WeaknessesRecurring mentions of finicky or broken elements and slow GM intervention. Very dim lighting and loud audio can make it hard to see or think. A couple of solves feel guessable or too execution-specific.
StrengthsStrong thematic design from lobby to lab with a consistent, creepy mood. Plenty of puzzles and some genuinely clever sequences that let multiple people contribute.
SecurityStandard briefing and locks felt fine, though the space is purposefully dark and loud. Some reports of technical failures and slow assistance were frustrating rather than unsafe.
Level of fearSpooky and dim rather than extreme. Suitable for teens and adults who want tension without heavy scares.
Actors' gameNo heavy actor component mentioned; interaction is mostly via the game master. Service varies from friendly front desk to occasionally hands-off oversight during malfunctions.
Quality of riddlesClever but sometimes fussy, with reading, writing, and layered logic at the core. Flow is largely linear, yet many steps involve teamwork. Specific inputs can stall progress even when the idea is right.
PlotYou’re in a research lab racing to finish an antidote before the zombie outbreak becomes irreversible. The medical theme threads through props and tasks without heavy exposition.
Difficulty levelChallenging, especially for two players; three to five feels ideal. Expect mental gymnastics, a slow warm-up, and a strong late-game push.
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