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The escape-room games industry is booming (economist.com)
85 points by pseudolus 66 days ago | hide | past | web | favorite | 89 comments

I was really fascinated by the industry, so I got into it and eventually built my own as a side project (http://StartupEscape.com)

It can be a good business if you have a few rooms. There's two types of people who get into it: passionate people, and people who buy designs online for a decent revenue. The latter makes more money, but there's some amazing escape rooms that are Disney-parks-level.

Unfortunately, escape rooms work way better in non-cities. Rent is too expensive in big cities, so the rooms suffer. Many of the best rooms are in really random places, since financially it works out better. It's a really interesting space, and I'm starting to see a few big companies form around it. I am curious to see if big companies (with decent but generic games) overtake the smaller passion project ones.

(Money aside, designing and building an escape room is one of the most fun things I've ever done. There was a solid mix of cool tech, puzzle design, prop design, showmanship and more. If you're interested, I can help get started! My email is in my profile)

We went to one escape room is a super sketchy part of town. It looked like an old abandoned business. I imagine rent was super cheap. The escape room was awesome. One of the best I've been to.

Mine is in SF, in the Tenderloin. There's a few reasons! First is that rent is cheaper. But more importantly, the landlords are more flexible. In a nicer area, landlords would prefer a restaurant or shop, with 5-10 year lease. Nobody wants to sign a 5-10 year lease for escape rooms, since there's not a lot of replay-ability. Also, escape rooms require weird build outs and permits, so landlords of nicer areas prefer not to deal with it. Lastly, since most escape rooms traditionally are one-off, there's no existing credit scores or bank accounts. Why go with a random person with a scary sounding "escape room" when you can get a chain store or restaurant?

What are your favorite or most exotic gimicks? Like additional rooms hidden behind mirrors, or blacklight revealed writings on the walls?

I’m always curious to find out what new things people are creating, but due to the nature of the game it’s quite hard to find “reviews” of escape rooms and I mostly just talk superficially with others about where they’ve gone and how they liked them.

I think the best are ones that fir the story well. Multiple rooms is always important, because if not you get bored of the main room after an hour and it feels like you're ending on a lull. It's best to have a small room at the end that's all new, so people get a rush.

Some things I've seen that are memorable are the ones that use senses you're not expecting. Ordering jars by smell, for example. Or shooting something with a dart... anything physical like that. I've seen some cool things with projectors, with actors, and more.

I live in Munich (the city with the highest rents in Germany) and there are like 4 or 5 rooms within walking distance (Maxvorstadt/Schwabing West area). I wonder how they make a profit if there is so much competition close by.

Went to Startup Escape last week with my team! It was a lot of fun :)

I saw you signed up and meant to email you! I don't run it day to day, but I check every so often to see if companies I like play :) glad you had fun!

I was thinking on the idea as a possible business, but it seemed like the best way to make money would be to own the land and commercially zoned real-estate is very expensive

It's a decent business but not a great investment. You can only get X people through a room per month, so your profit has a cap. Rooms are expensive to build ($20k to buy one, $30-200k to build one), and they have a two year shelf life before you see a huge drop in traffic. Whereas a restaurant can be timeless, escape rooms need lots of updating. Unless you have multiple rooms (aka get people to come back a few times) or multiple cities (move escape rooms every few years to another city), it's a decent business but won't make you rich.

Just as a side note, I wonder if this could be a better alternative to job interviews. An opportunity to have fun and interact with possible candidates.

Please don’t. I get that every time a programmer solves a puzzle they then want to turn that into an interview question, but those usually have no correlation to work performance, and having to solve problems in a physical space sure isn’t fair to folks who have disabilities that make that difficult but could still work fine behind a desk.

At first I thought it was a good idea. Not to verify problem solving skills but to maybe get a more dynamic interview of the person working in teams. But yeah, you’re right. This would quickly turn into a dick measuring contest and soon there’s be “cracking the escape room” books dedicated to optimal escape room strategies.

Hey at least escape rooms would be better than coding white boards. Probably more of an actual test of a programmers abilities ;)

It's also just nice to do an activity and not worry about work.

I've actually discussed this with a local escape room owner, for our 50ish people company it's wasn't worth the effort, but if you are hiring 20-30 people in a short time it could be worth the effort.

> are explicitly about not having an easy way out

Really? I've done a dozen and in every single one, you could simply exit back from the door you entered from. The rooms were never truly about "escaping", at least past the lore and story. They are about searching for clues and solving puzzles. I've never been in one where we were explicitly locked inside. Generally you just make your way through and exit out a different door at the end.

