Escapism – The Score [Review]

Puzzle Gauntlet

Location:  Southington, CT

Date Played: July 9, 2021

Team size: 4-8; we recommend 4-6

Duration: 60 minutes

Price: $29 per player

Ticketing: Private

Game Breakage: No

Accessibility Consideration:  None

Emergency Exit Rating: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

The Score was a puzzle-focused experience with a ton of content and a novel structure; it was score-based and designed for multiple attempts at the same content.

Our goal was to acquire as much loot as we could within 60 minutes, and there was far more content than our team of seasoned veterans could complete in one try.

A massive mural of a woman's eyes painted on a brick wall. Below it is a display case for a diamond.

While Escapism did put in some worldbuilding work on The Score, this did not feel like it had a narrative. The puzzles rarely felt grounded in story or the environment. The tension came from our team’s internal motivation to solve as much as we could… which is fine for a puzzle-centric style of play.

If we were to return, the puzzle content would remain the same, but we could approach these puzzles with prior experience and knowledge to speed through the early challenges and tackle the puzzles that we either hadn’t finished or never saw.

We had a good time playing The Score once and certainly recommend it for folks who are in the region and looking for lots of puzzle play. I don’t imagine that the allure of a higher score would be enough to draw us in for a second crack at the game. We know folks who would be all about this, and if it’s you, then there is plenty of depth to explore in The Score.

Who is this for?

  • Puzzle lovers
  • Any experience level
  • Players who don’t need to be a part of every puzzle

Why play?

  • There’s an impressive volume of puzzle content
  • You’re looking for a game that you can play at least twice


The bad guys had taken all the loot. While they were out, we snuck into their hideout to steal as much as we could before they returned.

The bartop in the wine bar.
Continue reading “Escapism – The Score [Review]”

Escapism – Do Not Disturb [Review]

Do Not Disturb

Creepy dolls & good flow.

Location:  Southington, Connecticut

Date Played:  December 17, 2018

Team size: 2-6; we recommend 2-4

Duration: 60 minutes

Price: $29 per player

Ticketing: Private

Emergency Exit: [A+] No Lock

Physical Restraints: [A+] No Physical Restraints

REA Reaction

It’s great to see a new company come out of the gate with a strong game. Escapism gets escape rooms, and we’re incredibly excited to see where they take their designs.

Do Not Disturb was a fantastic game for less experienced players. It was well designed with strong puzzle flow.

If you’re an experienced player, there was something to enjoy in Do Not Disturb, but it wasn’t a must-play.

If you’re new to escape rooms, this would be a wonderful place to start.

In-game: closeup of a creepy doll.

Who is this for?

  • Adventure seekers
  • Story seekers
  • Puzzle lovers
  • Any experience level

Why play?

  • An elegant set
  • A great hint system
  • Smart puzzles


Our team of private investigators was called to investigate an abandoned and allegedly haunted apartment. It was up to us to determine the fate of its tenant.

In-game: View through the door of Do Not Disturb into a studio apartment with a creepy doll sitting on a table in the middle of the room.


We “broke into” a small, grandmotherly apartment with a cohesive aesthetic. It wasn’t a fancy setting, but it looked and smelled right.

In-game: a small table two two unusual wooden locked boxes.


Escapism’s Do Not Disturb was a standard escape room with a moderate level of difficulty.

Core gameplay revolved around searching, puzzling, observing, and making connections.

In-game: An old apartment bedroom's dresser. There are metal boxes with wires running from them.


βž• The set looked homey, but slightly creepy. It had a gentle, welcoming aesthetic with just the slightest edge.

βž• Escapism’s set design included visual, auditory, and olfactory ambiance. These extra details added a lot to the experience.

βž•Do Not Disturb had a stellar entry for onboarding escape room newbies.

βž• The puzzles flowed well. Escapism even augmented a few puzzles so that experienced players wouldn’t accidentally (or purposely) bypass parts of the game. It worked well.

βž– One puzzle could easily become overwhelming depending on the order the players connect various in-game elements. In part, the ambiance contributed to potential sensory overload. This puzzle could benefit from either more gating and/or stronger cluing.

βž• The hint system was designed specifically for Do Not Disturb. This detail added to the overall experience. We didn’t use any hints… but Escapism clearly knew how cool the system was and worked it into our game nonetheless.

βž– Escapism mixed locks with tech-driven opens, but too often the tech was too visible. If they can build housing around the tech and hide it in the decor, it’s effects would be far more effective.

βž•Escapism had a beautiful, spacious lobby. Leave yourself a few extra minutes to hang out.

Tips For Visiting

  • There is a parking lot.
  • We recommend Tavern 42 for BBQ nearby.
  • Leave some time to hang out in Escapism’s gorgeous lobby.

Book your hour with Escapism’s Do Not Disturb, and tell them that the Room Escape Artist sent you.

Disclosure: Escapism comped our tickets for this game.