Escape Room In A Box: The Werewolf Experiment

About Escape Room In A Box: The Werewolf Experiment

Escape Room In A Box: The Werewolf Experiment is a unique tabletop gaming experience that crams together all the fun and social interaction of a party game, the event nature of a consumable game and the cooperative spirit and dramatic timed challenges of an escape room. You have 19 puzzles, 3 locks, and 1 hour to save your life! Doc Gnaw has sent you a mysterious box. When you open it, you release a poisonous vapor and need to solve her devious puzzles to unlock the antidote, or you will be forced to join her werewolf army. Full of “Aha!” moments, a wide array of complex puzzles, and lots of surprises, this adrenaline fueled hour is targeted to millennials, although children and older folks alike will all have a blast!


Trailer

Screenshots


About Ariel Rubin & Juliana Patel

Ariel Rubin - Co-creator
Juliana Patel - Co-creator
Gage Ullman - Artist

Developer's Artistic Statement

This game grew out of our deep passion for escape rooms and at home game nights and our desire to bring them together in a completely new way. It’s so hard to shut off the brain’s endless chatter, especially with the constant barrage of screens. Escape Rooms, however, are a form of meditation: They force us to unplug, think outside the box, connect with others, and completely focus on the task at hand. We wanted to be able to have that same experience in the comfort of our own home so that we could make a whole night of it. We dreamed of being able to pick over the puzzles, discuss who did what and how, and celebrate with our team mates for more than the five minutes that escape rooms allot you in the end. We were shocked to find an at home escape room didn’t already exist and knew that we had to create it.

It was important to us to have a variety of puzzles that used many different skill sets so that everyone has a chance to shine while playing our game. Our greatest triumph is seeing play testers who start off saying, “Oh, I’m not very good at puzzles” get caught up in the game and grab a puzzle as it emerges saying, “Oh, I can do that!” There are some puzzles that have left people with PhDs stumped and others that an eight year old girl did better at than any other player.

It was also very important to us to try to capture the physical nature of escape rooms and not have our game consist of only pen and paper puzzles. We’re very proud of the amount of hidden objects and diverse materials that we were able to stuff into our little box.

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