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Meet the Builders #2 - Cico

[h2]Meet Cico![/h2]

Welcome back to our "Meet the Builders" series, where we delve into the creative minds behind some of the most remarkable room designers in Escape Simulator. Last time we talked with Zesty and now it's Cico's turn!

Today we are putting the spotlight on Cico, who's known for some of the spookiest rooms ever to be created in our in-game Room Editor. Cico is one of the veteran builders from our community, who made the Little Emily series, The Motel II, Grandma's Kitty and many other excellent rooms! Now without further ado, it's time to meet the builder!

[h2]Can you tell us a little bit about yourself and how you got into playing Escape Simulator?[/h2]
Hi, my virtual name is Cico, my real name is Anton, I'm French and I've been playing Escape Simulator since October 2021. Escape rooms have become a passion of mine since my first one in 2015. I've been working in a French escape game for two years now.

For some time I've been looking for a game that would allow me to create my own rooms and share them with other players. Escape Simulator became an obvious choice when I saw all the possibilities it could offer. And it has to be said that in a video game, there's no need to reset the room and tidy up after the players have gone through ahah. 😄


[h2]What inspired you to start designing rooms in the game?[/h2]
After creating games and scenarios in real life, I needed a place where I could realise my greatest follies in a simple and inexpensive way, to take my ideas and scenarios from paper to virtual in a simple and intuitive way. When I discovered all the possibilities offered by the game and the constant support of the developers, I was immediately won over. I think it's the steam purchase I've hesitated least to make in the last five years.

[h2]You are known to make some very spooky rooms and the name ‘Emily’ even sends shivers down the spines of many Escape Simulator players. How do you manage to effectively scare people every time? 👻[/h2]
First of all, I'd like to apologise to all the Emily's who must hate me by now. 😅
I think the most important thing is to focus on the story and the atmosphere. The fear doesn't just come when you're walking down a corridor and something pops up in front of you, but also when you have to open a heavy wooden door, it opens slowly and you have no idea what might be waiting behind it, hiding in the shadows and seemingly watching you for a long time. Playing on phobias, giving "the fear of being afraid" are important elements that give the player a feeling of never really being safe.


That name still sends shivers down our spines...

[h2]Out of all the people you managed to scare with your rooms, which one are you most proud of and why? 👀[/h2]
I've been lucky enough to see several steamer or youtube videos on my rooms, and the DisguisedToast and Valkyrae videos are still hilarious moments for me. But I think the people I'm most proud of having scared or impressed are my close friends who test my rooms first and I love seeing their reactions. They know me and they're hard to surprise, so it's always a source of pride for me to impress them.

[h2]Can you walk us through your process of creating a room? (you sketch on paper, what tools, how you start)[/h2]
I usually start by putting my first ideas down on paper. First I think about the theme, the setting and above all the story. Once my ideas are clear, I think about the puzzles that might fit the story and the complexity I want the play to have. It's after these steps that I finally launch the game for some long and exciting hours of construction. I often change everything in the middle of construction, give up and start again from scratch, but I always get the same joy out of writing and designing a room. There's also a whole creation process that takes place on the side, with the images, clues and textures being put in place using photoshop and other software for the sound.

You'll just need to take care of grandma's kitty. What could possibly go wrong?

[h2]Even though you are known for your spooky rooms, you also created a bunch of rooms that were more light-hearted in tone like Grandma’s Kitty. In which ways does your process for these rooms differ from your scary rooms?[/h2]
In reality, it's not so different from the horror rooms. The difference is mainly in the design of the atmosphere. Of course, seeing blood running down the walls of a little grandmother who just wants to feed her cat would be strange…

I like to put little references to my past and future rooms in each adventure.
For me, rooms that don't have a horror theme are always more complicated to design. It's harder to convey emotions, but I like to put a little moment of suspense in all my rooms. Players who have played Grandma's Kitty may remember a little mouse that startled them.