Just this month five Polish teens died in a fire in an escape room. Shutdowns are the consequence unless the companies up their game in regards to safety and monitoring.


That's because due to fire code, they aren't allowed to lock you in. You should be thankful that that is the case.

What people did before there were fire code ? How did they get out ?


Please don't post ideological boilerplate to Hacker News. It's repetitive, therefore tedious, therefore off topic here.

Also, swipes like "So you dont trust anyone unless gov tells you to" break the site guidelines. Please review https://news.ycombinator.com/newsguidelines.html and follow the rules when posting here.

How much of people being able to get out of burning buildings is due to the fire code?

Basically all of it? Is this some kind of trick question? Economic freedom doesn't cause fire-safety.

China advanced only after having less laws

Yet now, China's lawlessness is a drag on advancing. The cost of low-trust in a modern economy is huge.

wav-part 65 days ago [flagged]

Businesses did not make buildings safer just because someone told them to. It is naturally considered a bad idea to kill your customers. Businesses would always create an environment that generate more profit. Safer establishments are one of many ways. Businesses would _always_ stay ahead of any bureaucratic recommendations/requirements, because they have the incentives. Rather misguided/outdated laws are real problems, because gov lacks the (strong enough) incentive.

> The cost of low-trust in a modern economy is huge.

So you dont trust anyone unless gov tells you to ?

Businesses did not make buildings safer just because someone told them to.

I disagree, and I believe the evidence supports me. Buildings became fire safe AFTER regulation and enforcement in country after country.

It is naturally considered a bad idea to kill your customers.

Yet in China, the milk powder suppliers killed their customers and now nobody trusts the milk. Likewise various other foods and also medicines in China. Instead, people spend a fortune smuggling safe food across borders. This is just one example amongst many. The same story exists in country after country.

So you dont trust anyone unless gov tells you to?

The gov doesn't have to tell me who to trust. I live in a country with strong protection laws. I live in a country where buildings get inspected and dangerous buildings shut down. I live in a country where I can trust the food I buy. There is not a government approved list of safe food shops. The government doesn't have to tell me which milk powder is safe; the government enforces a system in which I can trust, and in doing so create prosperity and safety together. I trust; I don't need a gov approved list, because I can buy food on the assumption that it's all safe by default. If I was living in a low-trust society, where the government was ineffective, that's when I would need a list of known safe sources.

You are arguing from a libertarian ideology. I don't have an ideology; I only have evidence.

True, but the genre/medium itself is broader than the conventions some have settled upon. The sense of being trapped is another sub-genre / experience that escape rooms can offer. Sounds like that's more popular in the European escape rooms, with all the negative safety implications:

> One survey of escape rooms by Scott Nicholson of the Wilfrid Laurier University in Canada found that in 43% of European escape-room players, once locked in, are dependent on staff outside the room. Some venues in eastern Europe even handcuff escapees to the scenery, as part of the challenge.

> with all the negative safety implications


Currently in Poland authorities starting to look into possible regulations to make escape rooms safer

In Australia all the escape rooms I’ve been to have an entrance and an exit, the exit is locked (that’s your escape) but the entrance is not. So in the event of an emergency you can always get out.

In the U.K. all the ones I’ve been to so far have a “game” lock or code or something to “escape”, and a big, non-game safety exit button that ends the timer and gets you out. It’s all electronic/magnetic locks, no physical locks (except for cabinets/subrooms/etc that you open).

Curious -- what were the puzzles like? Do you remember any specific puzzles? I'm thinking of doing one but I don't know what to expect.

Edit: Not sure why downvoted, I'm genuinely curious of this person's experience. Is asking not allowed?

Generally you have to find the code to the lock, to open the cabinet, to get the key, to open another door ....

A sequence of puzzles which unlock the next step.

Puzzles like the code lock may be numeric, you may find a clue to the code as a sequence of colors, which you have to find the color key for (maybe it is split into parts and hidden around the room).

Sometimes it's as simple as finding a key. e.g. in the pocket of a coat hanging on the wall, or a note inserted into a book on a shelf. (Tearing the room apart to find objects is usually the best strategy!)

Some puzzles get a bit more clever than this but these are usually the foundation elements.

