A brilliantly well-devised space themed room, Spacescape was made with love to a high standard, with just a single tech fault and a couple of out-of-character puzzles not detracting from the overall experience of a physically active room that kept you on your toes throughout.
|Rating:||★★★★☆ (Highly recommended)|
|Date:||21 April 2019|
|Time:||71m out of 90m|
|URL:||Ctrl Alt Esc|
Front & Briefing
Our day trip to Kent ended quite late at night with a ninety minute game in a venue with a great view over Margate’s coastline. Ctrl Alt Esc is run by two brothers who greeted us on arrival, and we had a nice chat before being shown a video introduction with the usual details on what to do and not do in the room.
After this we moved to the corridor outside the room itself, where the GM briefed us somewhat in partial character of the mission leader. We were to wake early from our hibernation on board the ship as something had gone wrong and would need to be fixed…
Another novelty of this escape room, on top of being ninety minutes long, was the fact that each team member was assigned a different role on the ship. This gave an extra task in particular for one team-member to perform.
Sci-fi is one of my favourite escape room themes in general and the set here was executed to a high standard with some fun areas to explore. There were some special effects dotted around that provided more excitement than was strictly necessary, which is always appreciated!
A wide range of puzzles, from self-contained logic puzzles through to very physical tasks spanning a lot of the room. In fact this was a very physical game in general, which was a brave choice for a 90 minute room and I definitely broke a sweat at some points. It worked though, and it did feel like you were running around trying to fix things, even when some of the puzzles were stretching your suspension of disbelief regarding the setting. No padlocks here; most of the mechanisms were electronic.
There are some side-games going on through the main narrative where the team’s individual roles play a small part, which I thought worked really well in keeping the pressure on the team throughout, though we had a technical problem with one of them which the GM had intervene in the room to try to fix, and then later override remotely when he wasn’t able to do so. I thought this was handled quite well, though the equipment involved didn’t come across as particularly long-lasting in design.
In addition to Mac, the captain who provides audio narratives and some pre-recorded hints, there is also JAC, the ship’s computer, who functions as the text interface for the GM’s clues. We received a few clues and they were generally helpful. I think it’s a testament to the escape room that we were busy enough that I didn’t count the number of clues we received!
There’s no visible countdown timer, though the side-games provide some insight into how far through you are. We finished with 19 minutes to spare so it’s possible there’s more cues if you get nearer to the deadline.
Super fun in a way that would be spoiling things if I said any more. It’s not the absolute best ending I’ve had in a space-themed room, but fairly close!
We had another nice chat with the GM afterwards, who told us about their other rooms there. Then we had our time revealed and a photo taken for social media.