We were trapped within the space station, and time was running out.
Weβd begun in a long, thin access corridor, its tire-black floor grooved and rubbery. A silver ventilation tube ran along the ceiling, reflecting strung-up lights across the way.
That was over half an hour ago. Now, through much effort and ingenuity, the six of us had made it to the nerve center of our prison: the bridge. Blue-green light cast an eerie pall over the main command terminal and the empty captainβs chair before it. As we learned of discord and treachery among the stationβs absent crew, a pale green message on the computer display made the stakes of our predicament clear:
βSelf-Destruct Sequence Activated.β
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Thatβs as much as I can tell you without giving too much away, but suffice it to say that the relatively new Space Station scenario at Escape New Havenβone of a small wave of βroom escapeβ entertainment businesses sweeping some of Americaβs edgier urban centersβis out of this world. It helped that one of our crew mates, armed with a small walkie-talkie to ask Escape New Havenβs operators for hints in case we hit an impasse, decided to speak to those operators as if they comprised Mission Control, and as if we really were space explorers.
Immersive like video games and social like board games, room escapes are also visceral like real life. When you have to do something, you arenβt moving thumbsticks or game pieces; youβre moving yourself. And youβre moving with others, as a team.
At Escape New Haven, you and your teammates really do have to move, because the story-lined webs of puzzles that make up each scenarioβin addition to The Space Station, for two to nine players, thereβs currently The Workshop, for two to four, and The Library, for two to sixβare really, really difficult. With only an hour to get through each, the βsuccess rates,β as Escape New Haven dubs them, for the scenarios thatβve been auditedβThe Workshop and The Libraryβare just 22% and 14%, respectively.
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Thank Ethan Rodriguez-Torrent and Max Sutter, Escape New Havenβs co-founders and masterminds, for that. Rodriguez-Torrent is the βchief architect,β meaning heβs ultimately responsible for the path players take and the story that gets revealed along the way. βAll the puzzles fit together in particular ways, and I create that webβsomething that keeps a group of four, six or nine engaged,β he says.
Sutterβs title is βchief engineer,β which means generally getting his hands dirty. βI make them go from ideas into real puzzles,β he says, by which he means tangible puzzles that exist in the real world. βAny electronics or carpentry work falls on me,β he explains, before adding, βbut thereβs a lot of crossover.β
Rodriguez-Torrent, for instance, did a lot of the nuts-and-bolts tasks required to create The Space Stationβs environment, they say, because Sutter was preoccupied with an extraordinary load of electronics work. βI spent a lot of time on that,β Sutter says, referring primarily to the aforementioned main terminal, a retro-feeling computer setup thatβll tickle fans of 1970s sci-fi. βBasically, everything that looks like magic is probably Max,β Rodriguez-Torrent says, laughing.
Most of the points along a scenarioβs plot are much lower-tech than that, often involving different types of combination locks that can be opened by gleaning number, letter or color sequences from clues within the surrounding environment. Some of these are more obvious than others. In The Library, for instance, thereβs an altered chessboard thatβs indubitably a piece of the scenarioβs puzzle web. But thereβs also a bust of Beethoven that, while conspicuously placed, might just be there to provide atmospheric flavor. Meanwhile, sharing a shelf with great literary works from authors like Charles Dickens and HonorΓ© de Balzac, is an odd man out: an edition of The New York Times Cookbook.
The bust and the book might be red flags worth exploring right away, or they might be red herrings intended to sow confusion. Or they might seem like red herrings at first, only to come into play at a more advanced stage of the plot. Judging from what I saw in The Space Station, Rodriguez-Torrent and Sutter are tricky and clever enough that you canβt rule anything out.
βWeβre trying to create an experience that includes being challenged,β Sutter says. βWeβd rather have more people feel like they were defeated by a worthy opponent, then have most people feel like they won something easy.β
Escape New Haven
around back at 111 Whitney Ave, New Haven (map)
View and reserve available time slots here.
(860) 576-9997 | Contact Form
$26 per adult and $22 per child
www.escape-industries.ninja
Written and photographed by Dan Mims.