One I was at:

A constraint solving problem where you had a map with a grid and various clues gave you constraints like 'not within 2 squares of a bomb shelter'

A thermal imaging camera so you could detect which one of a set of 'sample containers' was warm and you should use the code printed on it elsewhere.

Combination locks where the combinations were given by giving the element names and you had to enter the atomic number (a table was on the wall)

Whenever I see anything about modern escape rooms, I always remember Crystal Maze, a fantastic game show from the 90s in the UK.


I loved the Crystal Maze as a kid. It started back up again a couple years ago. It's now hosted by Richard Ayoade.

There have been a few presenters, as you'll know, but Richard O'Brian is still the only person I can see doing the job.

I have a fond memory of coming across him in the street in Muswell Hill at the age of four or five. It was my favourite show at the time.

Total tangent, but if you enjoy Richard's work - check out The Double which he directed - https://en.m.wikipedia.org/wiki/The_Double_(2013_film)

I enjoy Richard’s work, but I found The Double quite boring.

Each to their own. I loved the book and loved the film, though it was silly and dark. But agree it was 'paced' but that was something I enjoyed about it.

I never watched the TV show, but I played a Cyberdrome Crystal Maze as a child. This was an attraction that competed with bowling and laser tag that let you play a simplified version of the real Crystal Maze. It retrospect it wasn't very good, because too many of the games were just simple video games played with a trackball, but there were some with interesting physical interfaces, and I enjoyed it at the time.

More detailed description: https://web.archive.org/web/20050305152830/http://alumni.ox....

I remember being impressed by "Sensor Cell". And some games had one player operating some interface while only the rest of the team could see what was going on, so they had to shout instructions (like the TV show "Knightmare"). I think that's good design.

I'd like to see something like this again, but I don't think it would be commercially viable without a popular license. Bowling and laser tag are both cheaper to build and have more replay value.

You may know this already, but there are now several Crystal Maze attractions around the UK.

We did the one in Islington for a work away day, it was pretty sweet. Just about worked for me and I watched the show back in the 90s ...


I only ever saw this in satellite TV/syndication in Pakistan but it was just as captivating then.

I went with my gf and her friends for her birthday last year for the first time. We had a great time and we'll certainly be going again. What made me wonder though is how they are able to attract repeat customers, e.g. if they only have 4 rooms/puzzles then soon people will be quickly moving to a different company. Repeat business must be difficult to retain unless you keep changing your rooms frequently (or rely mostly on tourists (or people who only do this for their birthday or other special events - but not as a serious hobby).

One thing that annoyed me was that we were obviously unable to solve the puzzle and the guy kept giving us hints over the comms.

I told him to stop several times (since it wouldn't matter - if we can't solve we'd return another day). Though he must have had instructions to push all customers into a "successful outcome" no matter how poor they do. For that I was furious - though will certainly go and check other companies next time and make it clear that if they do give hints (no matter how bad we do) they won't get paid.

lastly there was news just last week that one of these rooms burned down in Poland. Sounds like a backstory to one of the "The Saw" films:



They're like amusement parks in a way so the repeat customers are more spaced out but people will come back due to the memories and bring different people with them.

Also customers come back when themes change for the rooms or the room is redesigned.

> and make it clear that if they do give hints (no matter how bad we do) they won't get paid.

That sounds a bit harsh. The escape rooms I have been at all made it clear that the objective is to finish as fast as possible but if you get stuck on things and it seems unlikely you’ll make it on the hour they will give you clues. It’s just part of the deal, you will almost always finish, and “winning” vs losing is a question of how fast you finish.

This doesn’t apply to competitive rooms of cause. Where I actually don’t know how they handle clues as that has never been an issue for my groups in those room.

>> and make it clear that if they do give hints (no matter how bad we do) they won't get paid.

> That sounds a bit harsh.

He’s negotiating in advance, not punishing them. It’s about making it clear what you want for your money, and allowing the other party to make a choice. This is how negotiations work.

“Hi I’d like a room here but I have a special request: don’t call me ‘sir’. It’s non negotiable; if you do I won’t pay you.”

Either: “ok that’s fine.”

or: “sorry, I’m afraid we can’t do that, sir.”

are ok. But once you’ve accepted, that’s it.

Negotiating. It’s the foundation of trade. I wish it didn’t have such a bad rap.

He sounds a bit silly. Escape rooms are group events, he's not the only customer in the room. If the rest of the group wants hints (it's not fun to just be stuck on a clue) then they will give hints. One customer throwing a tantrum on Yelp afterward probably sucks though. Can't please everyone, especially not people like him.

