I’ve tried more than a few at-home escape room experiences over the years, some fun, some forgettable, some best left sealed in their envelopes forever. Still, Escape Simulator 2 is the first that genuinely captures the buzz of stepping into a physical escape room.
That little thrill when the door shuts behind you and suddenly every book, every lever, and every misplaced candle feels like a clue? This game bottles that feeling beautifully.
Developed by and published by Pine Studio, Escape Simulator 2 is a sequel to the best-selling escape room game, bringing a fresh take on first-person puzzles with a variety of new rooms to explore solo or with friends.

Where many puzzle games spend far too long warming up, Escape Simulator 2 wastes no time. You spawn directly into the room, look around, and immediately start thinking,
“Okay… what here is going to betray a secret?”
There are no story-heavy intros, no tutorial fluff… Just you, a room full of mysteries, and three wonderfully distinct themes: the gothic shadows of Dracula’s Castle, the sleek sci-fi tech of Starship EOS, and the ramshackle charm of The Cursed Treasure.
An Escape You Can Actually Touch
Despite the lack of cutscenes, the rooms flow into one another with surprising cohesion, almost like you’re progressing through themed chapters. It’s subtle, but it works.
One of the greatest strengths of Escape Simulator 2 is how tactile everything feels. You can pick up piles of objects, spin them around, drag furniture, examine scraps of paper, and hoard tools like a goblin.

It all adds up to a sense of being physically present in the space. Important items stand out just enough to feel fair while still encouraging you to scour ceilings and corners for stray clues.
The game is constantly nudging you to poke around, to overthink things, to try something silly “just in case.” In other words, it nails the spirit of escape rooms.
Up to eight people can play together, although I agree that the rooms feel most balanced with two to four players. Still, the fact that the game supports that many without devolving into total madness (well… too much madness) is impressive.
A Fresh Coat of Paint… Mostly
Escape Simulator 1 was stylishly cartoony, but the sequel pushes into darker, more detailed territory. Dracula’s Castle is atmospheric, Starship EOS looks convincingly futuristic, and the pirate caves feel like set pieces you’d expect to see at a theme park.

That said, the game isn’t without quirks. Clipping into teammates’ bald heads, sudden perspective shifts, and missing animations occasionally snap you out of the moment. It’s minor, but noticeable.
Still, if slightly janky animations are the price we pay for fully co-op 3D rooms with this level of interactivity, I consider it an acceptable trade.
Hints, Glitches, and Growing Pains
The hint system is clever in concept, creating shareable clue notes, but sometimes refuses to participate, especially in puzzles that really should offer guidance. There were moments where we needed a nudge, and the hint system simply shrugged its shoulders.

But honestly? This feels fitting. Real escape rooms have their own brand of jank. A stiff lock, a missing clue sheet, a puzzle that feels like it was added last minute. Here, the occasional hiccup feels almost… authentic.
And with DLC already planned and a massively expanded Room Editor (the first game spawned over 4,000 custom rooms), the future of this community is bright.
Escape Artists Wanted
Escape Simulator 2 doesn’t reinvent the escape room genre. It perfects the formula its predecessor started.
The puzzles are satisfying, the environments are imaginative, the co-op is joyous chaos, and the potential for community creations is practically limitless.

Sure, there are rough edges. But the core is strong, polished, and packed with charm.
Escape Simulator 2 is easily one of the most enjoyable puzzle games of the year, and a near-essential experience for escape room fans… digital or otherwise.

The game is called Escape Simulator 2 (not Academy) 😅 nice review!
Hi,
I have edited the error for this review. This should be showing correctly now.
Dan
It is fixed now….
Whoops… I made the mix-up earlier and forgot to change the title