Overview

Traditional escape rooms have locks. This one has a SENTIENT AI that actively hates you and warps reality to prove it. Walls flicker. Patterns shift. A disembodied voice taunts your failures. Escape AI is what happens when Tron, 2001: A Space Odyssey, and a very bad day at work have a baby. The room is alive. The room is watching. The room is judging your puzzle-solving skills.

Features

The narrative state machine branches based on your failures (and rare successes), making the AI feel genuinely responsive to your suffering. Environmental manipulation systems let walls literally change around players—patterns shift, colors invert, reality becomes questionable. Multi-chapter structure means returning players continue their desperate struggle against digital tyranny. Supporting role on this one, but our environmental manipulation code makes HAL 9000 look friendly by comparison.