers. PAX East gives attendees the opportunity to talk to these developers in person and not just understand the motivation behind the games, but also to tap into the passion behind their projects.

PAX East logo.

This motivation and passion is perhaps on display most at the PAX Rising Showcase, a curated selection of games chosen by the PAX Team. These games are clustered together in a special section of the expo floor and are always worth spending time playing. I’ve highlighted three games with interesting puzzle elements from the PAX Rising Showcase below.

As expected, there were not many pure escape room games to talk about (but there was one!). However, there were some worthwhile puzzle games and narrative-focused games worthy of reporting on here.

Very Puzzle-y Games

AI2U

AI2U, from developer AlterStaff, was an AI-powered escape room game. The base game came with three scenarios: an apartment, a space station, and a witch’s cabin. In each scenario, a different anime-style “cute girl” has you trapped and you need to escape. This avatar acts as a sort of in-room game master (offering you hints as needed) but also an antagonist (her objective is to keep you in the room). The “AI” in AI2U comes from this NPC being AI-powered. You can chat with her via text or voice input and an AI response is generated. I did not have success asking my AI hologram in the space station for help; she would tell me the first task I had to complete, but was unhelpful in actually directing me where to go. As time passed, she became increasingly frustrated with me. Eventually she hit me and then released a monster into the station, and that monster killed me. This was unlike all other escape room games I have played, and not in an endearing way. The concept was interesting but not what I was expecting. AI2U is currently in early access on Steam.

oneway.exe

oneway.exe was a puzzley narrative horror game from Disordered Media and featured in the PAX Rising Showcase. It followed the story of a computer game from the 90s that had development on it stop abruptly. Players were tasked with investigating what happened to the three developers and why they stopped. The demo was split into multiple chapters, each being centered around a character from the game and set in a room themed to that character. I played the Spiderface chapter, which I was told was the most puzzle-focused and difficult. It had a dark and gory murder theme that culminated in a logic puzzle using clues I had found throughout the room. I enjoyed my experience, but I wasn’t sure what I was doing in the grand sense and how the puzzle connected to the overall story of the game in development. There is a demo available on Steam, and I’ll be keeping my eye out for the full release of oneway.exe.

Whirlight – No Time to Trip

PAX East is big, and even after wandering around for two full days there were new things to find – even at PAX Rising, where I always try to spend plenty of time. Whirlight – No Time To Trip, developed and published by imaginarylab, was a point-and-click adventure game in the style of the old Sierra Interactive games. It told the story of Hector, an inventor who somehow time travels into the 90s and meets up with an artist named Margaret, and adventures ensue. Whirlight – No Time to Trip is releasing in 2025, and a demo is currently available on Steam.

Collage of images highlighting the PAX Rising Showcase. Clockwise from top left is a overhead picture of the banner and demo area; next, someone demoing the game oneway.exe; next, the banner and gameplay of Whirlight; finally, the credits screen of the Cappy and Tappy demo.

Puzzle Games

Bytebond

Bytebond, developed by DVD Unicorns, was a highlight of the large Games from Poland booth. This was a two-player couch co-op game in which my teammate and I played as tiny robots who had to regain control over an infected CPU. The challenge was in working together to move power and other resources from generators to devices that would help us move further into our environment. My teammate and I didn’t know each other, but we quickly built up a rapport and system for working together and we really enjoyed our time with the demo. Bytebond is launching on Steam in 2025, and a demo is already available.

Choose Your Own Adventure

This one is not a video game, but the well-known (and trademarked) book series, Choose Your Own Adventure. CYOA was at PAX East to promote the re-release of the original book in the series, The Cave of Time. Originally published in 1979, it has been out of print since 2000. The CYOA series might not be a video game, but it can be considered a seminal text in the field of interactive narrative gaming. We are looking forward to its re-release. It goes on sale on August 5, 2025, but you can preorder it at the Choose Your Own Adventure website.

