WeaknessesIf you played the online version, a few beats may feel familiar, and the flow can be quite linear. One or two players didn’t fully click despite the quality, and someone noted the room felt cold.
StrengthsAtmosphere is top-tier, from the entrance piece to the final beats, and the storytelling has real depth and twists. Hosting is consistently praised, and the blend of practical tasks with slick tech lands well.
SecurityNo safety issues came up in reviews, and the GM feels attentive throughout. Expect low light and jump scares, but nothing reported as unsafe.
Level of fearExpect a steady creep with well-timed jump scares; horror fans will be delighted. Likely too intense for young kids or anyone who hates sudden frights.
Actors' gamePlayers highlight a friendly, in-character GM who kicks things off the second the door opens. Interaction is mainly through the host and polished cutscenes rather than heavy live acting inside.
Quality of riddlesA classic, tactile feel complemented by neat tech touches; generally fair and readable. Progress is mostly linear with some familiar puzzle types, so coordination matters and veterans may recognize patterns.
PlotYou follow a renowned demonologist into Crowley’s infamous house to uncover secrets and push back what lurks inside. It ties into a trilogy yet plays perfectly well on its own, with a couple of neat twists.
Difficulty levelMedium to hard, especially for newer teams, with a linear path that can bottleneck. Experienced groups should manage but may still need a nudge to keep momentum.
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