
Welcome to Escape Academy. Train to become the ultimate Escapist. Solve Puzzles. Hack Servers. Meet the Faculty. Brew the perfect cup of tea. Escape Rooms in single player or co-op with a friend - local or online!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 22 → 4/day in the week after.
About


Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 1.4Kreviews | 87% | — | $404.6K |
| $19.99 | 3Kratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 139 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game answered a question I didn't know I had, which was, "What kind of ♥♥♥♥♥♥♥♥♥♥♥ would result if you designed a game the same way you'd design a physical space?" It was interesting for all the wrong reasons. The main problem with this game is it's designed like a physical escape room. Trying to explain what that means is tricky. A list: 1. A timer counting down constantly, a thing which... like, in physical escape rooms, you can't have a party there for 8 hours. Just like, as a business. But also, as physical humans in a group, running around a physical space frantically for an hour is fun. When you remove the parts where you're with your friends and touching physical items and the rooms are small and you have something to do later so you can't stay all day, the timer is just annoying. The way people engage with time in media versus real life is just different -- people might put a game down for a while and come back to it, or want to take their time to think through logic puzzles, or try a bunch of weird solutions that are probably wrong before doing what they're supposed to do, or any number of things that make an artificial time limit just incredibly annoying. If you're like me, it also creates a weird amount of anxiety, which again, desireable in a physical scenario to get the adrenaline pumping, really unpleasant in a digital one. 2. So many useless menus and interfaces. Like, I can't believe I have to spell this out, but in real life you can look at a bunch of screens all at once, or just by slightly moving your head around. In a game, having to constant select the screen I want to see, then zoom in, then zoom in again on a clue -- there were so many insane layers of interaction you constantly had to navigate in and out of. It was so, so annoying. 3. Bad demarcation of interactables and important items. The was so much junk cluttering every scenario, and there was no way to know if any of it mattered or would ever matter, because sometimes you'd get a puzzle and sometimes you'd get flavour text and sometimes something that had seeemed like flavour text would later turn out to be interactable and sometimes it wouldn't... god it was awful. Is something in that bin or is that a decorative bin? Who knows! You can't reach it anyway because the rooms are designed like physical spaces, so you will never find out. There just shouldn't have been flavour text during the actual levels, not least because ACCIDENTALLY CLICKING IT WHILE THE CLOCK WAS RUNNING WAS A HORRIBLE FEELING. I cannot explain how infuriating this was. 4. No awareness of what the game was or wasn't teaching the player to do. This was a huge problem. Again, escape rooms in like, life, are designed to be one-offs -- this isn't something you have to think about when designing them. But the language of game design is also a form of back-and-forth communication with the player, and if you're not paying attention to what you're saying to them, you run into real problems. To give you an example of what I mean, at once point in like the third level you see a sequence, "🦴-b dddddd" that is the password to a computer. Up until that point, all letter sequences like this had been number strings and math problems. I spent so. long. scraping that stupid-ass room trying to find some indication of what number '🦴, b, and d' were equal to while the ♥♥♥♥♥♥♥ clock was ticking. It was one of the most frustrating and infuriating experiences I've ever had in a video game. I finally opened the hint screen, and the first hint was "What happens if you remove the letter b from the word 'bone'?" and my brain immediately went 'Jesus ♥♥♥♥, it's 160." I subsequently went on the forums to see that many, many other people were furious about this puzzle, and the dev said it was the biggest complaint by far, but they didn't understand why WHICH IS INSANE ON ITS OWN, but the reason why is actually really simple. The game had strongly indicated through prior levels that we should think in terms of equations and single-substitution alphanumeric codes, but there was literally no other rebus, or any indication to the player that they might expect a rebus. The problem is the game had trained the player incorrectly, because it wasn't thinking about its own design holistically. It doesn't shock me that no one had been able to articulate this to the dev, but it is astounding to me the dev has thought so little about the fundamentals of game design that they haven't been able to figure this out on their own. But hey, you see this kind of thing in physical escape rooms all the time, right??? These were just the worst instances, but the problem was persistent, and once I figured out why the issues were there, they just kind of kept cropping up. The other issue with the game, and the reason I ultimately DNFed it (as curious as I was about the terrible choices it would make), was that it made me wildly motion sick. It had something to do with the camera's lateral movement -- it happened most when I would move to one side but face a different direction when I was moving. And it was bad and sudden -- at one point I was mostly fine and then literally threw the Steam Switch down and sat up because I genuinely thought I might puke and I was ready to run to the bathroom. I saw multiple people commenting about severe motion sickness in the Steam forums, so it wasn't just me (although admittedly I'm really sensitive); fiddling with the settings did nothing to help, I would still get hit with these sudden waves of nausea during lateral movement. Like I said, I'm sensitive, but I've never had anything like this happen before, where it would go from like 2 to 100 instantly, multiple times across multiple playthroughs. I'm not really sure what to attribute this to other than a lack of sufficient playtesting. The other problem the game had was a really weird tone problem. It couldn't seem to decide if it wanted to be serious or not, and IMO not leaning into how bizarre its premise is was a huge missed opportunity. I mean, the protagonist literally gets kidnapped and everyone acts like this is normal? I genuinely don't understand why this wasn't written like, say, Kraken Academy or The Procession to Cavalry. Taking cues from a Japanese absurdist ethos like Katamari would also have worked. This was begging to be some kind of funny, surrealistic experience but seemed afraid of the wackiness of its own premise, wanting instead to be gritty realism. This was a bad choice, and took away something that could have made the game really stand out. I never knew what I was expected to be feeling from scene to scene, or whether something was meant to be like... funny, in a cheesy way? or I was supposed to be taking it seriously. The vibes were off, as the kids say.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain*languages with full audio support
| $19.99 |
| 600ratings |
| 89% |
| — |
| not modelled |
| $19.99 | — | 91% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 139 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Playing the game solo is good. But when playing with a friend the randomized puzzles are randomized for both players meaning the host and guest are seeing to different versions of the same puzzle and only the host's version is correct forcing the host to do about 3 puzzles by themself. Please fix.