> He sounds a bit silly.

feel free to address me directly I'm right here. Also you're right I am silly. Silly silly silly a very stupid person. I've got some incredibly silly way of looking at the world. I am the Rodion Romanovich Raskolnikov of HN.

If you want to insult me please use my email from the profile and send me a message directly. But don't dress up your insults by talking about me instead of talking directly at me. thanks

EDIT: also you suggest I leave yelp or other online reviews to bully companies. I don't even have a phone. Instead I talk to the person directly whether it's a restaurant or whatever else. Even they piss me off I'd never leave a review. I am not a fucking coward. Please speak for yourself and don't put things in my mouth that I haven't done or suggested.

Hi, I’d like a ticket for the new transformers movie, but id there are any explosions I want my money back.

Sure that’s just negotiation, but in that case I’d argue just as well that the costumer is being unresonable because he has expectations of the experience that simply don’t align with what is being offered. And if the establishment decides not to take your business because of the unusual request, which is wierdly dependent on how things play out I would not hold it against them.

As for not wanting clues, you can just tell them not to provide them and they wont. No need for the weird conditional payment option. You’re taking away a timeslot no matter what and costing them money, if you want to do that you need to pay, wanting special conditions on that payment is “rather harsh”.

The person said they asked, and the service provided clues anyway. That’s what caused the comment to tying payment with actually providing the right service.

So “you can just” clearly isn’t true, at least in that case.

Also, the premise that a customer not wanting clues to a puzzle is unreasonable, or anything like conditioning on a pre-recorded movie, is a pretty questionable — to the point I think it’s just wrong.

Having a puzzle proactively spoiled by staff is nothing like that, at all. Refusing to pay if staff ruin the experience by taking actions you ask them not to is actually standard in service industries.

I feel like we are in utter, complete agreement. At least for the first two paragraphs.

As for the third.. Is making payment conditional on the service provided, weird? I'm not sure how else you're supposed to negotiate. "Here are my demands, but if you don't meet them I'll pay anyway."

thanks, yes negotiation was my intention. I wouldn't word it as harshly (the tone makes the music) but tell them beforehand that this would be my expectation and condition for engaging in a transaction. my phrasing would be more like "hey I had some really bad experience before because a/b/c and I'd expect absolutely no help regardless how bad we do etc..."

and if this happens we would break from finishing the game immediately and walk out (as it is imho like cheating ourselves (which I wouldn't pay any money for). I'd also make clear that in case we can't finish that it's actually a reason for us to come back.

in any case it would be strong enough worded so that they get it (without sounding threatening)

I've seen one that is combined with a small place to sit around independently of visiting a room, where you have a lot of mechanical puzzles available to play around with. It was fun just to stay there and explore those. It's close to the spirit of the room experience itself, and I can imagine going back to just explore those.

And the owner can probably add those easier than redesigning the rooms all the time.

I can't read the full article but it the preview seems oddly mixed in whether its talking about how there are fire hazards vs. how they're a successful business model.

Either way, I enjoy them. I do, however, think the business model could be a lot more scalable. Content providers should seek to either use the same space for multiple games, or use the same game across multiple scenarios.

This would be a great use case for current-tech level VR I think. Plop people into a correctly scaled virtual escape room in and bam, you can provide and deploy new content at the rate you can design it (perhaps physical locations not even needed).

Alternatively, build a spaceship, or a dungeon, or something else that can be generalized to different levels in the same basic space.

To anyone in the boston area, or, I suppose, Sweden, check out Boda Borg for what I think is a more entertaining take on them involving physical challenges, really abstract puzzles, and rapid feedback of try-fail-repeat.

VR interferes with the social aspect of it. Wireless AR could be neat though.

You should look up “Just keep talking and nobody explodes” which works out quite fantastic social VR Game. One person has a headset and can see a bomb with different contraptions that needs to be solved to defuse it, the other team members have instructions on how to defuse the contraptions but can’t see the bomb. It’s also a great exercise in effective communication.

I make content for Open Simulator type virtual worlds and I could see this becoming popular there. Definitely in a spaceship, dungeon etc., the possibilities are endless.

Ah, there are some in SL, and I'm told they're popular.


There was a hackathon project I saw a couple years ago where you had to defuse a bomb in VR. Not quite an escape room project but the potential there is clear.

