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Rooms

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Launch mix

RoomAreaPlayersSessionWorking direction
Flagship70 m²4–8; designed around 6About 90 minutesBroad cinematic adventure with multiple scenes
Smaller room A40 m²2–6; designed around 4About 60 minutesLighter family/adventure direction; usable without crawling or climbing
Smaller room B40 m²2–6; designed around 4About 60 minutesDarker thriller/detective direction

Themes and names remain undecided. The three directions should be visibly different. There is no competitive arena, arcade or Phase 2 room in the current plan.

Flagship structure

  • Use the approximately 5 m hall height selectively.
  • Split players into parallel paths, require communication, then reunite them.
  • Finish with a large shared finale.
  • Avoid linear play that leaves larger groups watching one solver.

All three rooms may use limited raised platforms, crawl passages or level changes where they add value. They are not full second floors and must remain proportionate to cost. Load-bearing structures, fire safety and approvals require professional design and acceptance.

Build approach

  • Self-build scenery, puzzles, effects, electronics and control software.
  • Reuse one control and monitoring platform across all three rooms.
  • Prioritize the flagship for scenic and mechanical spend; keep the smaller rooms polished but simpler.
  • Source antiques, furniture, props, doors and themed materials opportunistically through auctions and insolvency sales, including Aurena.
  • Use licensed specialists for HVAC, mains electricity, fire systems and structural work.
  • Design for simultaneous monitoring by one operator and 10–15-minute resets.

Research

The archived game-format library records earlier alternatives. It does not define the current launch concept.

Selection inputs

  • Audience, theme, difficulty, player count and session length.
  • Build price, sourcing time and total cost of ownership.
  • Capacity, reset time, reliability, maintenance and spare parts.
  • Differentiation from nearby rooms.
  • Safety, accessibility and localization.