Government jobs are stressful
Location: New Bedford, Massachusetts
Date Played: December 12, 2019
Team size: 4-8; we recommend 3-4
Duration: 60 minutes
Price: $28 per player
Ticketing: Public
Emergency Exit Rating: [A+] No Lock
Physical Restraints: [A+] No Physical Restraints
REA Reaction
Like all of my favorite Cold War anti-nuclear proliferation fiction, Ice Station Zero was funny and grim.

Focused on a few specific characters and an impending nuclear apocalypse, Mass Escape got really personal. We had to dig into the lives of the people responsible for this base just as much as we had to sort out the operations of an intercontinental ballistic missile… and that’s what made Ice Station Zero shine. Disarming a bomb is normal in an escape room; getting to know the people who made it tick is something special.
This is a nifty game with a flavor and play style that is, in our experience, unique. If you’re in or around Boston and have access to a car, I strongly recommend finding your way to Mass Escape for Ice Station Zero as well as their other games.
Who is this for?
- Adventure seekers
- Story seekers
- Puzzle lovers
- Scenery snobs
- Players with at least some experience
- Players who don’t need to be a part of every puzzle
Why play?
- The humor and character that underpinned this game
- Some fantastic setpieces
Story
The world was caught in the grasp of the Cold War and all communication had been lost with the incompetent staff of nuclear missile silo Ice Station Zero. We had been deployed to investigate.

Setting
Ice Station Zero looked really good – with one small exception – the starting area was pretty weak. Once we had advanced beyond this small dark space, the nuclear silo looked fantastic. Mass Escape struck a balance between Cold War nuclear control room and government bureaucratic hell. We’ve never seen an escape room that looked like this one before.

Gameplay
Mass Escape’s Ice Station Zero was a standard escape room with a high level of difficulty.
Core gameplay revolved around searching, observing, making connections, and puzzling.

Analysis
➕ Ice Station Zero had characters and character. (Mass Escape even armed us with a joke.) The place felt lived in, by actual people, whom we learned about. We liked the mechanism for learning more about the plight of the people at this station. It was clear and concise, with a great interface.
➕ Mass Escape commits to their characters. The gamemaster who introduced us to Ice Station Zero really sold himself as a government bureaucrat. He was entertaining and quippy.
➖/➕ We struggled with some input mechanisms. In one case, the mechanism was barely functional. In another the directions seemed ambiguous. Clean and clear inputting would help with game flow. That said, our in-character gamemaster marched in and handled this in a way that actually improved the experience.
➖ At any given time, we had a lot of papers. We were continually referring back to paper instructions, and some of the puzzles were paper-based as well. Although clipboards made sense thematically, it would have been more fun to be interacting more with the room and less with the paper.
➕ The gameplay flowed well. It was challenging, but we could also figure out how to solve our way forward.
➖ One imposing set piece felt underused, we would have liked to play with this thing a bit more.
➕ Mass Escape turned one wall of an office set into something unexpected that also fit right in. They really dialed this set up a notch.
➕ Mass Escape’s method for adding in bonus content truly shined in Ice Station Zero. They use a similar structure in all of their games, but it felt most relevant and engaging in this one.
Tips For Visiting
- There is metered street parking.
- Mass Escape’s escape rooms all have a main quest and bonus quests. You can choose whether or not to spend your time on the bonus quests; they are clearly delineated as such.
Book your hour with Mass Escape’s Ice Station Zero, and tell them that the Room Escape Artist sent you.