WeaknessesAudio can be too loud to hear hints, and a few teams hit minor tech delays or reset issues. The early area is tight, and the linear path can leave extra players waiting around. One endgame puzzle draws recurring confusion or frustration.
StrengthsA standout, story-forward beginning, good atmosphere, and a satisfying mix of tech and tactile puzzles keep momentum high. Flow feels logical, with plenty of aha moments and some memorable transitions. Staff support is often singled out as both kind and on-point.
SecurityLow light and loud sound cues are part of the experience; the first area can feel snug. Staff actively monitors play, and key interactives are lit for accessibility.
Level of fearSkews spooky rather than terrifying, with a couple of jump scares and light, unrealistic gore. Good for teens and squeamish adults who want tension without nightmares.
Actors' gameThere are no live actors, but many shout‑outs to GMs who sell the intro, time nudges well, and keep the energy up. A few players struggled when hints were late or hard to hear over effects.
Quality of riddlesWell-balanced mix of mechanical and high tech, generally fair and logical with minimal leaps. Difficulty ranges by team experience—some call it tough, others cruise once they catch the logic. One late puzzle is polarizing, and a rare step may feel ambiguous or finicky.
PlotQuarantined in LA, you’re scrambling to find a safe spot, lock it down, and call for help before the horde closes in. The story unfolds across distinct spaces, kicked off by a playful, memorable start.
Difficulty levelMedium‑to‑hard overall and best for 2–3 experienced players; beginners can still enjoy it with hints. Larger teams may move slower or have idle moments due to the linear structure.
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