How the ♥♥♥♥ is this game rated so highly? - Online multiplayer is forced splitscreen - Clicking on anything you need to interact with, A) moves your mouse to the center of your screen (not your side of the splitscreen, in between the two), and B) sets your mouse sensitivity to minimum so it feels like a struggle to interact with anything. - Despite my wildly overpowered PC, and supposedly completely solid 240fps, the game feels like a shuddering mess. Turning off v-sync both didn't fix the problem, and doubled my mouse sensitivity for some reason. - Why would your partner moving *their mouse* move *my camera* in the map screen? I was so frustrated by so many poor design decisions and performance that I only just managed to force myself to complete the prologue before the headache (from the weirdly blurry shuddering) got too bad. I feel like that list is still missing half of the issues I had, but I was bombarded with so many problems I can't even remember them all. I bought this for ~$3 and I'm still bothering to get a refund out of sheer frustration.
---{ Graphics }--- ☐ You forget what reality is ☐ Beautiful ☑ Good - has it's own style, it's enjoyable ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☐ Very good ☑ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm ☐ Very good ☑ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf ---{ Audience }--- ☐ Kids ☑ Teens ☑ Adults ☑ Grandma ---{ PC Requirements }--- ☐ Check if you can run paint ☐ Potato ☑ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Game Size }--- ☐ Floppy Disk ☐ Old Fashioned ☑ Workable ☐ Big ☐ Will eat 15% of your 1TB hard drive ☐ You will want an entire hard drive to hold it ☐ You will need to invest in a black hole to hold all the data ---{ Difficulty }--- ☐ Just press 'W' ☐ Easy ☐ Easy to learn / Hard to master ☑ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☑ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☐ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☐ No Story ☐ Some lore ☐ Average ☑ Good ☐ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☑ Average ☐ Long ☐ To infinity and beyond ---{ Price }--- ☐ It's free! ☐ Worth the price ☑ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☑ Never heard of ☐ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☑ 8 ☐ 9 ☐ 10 very fun game with friends or spouse! it takes a minute or two to figure out the puzzles - there's a hint system if it gets too much at the time of writing i had 9,5 hours of gameplay and havent encountered any bugs or network issues we seem to have 4 levels left of the base game i think
First, the game is drawn like 'comic book style' which is fine, and the puzzles are fun to solve. There isn't much of a story, per say, but who cares?...It's a Puzzle Game. What I Hated and ruined the game for me: There is a TIMER counting down and other sounds to keep you feeling frantic (which I hate). I like to solve puzzles at my own comfortable pace. You don't get to do that here. Like I said, The timer is counting down and when it reaches 0, you Die. The game doesn't save where you died; you have to start the entire round over...and over....and over....and over..... SO, you can't just play for 10 or 15 minutes and come back later when you have more free time because each round HAS to be solved before the timer reaches zero. >But, for people that like this kind of needless STRESS, you may enjoy it, but: It's still NOT worth $20! IF you can pick it up for 8 bucks or Less, you may enjoy the frantic stressful ride. I didn't. I didn't even bother to finish it. I just deleted it off my machine when I came to the realization that the enjoyment of solving puzzles was completely Lost due to the stressful timer, and I wasn't enjoying myself at all.
It is such a great coop escape room game! Plus you get graded after every level. 🤣 There are 12 levels I think, with varying difficulty and there is a time limit for each room. You can always try again, but of course your grade will be affected. Specially, if you use a hint. The games are collaborative, sometimes you have to work together, sometimes working separately is wiser to save time. The puzzles are great and fun too. Just the right amount of difficulty for me. Some are unique and some are very common in escape rooms. But it's okay, I kinda expected it, that is usually the case anyway. I like that it is in a split screen setting. Very convenient. I didn't really pay attention to the story. I just wanted to solve some puzzles, but the fact that I can't remember most of the story after playing for hours means it was probably average. I dunno. 🤷♀️ Overall, it was a really great gaming experience. Definitely recommended 👍
Yapcağınız oyunu sikeyim bu kadar boktan oyuna dil eklemeyen anaızı sikeyim sizi yarrak gibi bir yere atıyo sonra çık ordan ne bi ipucu var ne bi yarram var bu kadar zor oyun mu olur amk hükmüentin de anasını sikeyim kontroller de bok gibi zamanla yarışıyosunuz ama eşya seçmek için bile vakit harcıyosunuz bu ne kadar boktan bir oyun ya
A fun puzzle game! Inspired by escape rooms, Escape Academy is a welcomed puzzle title best enjoyed in Co-Op, like I did with my friend ABird. The adventure is made up of various creative levels, with every level containing enigmas to solve based on the environment. Most of them are fairly intuitive but some can be quite mind-twisting. The narrative premise is definitely wacky, but it works well enough to give the players something to play for; a background lore that is not meant to be taken seriously. Overall Escape Academy is an alright experience, one best explored in two.
7/10
游戏总体不算太长 不会卡在找小东西 谜题也都比较合理 有剧情也比较加分
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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