There's Keep Talking and No One Explodes http://www.keeptalkinggame.com/

This is an amazing game. I didnt play it in VR, but its fully VR ready. This would be a great party game

DISCLAIMER: My own startup, Buzzshot (https://buzzshot.co), makes an Escape Room software SaaS product. I've been running it for 2 years and its been my full time gig for about 6 months

The article doesn't talk about it much but there's also a booming support industry that's built up around Escape Rooms. From prop makers, puzzle desingers, suppliers of full turn key rooms.

It's a fascinating industry to work in. Having spoken to every customer on the phone (highly recommended) there's such a range of people starting Escape Rooms from people starting their first ever business to people with lots of experience in related (or less related) areas. The amount of different skills that go into making these things is amazing. Having multiple rooms seems important to growing revenue, since it's the only practical way to get return customers. A lot of people of expanding to multiple locations as well as a way of reusing work.

A cool thing happening right now in the UK is two rooms are openning using licensed IP. There's a Dr Who one which sounds really exciting and one based on the Benedict Cumberbatch Sherlock show (disclaimer no 2, they're a customer of mine which I'm very excited about)

They're a whole lot of fun to play as well :)

In Toronto there's a Murdoch Mysteries escape room which has been running for over a year. They've now moved to Casa Loma - an actual Castle in just-out-of-downtown Toronto.

A huge hit for fans of the show (and book) series.

I launched a print-at-home escape room with an iOS/Android 'game master' app last year:


We're at 25K downloads, 4.5 star ratings and it's growing nicely. Groupon sold over 1K mission packs in one week.

Last month, we added user-generated missions, and people use them for education, birthday parties and everything else that needs to be spiced up by a ticking bomb. ;)

If someone ever makes an IRL escape room game based off of this (https://en.wikipedia.org/wiki/MOTAS) I will go in a heartbeat.

Calling it an industry might be a bit of exageration, don't you think so?

“In 1975, the pet rock sold 1.5 million units at $3.95 a pop. And even though it was a fad that lasted only 6 months, it made the inventor, Gary Dahl, a millionaire overnight.”


Can anyone comment on what puzzles they've had to solve in an escape room? I haven't been to one but people I know want to do it, not sure how fun it would be.

Most of the time, you're trying to solve different types of locks: key locks, 3 and 4 digit combination locks, combination locks with letters, directional locks (not going to say always try the Konami code, but there's a good chance that's going to be the answer), stuff like that. You may have to solve riddles to figure out where the keys and combinations are.

Some puzzles are purely observation. The Jurassic Park "hide stuff in the bottom of a Barbasol can" trick is pretty popular, there are safes where they tell you the code is the "boss's wife's birthday", so you have to find the calendar or rolodex or dated happy birthday note in the room.

There was one room I did that swapped the keycaps on a typewriter to make a substitution cipher- type the coded message into the typewriter and the decoded message would come out.

The rooms with higher production quality tend to incorporate more technology into the puzzles. One room I did gave you instructions on a radio (which you got from a previous locked box), if you were tuned to the right station- hinted at from a different clue, with the radio instructions changing as you finished each step. Another room had rigged together a large box with a Kinect or Leap Motion or something similar setup where you had to stick your hand into the box and move it around in the right place to open a magnetic lock, but the screen showing you the correct sequence was in another room that you couldn't see so your teammates had to be in the other room shouting directions at you.

There are lots of different things.

I've done some where you have to physically search for hidden objects in the room, some where you sit down and do puzzles on paper, some where you have to recognize clues that refer to other things in the room, some where you have to figure out specific unexpected actions to take in a particular room or physical situation, and some where there were physical puzzle artifacts scattered around the room and it was quite recognizable what the puzzles were, but not necessarily obvious what to do with them.

So there really isn't just one style. (Also, some rooms give hints proactively, some give hints on request, while others are quite happy for you to lose if the hour runs out and you haven't figured it out yet.)

They can be a lot of fun, but quality varies a lot between rooms. Each place usually has one or two fixed room designs that rarely or never change, so each one is a one-time experience. You can't really replay them since you will know all the answers.

If you have ever played the Professor Layton video game series, the puzzles often remind me of that - a mix of lateral thinking, observation, basic codes and patterns and careful observation. The whole experience is very much like a real life puzzle video game.

I've done several of these and highly recommend it. Part of the puzzle is that you don't always know what the objective is; you explore a themed room turning knobs, pushing things and looking for anything out of the ordinary that might resemble a clue. It could be that you knock on a painting hanging on the wall and a hidden door opens, revealing a key. You remember that you tried to open a chest earlier but it was locked. So you try the key and the chest opens, revealing another clue.

