Online escape rooms · play with friends

Thirty minutes. One link. Everyone in.

A story you are inside, with a lock at the end of every step. Five dollars for the whole group, nothing to install, and it works on a phone.

~30 minfor a group that talks1 to 6players, one price$5once, for everyoneNo appany phone or laptop

The escapades

Every step ends at a lock: sometimes a word you have worked out, sometimes a thing in front of you to set right, a route to trace, a sequence to put in order. Get it right and the next door opens. Get it wrong and the story tells you so.

The studio at night: a desk with a microphone on a boom arm, two turntables and a reel-to-reel tape machine, acoustic panels on the walls, one desk lamp lit, and a chair pushed back from the desk. Nobody in the room.

Escapade #1

The Last Hour of Radio Kestrel

A radio station that would not stop transmitting, three rooms, and the door the announcer left by.

OBJECTIVE  Find the door he left by before the exchange pulls the plug.
CLOCK      The exchange pulls the transmitter at six. It is three.
PRIZE      The door he left by, and what he said on his way out.
  • About 30 minutes
  • 1 to 6 players
  • Medium
$5for the whole groupSee this escapade

More are on the way.

How it works

No booking, no timeslot, no host. The link is the room.

  1. Buy one

    Card, Apple Pay or Link. You land on the first page straight away, and the same link arrives by email.

  2. Get everyone on it

    Send the link round, or share a screen on a call. It works for all of you at once; there is nothing to sync.

  3. Play

    Read, argue, try things. Every step has its own key if you get stuck: a nudge first, the answer only if you ask.

What you are buying

  • TimeAbout thirty minutes for a group that talks. Longer if you like arguing.
  • PlayersOne to six, one price. Written in the second person, so it works alone too.
  • DeviceBuilt for a phone first. Every lock is a text box or buttons you tap.
  • KeysA key on every step: a nudge, a harder nudge, then the answer. Nobody is stranded.
  • ExpiryNone. The link does not expire, and there is no account to lose.
  • TrackingNone. Nothing watches you while you play.

Questions people ask

Can we play it together over Zoom or a call?

Yes. One purchase is one link, and the link works for everyone in your group at once. Share your screen or all open it; there is nothing to sync, because the puzzle is the pages and the answers you work out together.

Does it work on a phone?

Yes. It was built for a phone first: every lock is a text box or buttons you tap, nothing needs a keyboard, a mouse or a printer.

How long does it take?

About 30 minutes for a group that talks; longer if you like arguing. There is no timer and nothing is scored.

What if we get stuck?

Every step has its own key: a nudge first, then a harder nudge, and the answer only if you ask for it. Wrong answers say something in the story rather than just no.

Do we need an account or an app?

No. The link opens in any browser and nothing is installed. Nothing is tracked while you play, either.

Is it suitable for children?

The stories are eerie and never cruel; nobody dies on the page. The puzzles need reading and a little arithmetic, so about twelve and up on their own, younger with an adult.

Can I play it alone?

Yes. It was written in the second person, so it works for one as well as for six.

What if it does not work for us?

Write and say so, and you will have your money back. The link does not expire, so there is no rush to use it.