Demo · escape room engine

Closing Time

A two-puzzle taster, written for this website. It is not one of the rooms for sale and shares no puzzle, no answer and no story with them. A real commission runs six to eight puzzles and takes an evening.

Before you begin

It is ten past nine on a wet Tuesday. You stayed late to finish a job and the front door of the print shop has locked itself, as it does at nine, and the keypad wants today's code. Ivy who owns the place is in Portugal. The code is in the room somewhere, because Ivy does not trust phones.

The clock

Hints cost you a minute each. Running out of time does not lock you out — it just ends the run and lets you keep going for the answer.

What this taster is showing you

  • Answers are checked, not stored. Open View Source on this page. The accepted answers are not in it — only salted hashes. Nobody gets spoiled by clicking around, which is the one thing a printed escape room can never promise.
  • Wrong answers say something useful. Two specific mistakes in each puzzle get their own response, because "no" on its own kills a table's morale.
  • Typing never costs you the game. Capitals, spaces, punctuation, units and a stray leading "the" are all normalized away before anything is compared.
  • Hints cost time, not pride. Three graded hints per puzzle. Take all three and you will be given the answer, at a price.
  • It is one file. Disconnect the network and reload — this page keeps working, because nothing on it was ever coming from anywhere else.

A commissioned room adds your names, your venue, your in-jokes, six to eight puzzles, a printable pack and a facilitator screen. How that works.