A co-op escape room where you each only get half

Players
Exactly 2
Time
18–22 minutes
Cost
Free
Account
Not needed

Most online escape rooms give both players the same screen, which means one person solves it and the other watches. This one doesn't. One of you sees the room — the blinking lamps, the wire panel, the shelf of books. The other holds the manual that explains what any of it means. Neither half is solvable alone.

That's the same trick Keep Talking and Nobody Explodes uses, and it's why the game works over a call or across a time zone: the only way through is to describe exactly what's in front of you until it clicks for the other person.

Play Escape Room now

Make a room, send the code to one other person. It takes about ten seconds and there’s nothing to sign up for.

Start a room

The three scenarios

Kestrel Station

Gentle22 min · 4 hints

An abandoned listening post, four hundred kilometres north of anything.

Three short chambers. Read carefully, count accurately, and you'll be fine.

The Night Train

Tricky20 min · 3 hints

A sleeper that should have stopped four hours ago, and hasn't slowed since.

Each lock needs two things held at once — a count and a position, a filter and an order. Sloppy reading will cost you the clock.

The Deep

Brutal18 min · 2 hints

Ninety metres down, taking water, and the tender has stopped answering.

Two-stage arithmetic, a filter-then-sort, and a five-rule ladder with tie-breaks. Agree on every intermediate number out loud, or you will get this wrong confidently.

How to play

  1. 01

    Make a room and send the code

    One of you starts a room and gets a four-letter code. Send it — or the link — to the other person. No accounts, no downloads.

  2. 02

    Pick a scenario

    Kestrel Station is the gentle one, The Night Train is trickier, The Deep is genuinely hard. Each has its own story and its own time and hint budget.

  3. 03

    Read the briefing, then start the clock

    The timer doesn't run until one of you closes the briefing, so there's no rush to read it.

  4. 04

    Describe what you can see

    Your two screens don't match. Say the colours, the numbers, the order — out loud, in full. Most failed attempts are a misheard colour, not a wrong idea.

  5. 05

    Agree before you commit

    Either of you can type the answer. Wrong ones cost you time, not the run. Roles swap for the final chamber, so you'll both do both jobs.

Good for

  • Two people on a call who want something to do
  • Anyone who's bored of quizzes
  • A pair who've never played anything together before

Questions

Is it actually free?

Yes. No account, no payment, nothing to install. You need a browser and one other person.

Can we play from different places?

That's what it's built for. You'll want to be on a call or in the chat as you play, since the whole game is describing things to each other.

Can more than two people play?

No. Rooms hold exactly two, and the puzzles are designed around a split between two people. A third person would just be watching.

How hard is it?

Kestrel Station is comfortable for a first attempt. The Deep involves two-stage arithmetic and a five-rule ladder with tie-breaks, and will punish guessing.

Is it the same every time?

No. The lamps, wires, valves and sonar contacts are generated fresh for each run, so the answers differ even in the same scenario.

Play Escape Room now

Make a room, send the code to one other person. It takes about ten seconds and there’s nothing to sign up for.

Start a room

Other games for two