The most honest game set in the future: everyone needs two jobs

Location: Prague, Czechia

Date Played: May 22, 2026

Team Size: 200 people play the game, and we recommend playing as a group of 3-4

Duration: up to 5 hours of gameplay available, but it takes about 3 hours to complete the main experience

Price: 1,690 CZK per person (about $78 USD)

Ticketing: Public

Accessibility Consideration: There are stairs up to the game. Players are on their feet most of the game. Players might have to crawl for some interactions.

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

ChamCorp The Cybergame imagined a cyberpunk dystopian future where The Chamber had become a mega-corporation. Set within a massive cyberpunk arcade, and populated by countless employees of The Chamber, all in costumes and characters of their own creation, the scale was epic. ChamCorp was built to celebrate The Chamber’s 10th anniversary, and every bit of it felt like a passion project, not just for the owners of The Chamber, but for each employee playing a part it in it. They really, really cared.

Note that by passion project, this isn’t to say it wasn’t polished. It ran remarkably smoothly and kept 200 people engaged for 5 hours. It was an impressive feat of design and execution.

ChamCorp was structurally very similar to Phantom Peak. It provided a sprawling world, populated with characters who sent us on missions. Completing those missions led us to uncover more about the world. However, instead of an app, we had a paper punch card to track our progress. We had choose to work for the Corporation or the Resistance… and we also had to select whether we were working with the biker assassin gang or the hippy drug cartel. These selections determined what missions were available for us to complete.

Missions tended to move quickly… and there were lots of them. We only stopped moving to get some pizza. However, completing all the missions associated with the full path of content associated with our choices (in our case, Corporation + biker assassin gang) took about 3+ hours.

ChamCorp was an incredibly fun game and world to spend the evening in… and with the experience running for 5 hours, we really did spend the whole the evening in this world.

While ChamCorp is only intermittently available, and is rarely available in English, if you have the chance to play, and you enjoy exploring a real life, open world experience, this is a phenomenal game. If you are someone who doesn’t enjoy bantering with actors, make sure that you have a friend or two in your group who wants to engage, as the social side of ChamCorp The Cybergame was the heart of the experience.

Who is this for?

  • Adventure seekers
  • Story seekers
  • Scenery snobs
  • Cyberpunk fans
  • Social engineers
  • Character interacters
  • Any experience level
  • Players who don’t need to be a part of every puzzle

Why play?

  • To experience a large-format, low tech game that works
  • It’s packed with weird and fun characters and interactions
  • The world is great to hangout in

Story

In 22nd century Prague, ChamCorp has become a global entertainment mega-corporation. The company has thrown a big party to celebrate their astounding success. However, in the shadow of ChamCorp’s success, terrible things are happening throughout Prague. People are disappearing, violence has broken out between rival gangs, and the police are recruiting freelancers to help investigate all of the disturbances.

Setting

This instance of ChamCorp ran inside of Fun Arena, a massive cyberpunk theme arcade and entertainment facility. The venue was incredible and The Chamber didn’t really have to do much to it because it felt so incredibly cyberpunk.

ChamCorp doesn’t necessarily have to run in Fun Arena, but this felt like as perfect a home as they could hope for. Not only is the space massive, it has a bar with food service… albeit they only served pizza, which took forever to get (which also felt strangely cyberpunk). Fun Arena was also broken up into many different sub-spaces, each for a different kind of gaming experience and with a unique aesthetic.

The Chamber’s employees populated the world as NPCs, and they all made their own costumes, which were fantastic. It was cool to see all of them embody characters of their own creation, and look damn good at the same time. You could feel their sense of ownership.

Gameplay

The Chamber’s ChamCorp The Cybergame was a large-format game, where each group of players chose their own path, and followed it to its conclusion.

In a single evening up to 200 people could play, and we were let into Fun Arena in waves. To get started we had to meet characters, join a faction, and take assignments. From there we’d discover what was really going on in this place. Teams got started at their own pace as they entered the Fun Arena.

Core gameplay revolved around interaction with characters, observing the environment, and making connections. There were also opportunities for different types of arcade-type skill checks.

We played ChamCorp in conjunction with the Prague Escaping Summit, where The Chamber was running the experience in Czech (for locals) and English (for Summit attendees) simultaneously. The actors were code switching with each group they encountered. It was impressive.

Analysis

➕ Fun Arena was the perfect cyberpunk world for ChamCorp. This arcade had all different rooms, with intentional decor and distinct vibes. There was always something to observe. Many characters had their own home base stations, and they made those rooms their own. While the place was overwhelming at first, we quickly learned what was where. Plus with so much visual noise, gameplay details were hidden until we learned where to look for them, leading to some surprising reveals that had been hidden in plain sight.

