Build an escape room in a campus basement #207

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opened 2026-10-25 02:42:15 +00:00 by sermuns · 0 comments
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The campus has basements, corridors and rooms that nobody visits. An escape room turns one into a social puzzle: a team locks itself in, finds clues, and solves a chain of mechanisms before the clock runs out. It is the one feature that gives the interiors a reason to be explored as a group.

How it fits. BakedWorld has rooms, doors and floor plans; a puzzle room is an authored set of props, clues and state on top of one of them. The server owns the puzzle state and the clock, like an event; the client draws the clues and handles interaction. No physics engine is needed for locks, levers and keypads.

Scope.

  • One authored room with a chain of clues and a final lock.
  • A team of players, a countdown and a fail and retry flow.
  • Interaction-based mechanisms: levers, keys, codes, hidden notes.
  • A hint system that costs time.
  • A leaderboard of fastest teams.

Related. #198 (party), #199 (meetups), #203 (drawing).

The campus has basements, corridors and rooms that nobody visits. An escape room turns one into a social puzzle: a team locks itself in, finds clues, and solves a chain of mechanisms before the clock runs out. It is the one feature that gives the interiors a reason to be explored as a group. **How it fits.** `BakedWorld` has rooms, doors and floor plans; a puzzle room is an authored set of props, clues and state on top of one of them. The server owns the puzzle state and the clock, like an event; the client draws the clues and handles interaction. No physics engine is needed for locks, levers and keypads. **Scope.** - One authored room with a chain of clues and a final lock. - A team of players, a countdown and a fail and retry flow. - Interaction-based mechanisms: levers, keys, codes, hidden notes. - A hint system that costs time. - A leaderboard of fastest teams. **Related.** #198 (party), #199 (meetups), #203 (drawing).
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