Red Herring Club

Escape Room At Home – No Kit, No Props To Buy

Get the escape-room rush at home without a kit, a printer or a trip across town. Our escape games run in the browser on everyone's own phone. One person buys a link, everyone opens it, and the clock starts.

A station screen on the phone
A station screen on the phone

Why most "escape room at home" options need a kit or printer

Most home escape rooms come in one of three forms:

They're all fun, but each one needs prep. Someone has to shop, print or build, and often someone has to run the game instead of playing it.

How our games work instead

Escape the Ahti: submarine, six locks, 50 minutes of air

The submarine Ahti lies on the seabed. Six locks stand between the crew and the surface: a blackout, a sonar contact, a pressure problem, a minefield, a radio message and the hatch. Every player runs a different station.

With 6 to 8 players, you play as two crews racing through the same locks.

Needs: 2 to 8 phones and an internet connection.

Grandma's Cottage: family cottage mystery with a shared screen

Grandma has left the deed to her cottage in a locked chest, and she's calling in an hour. The cousins open six locks using Grandma's letters: the key cabinet, the bookshelf's secret compartment, her diary, the sauna, the boathouse and the chest.

Needs: 2 to 8 phones, an internet connection and a shared screen, such as a TV or laptop.

Group size and what counts as "escaping"

You "escape" when you open the final lock: the Ahti's hatch, or Grandma's chest. Groups larger than eight split up, and each group of 2 to 8 needs its own purchase.

Read more: a DIY escape room alternative, a murder mystery party alternative and family game night ideas for a rainy day.

FAQ

What languages are the games in?

English and Finnish. Each group plays in one language.

Is it suitable for kids?

The games are made for adults and teens who read fluently. Younger children can play as a partner to an adult.

How long does a game take?

Escape the Ahti gives you 50 minutes of air, and Grandma's Cottage runs on a 60-minute clock. Many groups finish sooner.

What if we get stuck?

Every lock has hints. In Grandma's Cottage, hints and revealing an answer cost minutes on the clock.

What if a phone loses its connection?

The phone keeps playing on its own, and codes bring it back to the same point as the rest of the group.