➕ ChamCorp was a 5-hour experience, but a gameplay path could be completed in 3 hours. By choosing one faction (Corporation vs Resistance) and one gang (biker assassin gang or the hippy drug cartel), we started down a full path of missions that would tell us a lot about this world. There was no need to rush. We could take in the experience at our own speed. We could also pause between missions. When we completed the complete gameplay path, there was more to explore if we were so inclined.

➖ While the vibe of Fun Arena was outstanding, practically it lacked some comforts. It took forever to order a pizza. There wasn’t enough seating. Teams started finishing the gameplay after 2.5 hours, and the finale wouldn’t be for another couple of hours. Some groups opted to dive into more gameplay, but others just wanted to hang out and there wasn’t enough general purpose lounging or bar area space to do that comfortably.

➕ The Chamber put a lot of thought into load balancing an experience for 200 people. First, there was rolling entry into Fun Arena. Second, there were different paths to pursue. If many teams were on the same path at the same time, the characters had some flexibility with assigning missions in order to load balance. While we had fomo for the paths not taken, we never felt that there was a more interesting, or more fun choice. (This was confirmed in post-game conversations.) The characters had the freedom to play… to banter when they had time, or dispense information easily when a line had formed. Popular characters had supporting characters. We waited in a few lines to speak with characters, but never for too long.

➕ Our group’s progress was tracked with a punchcard that the actors understood, but we never needed to look at. We handed it to each character who gave us a mission (along with a mission card). Upon completing a mission, the actor punched our punch card and handed it back. They punch cards tracked which missions we had completed. Behind the scenes, the actors had an app to help them load balance, but we played completely tech free, which we appreciated.

➖ The mission cards didn’t work quite as well as the punch cards. While we preferred these cards to tracking with an app, some of them had extremely small font and low color contrast, making it challenging to read our mission instructions. We were also supposed to hand these back, I believe, but the characters didn’t consistently ask for them and we often forgot. Later in the evening, the characters seemed to be having some issues with the circulation of these mission cards.

➕ As we followed a path, we had a real sense of being recruited, and gaining mastery… of the physical space, the characters in the world, and what was going on. We completed a huge variety of quests along our path, some more puzzle-focused or skill-based, and others more about character interaction and social deduction. Sometimes we were handed a prop, or looking for a prop, and these physical items enhanced the interactions.

➖ There was in-game currency, but it didn’t seem to have much value. We could use it to bribe, but we always had way more money than we needed. There wasn’t an element of resource management.

➖ Our path concluded with a mission that was probably intended to be intense, but didn’t have any stakes and felt lame. There was an opportunity for a more impactful conclusion to so many hours of gameplay.

➕ The actors clearly loved embodying their characters. Each actor had created their own character (to fit into the universe and the needs of the game) and their own costume. They all bantered (in either Czech or English, depending on who they were talking to.) Every character had control of their space. They were impressive (especially with the language swapping!)

➖ While there were lots of characters, there were very few floating hint givers, and they were hard to find and always busy. It can be a little confusing to get started. We imagine some groups get stuck and abandon the gameplay.

➕ We were ourselves, but in this world. We started with no knowledge and no status. We joined a faction, learned more, and became a part of the world, but always as ourselves. We suggest coming in costume (and there were also costumes available for purchase) to help feel like you belong. Still, because we were just us, the experience was approachable. It was helpful to read the lengthy pdf explaining the game before arriving, but we didn’t need to learn a lot of lore or character backstory. We’d learn it all as we played.

➖ Some players took their costumes very seriously. Because of this, we suggest a pin or badge for all NPCs. Some missions involved walking up to a character who was in an open space, or might be roaming, and we weren’t always sure if they were the character we sought, or a costumed player. In fact, I was once mistaken for a character, which was awkward.

➖ At the end of the night, the characters performed a finale for a large audience. It was hard to see and hear what was going on. The Chamber also didn’t have a viable plan for delivering the finale in Czech and English.

🎭 It’s imperative that someone in your group be comfortable interacting with characters. ChamCorp is build on this. Build rapport with the characters. Banter with them. Gain some trust.

❓/➖ We didn’t encounter any characters that made us uncomfortable, but some of the characters were intense. We suggest that The Chamber introduce a safe word in the pre-game briefing that stops any interaction, and allows the staff and players to speak out of character.

Tips For Visiting

Content Warnings (click to expand, minor spoilers ahead!)

On some paths you’ll encounter: drugging someone’s drink, a character being shot, carrying body parts

  • The game is located in Fun Arena: Bartůňkova 1761/7, Prague
  • This game is usually available only in Czech, but in conjunction with the Prague Escaping Summit, it was available in English simultaneously. Future versions may not always include English accessibility.
  • Coat check is not secured. We suggest bringing minimal belongings.
  • Just start playing. Don’t have decision paralysis. It doesn’t matter which path you choose. And you can’t see everything in one session.

Book your hour with The Chamber’s ChamCorp The Cybergame, and tell them that the Room Escape Artist sent you.


Disclosure: The Chamber included this game with our speaker tickets to the Prague Escaping Summit.

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