Characters with a purpose
A researcher on the radio, a porter on an answering machine or the voice of a space station. Define who speaks, what they know and how they address the players.
Escape Rooms
Give your characters a voice and your puzzles the right hints. We plan escape room audio around your game: from the opening briefing to the final clue.
Try it out
Choose a hint level and see how the help changes. The context stays visible: scene, character and puzzle belong together.
Dr. Vale has disappeared. In her office, a radio is waiting for the right frequency. How much help does the group need?
Dr. Vale rarely changed her favourite station. Take a closer look at her desk.
Points players towards the right place without revealing the answer.
The note beside the radio gives you a frequency. Set the controls to match it.
Identifies the object and the action.
Tune the radio to 104.7. Use the switch on the right to confirm.
Helps the group move on when they need the specific solution.
An interactive script example for preparing a room. We discuss your room pack with you personally; this page does not offer live room control.
Your game is the starting point. The scripts, voices and soundscapes follow from it.
A researcher on the radio, a porter on an answering machine or the voice of a space station. Define who speaks, what they know and how they address the players.
A gentle nudge, a clear direction, a solution hint. Keep each set with its puzzle so the game master can choose the right amount of help.
The laboratory hums quietly. A discovery changes the mood. The finale falls silent. Plan backgrounds and transitions alongside the scenes.
A clear structure helps with production, playtesting and later changes. You can start with a single scene.
List the rooms, puzzles and intended triggers: game start, solved puzzle or a manually selected hint. Your existing system handles the triggers.
Agree each role, delivery and pronunciation. Organize hints by level and language so the story also works in a second language.
Name files by scene and hint. Check speech, background levels and transitions during a playtest, then collect the changes needed.
Other worlds work too: a hotel with a mysterious porter, a submarine with radio messages or a museum with a missing exhibit. What matters is the role of the audio in your game.
Depending on the room, a pack can include a briefing, character messages, layered hints, time reminders, a finale and soundscapes. We agree the scope around your scenes and puzzles.
The example shows how scenes and hint levels can be prepared. Start your own room pack with a personal enquiry. Playback uses your existing system; this page does not provide a live room controller.
Label scripts by room, scene, puzzle and hint level so we can identify the affected versions. Include the languages and target date so the scope of each update is clear in advance.
Yes. Describe the setting and playback device in your enquiry. A short briefing, individual hints and a finale can also be planned for portable games or puzzle events.
Your project
A short outline of your story, scenes and puzzles is enough to get started. Tell us which voices, hints and backgrounds you have in mind.
Opens a prepared email in your email app. Scope, price and delivery are agreed individually before production.
Business announcements
Closing time, a warm welcome or special opening hours. Start with a suitable script and plan a consistent set of recordings.
Prepare store announcementsSoundscapes
A quiet laboratory, a tense transition or a short chime. Hear how the surrounding sound can shape the experience.
Listen to the soundscapes