$13.99 (−30%)Escape Simulator 2 Escape Rooms, Anywhere You Like
A first-person escape room game where you poke through Dracula's castle, a stranded starship and a pirate island, solving puzzles built with real escape room designers. Play solo or with up to seven friends, and when you run out of rooms, build your own with Room Editor 2.0.
Is Escape Simulator 2 worth it?
Escape Simulator 2 is worth it if…
- you like escape rooms but have run out of local ones to book
- you want a puzzle game to play with a friend or two over voice chat
- you enjoy searching a room for clues more than fast reflexes
- you liked the first Escape Simulator and want darker, longer rooms
- you have ever wanted to build your own escape room
Screenshots
Three room packs, twelve rooms
The launch content comes in three themed packs of four rooms each. Starship EOS strands you on an exploration vessel after a collision, where you retrieve an energy source from a mysterious dark sphere. The Cursed Treasure sends you after a cryptic map to a pirate island, through treacherous trials, toward ancient treasure.
Each room hides puzzles and extra secrets, and more content is planned after release. The rooms lean darker and more mysterious than the first game, but this is not horror: no jump scares, no gore, just a castle, a spaceship and an island that keep you wondering what happened there.
Rooms that behave like real ones
The idea is to feel like walking into a real-life escape room, and the rooms are built with the help of escape room experts and well-known community builders. Nearly everything is there to be touched: you pick up and examine objects, wipe away dirt, drive vehicles, take a seat wherever you like and move anything that is not bolted down.
The new realistic art style helps. Where the first game looked cartoonish, these rooms are detailed and moody, with lighting that makes Dracula's castle genuinely shadowy. The result is closer to an hour in a real escape room than to a point-and-click puzzle page: you search, combine, try things, and the environment rewards attention.
Stuck? The game helps
Escape rooms live and die on the moment you are stuck with no way forward, so the game builds in a way out. A hint system gives you gentle, step-by-step nudges as picture cards, and you decide whether to use it at all. Rooms have a time limit to mimic the real thing, but you can save and quit whenever you like, so nothing is lost if dinner is ready.
There is also a shared lobby between rooms: a space to wait for friends, play a bit of chess, have a coffee, or tackle darker, harder versions of puzzles you have already solved. Find all the hidden puzzle pieces and a secret room opens up in the lobby.
Puzzles are better with company
You can play entirely solo, but this is a game made for a lobby and a voice call. Two people staring at the same note, arguing about what a symbol means, is where the game is at its best.
One honest note: the official rooms are largely designed around one person working a puzzle at a time, so a full group of eight gets crowded. Two or three players is the sweet spot. Even so, having more heads in the room means clues get spotted faster and the wrong guesses get funnier.


