Strings Theory

This game originally came out in 2021, but it was also highlighted at the Games from Poland booth. Developed and published by BeautifulBee, Strings Theory was a game about elemental particles of the universe working together to collect energy and move on to the next abstract level. Each string had a unique power that allowed it to traverse or change special sections of the map, and the challenge was in figuring out how to use these powers to collect all the energy and then exit out of the stage’s wormhole. Strings Theory is out now, and there is also a demo available on Steam.

Hoard’s LLC: Limited Labyrinth Corporation

Hoard’s LLC promised to deliver a combination not typically seen in games: dungeon puzzling and unionization. Developed and published by Cephalopod Ink, the primary mechanic in Hoard’s LLC is tile rotation with the intent of creating a safe (spike trap free) path forward to the next level of the dungeon. The demo let me play through a few levels of this, and also introduced me to some supporting dungeon coworkers: a grindset-minded mimic and the disembodied voice of our domineering CEO. It was quickly obvious why a workplace like this needed a union. There is currently no demo available, but you can add Hoard’s LLC to your wishlist and see gameplay videos on Steam.

Lighthaze World

My demo experience of Lighthaze World was emblematic of the benefit of the rise of the indie developers at PAX East. This game, developed and published by Radiobush, was an unassuming cozy sokoban (block-pushing) game set in a verdant and calming world. While I waited in line to play I talked to the developer. He told me that the inciting event of the game – the main character having an anxiety attack in a crowded place and imagining himself in this green and peaceful place – was inspired by real events. Knowing that put a different spin and a personal touch to the game. You can wishlist Lighthaze World on Steam.

An image of the PAX East show floor highlighting a castle built by Larian Studios.

Light Puzzle Games

Cappy and Tappy: Temples of Peril

Another entrant at the PAX Rising Showcase, Cappy and Tappy was a one or two player build your own platformer. One player controlled a crane that directed Tetris-like pieces into a platform for the other player to navigate. In single player mode, both of these roles were filled by the player. From First Pancake Studios, this was a cute game (the protagonists were a capybara and a tapir) that encouraged couch co-op. Cappy and Tappy releases in 2026 on Steam, but there is a demo available right now.

Nekomancer of Nowhere

It is physically impossible for me to not 1) play a game with a black cat protagonist, and 2) report on that game here. Thankfully, Standing Cat was demoing Nekomancer of Nowhere, an action-adventure game about a magical kitty. The cat is a necromancer and the puzzles were based on movement around small stages as I switched between the Light World and the Dark World. Hopping between these worlds changed the enemies and wall layouts in the room, so the hopping between them allowed me to navigate each stage. Casting spells was done through drawing magical sigils and runes with the mouse. Nekomancer of Nowhere is coming out in 2025, and the demo is available on Steam right now.

Cat Secretary

Rounding out the notable games was another cat-centric game, Good Story Guild’s Cat Secretary. I played as a cat who had interviewed very well at a human company and had been hired as the new secretary. I spent the day doing office work (making coffee and fixing a router; a dexterity game and a memory game respectively) and in the evening I snooped around to gather dirt on your coworkers. The overarching story of this narrative adventure involved preventing the company I worked for from becoming an entirely AI-driven media company. The demo didn’t let me get too far into the story, but the premise (and kitty!) was interesting enough to land Cat Secretary on my wishlist. Cat Secretary has an anticipated release date of Fall 2025 on Steam.

A TV screen showing gameplay of the game Cat Secretary below a sign for the same game.

Tips for Visiting

  • Check out the panels! They go on all throughout the convention and there’s something for everyone.
  • Check out the concerts! This year we saw Jonathan Coulton and Bit Brigade.
  • Utilize the tabletop library. There are hundreds and hundreds of games there to rent out for free.
  • Spend time in the PAX Rising section. This is a curated selection of games from smaller teams that are really doing things right.
  • Parking is available but there’s usually a long line of traffic heading in. Public transportation to the convention center is bus only as there are no T stops closer than a 10 minute walk away.
  • There are a few extremely local hotels that sell out fast so make your plans early.
  • PAX East 2026 is scheduled for March 26-29, 2029. See you there!
Navigating PAX East 2025

Disclosure: PAX East provided a media pass.

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