Honestly I fail to see their appeal. I did one and it was so boring. I think the main “appeal” is that it locks you in a room where everyone is forced to actually interact and not just stare at their phones. It seems to be mostly used for corporate outings or clubs, where people aren’t quite comfortable with each other yet. I’m thinking it would also be good for group dates. But for with your real friends with whom you can do other activities or even just have a good convo? It just seems a “forced creative experience”. The only reason the industry is “booming” is because it was non existent before and filled these specific niches. It will oversaturate very quickly.

As someone who gets dragged on work outings I vastly prefer escape rooms to most other options. They are a good mix of interaction and activity, don't require me to put up with drink people, and can occasionally be fun.

The real challenge with the industry, unlike a lot of others, is the lack of replayability. This makes the industry rather unique and requires more operators to fill a given level of demand in a metro region than other similar options.

But god I hope the industry keeps growing or it'll be back to wine tasting or skeet shooting or all day resort retreats. Ugh.

Maybe you got a bad one. As someone who has done a dozen, there's definitely a wide range in term of quality, but the good ones can tickle the puzzle solving itch really well. This is coming from someone who has played almost every puzzle video game out there.

It's definitely not for everyone, and I'll say, I personally like it better when there's only 1 or 2 others in the room; more than that gets too hectic for me.

Tbh I’m not sure if they are meant for less interaction. I think they were meant to get you talking to a bunch of other people, not for true puzzle solving aficionados. Then again - I’m not sure where you could satisfy your puzzle solving itch. Perhaps there is a market for escape room type mystery books and strategy games. Reminds me of those Sierra games in the 90s lol.

> Perhaps there is a market for escape room type mystery books and strategy games

There absolutely is. Zero Escape is basically a series of escape room games.


Personally, I see the "Escape Room" boom as something akin to the "Fondue Party" craze in the 70's. It's a fun social outing... once. Eventually there won't be enough new customers to sustain the business model and they will disappear almost as quickly as they arrived.

I'm sure there are better example, particularly ones from the entertainment industry booms of the 1920's and 1950's but I just can't think of any off the top of my head.

It might be like karaoke.

I could hear the same concerns against that as OP delivered here. And to be fair that's something that is more successful in some places and much less so in others.

Other places, like casinos or top golf or laser tag or Dave and Buster's... I know some people who love them and others it's kind of a one time experience.

Fad to enduring cultural pastime is a wide spectrum, and we tend to maintain lots of options with niche followings.

The difference here is that those parties are approximately the same every time, minus different people.

Every room from every provider is different. While you can only go to one once, a metro area could have 100+ rooms. Quality varies, but the most motivated people could go regularly and not run out.

The tiny number of people who can go through a single room at a time limits scalability/profitability, while also ensuring most people in a local area could still be first-time visitors.

Well, now you just need 18 other try-it-once fad businesses and then you can rotate through them all, one per year.

Where it’ll go is teaming up with established attractions. In New Orleans for example one already in business is expanding to a shark themed escape room at the aquarium.

Of the limited number I've been to ( 2 ) each of them have multiple types of rooms. And they can shuffle the clues around to make it basically anew experience. Different people changes it up a lot and you can also add other elements too. Isn't there one variation that has a "zombie" chained up in the room with you?

What city are you in? I can look at some internal ratings spreadsheets and find you a good one in your area! They're very hit or miss, and I've done some truly horrible ones before.

I think some can be boring. There is one near our house with 3 or 4 rooms. I took my family to it and we did two of the rooms. I've been to some escape rooms with work as well. The one near my house that I took my family to was my favorite, and had a room that was genuinely enjoyable and exciting.

That room was actually 3 rooms as part of the escape. It was built around the idea of a zombie apocalypse. You enter a room, #1, and the lights are off, and you are trying to get into a bunker. Once you get in to the bunker, room #2, you have to find your way out of that room before a toxic gas is released. We had to use a ladder to get to a "vent" to climb through (and shut off lasers in the vent) to room #3, the final room, a science lab.

The quality of the build was very high, and was pretty fun, as it was very much like a movie scenario.

Tech companies should use these to screen applicants instead of code challenges.

Or they could judge applicants by how good they are at playing chess - I hear that also uses a person's brain and thinking. /s

What are the economics? How much can you can a month?

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