
First-person puzzler you can play solo or in an online co-op. Explore a set of highly interactive escape rooms. Move furniture, pick up and examine everything, smash pots and break locks! Play thousands of community-made rooms through the level editor.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1.43/day in the week to Sep 15 → 1.5/day in the week after.
About
Escape Simulator is a first-person puzzler you can play solo or in an online co-op. Explore a growing set of highly interactive escape rooms. Move furniture, pick up and examine everything, smash pots and break locks! Supports community-made rooms through the level editor.
Interactive Puzzles: Rummage through 28 rooms filled with puzzles designed by real-life escape room operators. If something is not nailed to the wall, you can pick it up.
Online Co-Op: All the rooms are playable in an online co-op. We recommend to play built-in rooms with up to 3 players (but you're welcome to play with more). Community rooms have been tested with up to 10 people. Customize your character and join with friends to work-out puzzles together. More heads are better than one!
Examine Everything: Read through books, examine ancient artifacts and find clues to riddles. Need to cross-reference a clue? No, problem - just pin it to the screen.
Community-Made Rooms: The game includes a room editor with which you can design your own escape rooms and puzzles. Through workshop integration, you get to play awesome things the community has created. Currently, there are more than 4000 community-rooms available!
Labyrinth of Egypt
"You and your mentor discovered the ancient Labyrinth of Egypt. By accident, he activated a trap, and you got separated, with no way out in sight."
Adrift in Space
"An explosion wakes you up. Your spaceship has been hit by debris, and you're heading straight into the sun."
Edgewood Mansion
"You were invited to attend a special dinner at Dr. Edgewood's mansion. Instead of eating food, you'll be solving a victorian mystery."
Omega Corporation
"Your friend disappeared while investigating the mysterious Omega Corporation. Follow their tracks and uncover the truth."
Extras
Escape Aperture Science Laboratories in a Portal themed room, escape the iconic Among Us spaceship, find a way out of Santa's Workshop, play with Cats in Time, visit a spooky Graveyard, a funky 70's Room, escape Leonardo da Vinci's workshop, find the pirate treasure on The Island, and in our latest room you can finally play Versus your friends!
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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−50% | 19.4Kreviews | 94% | — | $11.5M |
| $19.99 | 445ratings | 72% | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 908 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
very fun and peaceful to play with friend not too easy not too hard
As far as I'm aware this is the game that kickstarted the current 3D escape room trend. It's very competently made, but I think I just fundamentally don't find this type of game interesting. It ultimately falls into that "I don't find the idea of clicking things to be inherently entertaining" space. One of the constraints about escape games that I find really interesting is that if you're aiming for any kind of narrative, you have to build an environment that is at least superficially naturalistic. If you fall into that old Hanna-Barbera thing where the item that's about to move is clearly drawn differently from the background, you undermine your own game. This is a needle the Rusty Lake games thread really well, incidentally. One of the problems with these games where the settings are escape rooms first is that none of the objects are naturalistic, so it's immediately obvious what you're going to be interacting with. The exact way to interact with it may be tricky or veiled, but the tiny room with a giant black hole in the wall isn't hiding its cards. And to me, this hyperartificialty, where no room would ever actually exist this way, kind of ruins the experience for me. In a real escape room you have the excitement of trying to solve something as a group, after a few drinks, against a timer, etc -- and more importantly, you're interacting with the physical objects, turning handles, lining up locks, looking under vases; there are physical realities that make the artificiality of the setup irrelevant. But in a game, dropping me into a small space that is clearly set up as a puzzle to solve removes the thing that a game can bring to the table, while also not having the things a physical space brings to the table. And in a 3D space, there's just too much room for excess. Requiring me to do the same puzzle a half dozen times to move on is certainly a unique thing you get in a digital escape room that you can't in a physical, but it's also not something I've ever wanted out of a puzzle game. It's adding stuff for the sake of their being more stuff. I again found myself thinking the genre is better for its constraints, in this case of a 2D 'room' environment. The end result is that this is a game of click sequences, and, well, that doesn't really do anything for me. The game's main way of trying to compensate is by hiding teeny-tiny little stickers you have to find in each level, and ♥♥♥♥♥♥♥♥♥ does this not help the feeling of Sisyphean pointlessness I already was finding inherent to the basic premise. It might as well have us memorize long strings of numbers to unlock the next door rpgmaker style; tiny hidden things is the 3D puzzle version of that. I can recognize that a) one of the big selling points of this game is its coop features and room-building, which I respect as a thing people would really enjoy, and b) that people who are looking for games as low-stakes entertainment and not narrative probably do just want to figure out click sequences, and if you fall into those categories the production values here are really high and I get why it would be appealing. But the kind of things I personally look for in a game just aren't really here, and I'll likely stay away from 3D room games going forward.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 2.43/day in the week to Jul 30 → 1.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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*, Japanese*, Korean*, Simplified Chinese*, Traditional Chinese*, French*, German*, Spanish - Spain*, Portuguese - Portugal*, Portuguese - Brazil*, Spanish - Latin America*, Turkish* +1 more
Hours played at review time, across 913 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ahh
真正把线下密室逃脱完美搬上电脑的神作!所有东西都能拿起来翻来覆去看,细节做得特别到位,谜题逻辑在线,难度也刚刚好,不会太劝退也不会太简单。和朋友联机一起找线索、互相吐槽卡关,欢乐度直接拉满。创意工坊还有海量玩家自制关卡,玩几百小时都不腻。解谜爱好者、聚会开黑必入,性价比超高!
퍼즐푸는건 괜찮은데 퍼즐에 필요한 템찾는게 왜이렇게 힘들어
just think what i could of one with the 41 hrs ive wasted on this game
Can't launch game anymore after crossplay update. No response on forums or discord.
Fantastic game to play with friends i should note that there is a timer but it is only really for if you want the trophey otherwise you have unlimited time regardless of if the clock runs out
Jeśli lubisz escape roomy, ale Twój portfel albo znajomi nie zawsze współpracują — ta gra robi robotę. Klimat kombinowania, szukania wskazówek i tego jednego momentu: ‘czekaj… A CO JEŚLI TO DZIAŁA?’ jest zaskakująco dobrze przeniesiony do wirtualnego świata. W kooperacji bawi jeszcze lepiej, bo połowa zabawy to wspólne główkowanie, a druga połowa to przekrzykiwanie się, kto coś przeoczył. Bardzo przyjemny sposób, żeby poczuć klimat escape roomu bez wychodzenia z domu i płacenia za godzinę stresu.
谜题没有新意,纯折磨人,玩了几关就无聊了
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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