[h2]What are some of your favorite rooms you've created so far, and what makes them unique?[/h2]
It's hard for me to choose but I'd have to say Grandma's Kitty and The Motel II are my favourites. I loved working on Grandma's Kitty with a colleague and friend to design the story and puzzles, it was rewarding to share ideas and design a fun room. For The Motel II it was a pleasure to rework an old room that had appeared in 2021, to revise the atmosphere, improve the puzzles and add the game's new technology. This room also allowed me to try out a new way of telling a story and to work more on the narration.

The Motel II turns a spooky classic into an even spookier place than before!

[h2]How do you come up with the themes and puzzles for your rooms?[/h2]
I find them in my dreams in the morning, by watching films, reading commentaries or talking to players at work. I'm also lucky enough to have a colleague at work who's full of crazy ideas.

[h2]What do you think are the key elements to creating a challenging yet enjoyable escape room?[/h2]
The most important thing is the story, the puzzles and the atmosphere. You have to be able to bring these three elements together for the whole thing to work. You don't want it to be too complicated, but you want to keep it fun and find ways to surprise players. It's also very important to follow players' opinions when publishing the room. Fix bugs (because there are always bugs that you wouldn't have thought of).

[h2]What are some tips and tricks you can share with players who want to try their hand at designing rooms in Escape Simulator?[/h2]
I'd say the most important thing is to take your time and make sure everything is as elaborate as you imagine it to be. Don't rush to get a piece out quickly, but apply yourself, as mentioned above, to the story, the puzzle and setting the atmosphere.

[h2]What are some lessons you’ve learned the hard way as a creator for Escape Simulator?[/h2]
I've learned that most players don't like rooms that are too complicated or too long. In my "Alton Manor" room, I wanted to create a multi-story adventure, but I realized that it was too easy to lose players in the space. I wanted a "difficult" room, and I think I've made the puzzles a little harder than I'd intended. It's a room that will appeal to players who like challenges and long rooms, but will confound players who want a fast-paced adventure.

[h2]Can you share any memorable experiences or funny stories that have happened while you were designing or playing your escape rooms?[/h2]
I'll call this story "the sprinkler sprinkled". After a month-long break from designing a horror room, I'd totally forgotten where I'd put half the screamers in the game. Thinking I'd deactivated them, I launched the simulation on the editor and screamed every time a little girl called Emily appeared. I ended up removing the sound and elements from the game for the day, so that I could continue working on the room.

[h2]What are some of the nicest reactions or interactions you’ve had with people who played one of your rooms?[/h2]
I love watching streams of the game and I'd say that any time I can interact live with players in the room is a fun interaction. I also love to see my friends testing my rooms live on discord, it gives me immense joy and pride to listen to their reactions. Their laughter, their comments or their shrill cries (I'm sure they'll recognize themselves reading this)

[h2]What do you feel has been your greatest ‘Escape Simulator accomplishment’ so far?[/h2]
I don't know... maybe I'll say this interview and all the comments I can read on steam and discord. It's always a pleasure to know that we've been able to bring emotion to players, that we've made them laugh, that we've scared them, that we've made them think for a long time about an enigma or that we've allowed them to have a good time with friends.

[h2]Are there any features you would like to see added to the room editor in future updates?[/h2]
There are three features that interest me more than anything else. The first, for me, a fan of horrific rooms, would be a controllable flashlight that would make it possible to create truly dark rooms where only the player could light up, and give us, the sadistic room designers, the possibility of turning it off or making it blink in the worst (or best) moments of the adventure. The second, more open, would be the possibility of adding short videos, and the last, which is close to my heart, would be to add a translation tool that, depending on the version the player has chosen in the settings, would display a different, translated texture or sound, as with the clues, for example (as I am currently trying to do in my rooms but in a way that is more accessible to everyone).

[h2]Are there any other room designers in the game whose work you admire or draw inspiration from?[/h2]
I confess that I don't play much in the workshop room, but rather enjoy designing them. In the few rooms I've been able to play alone or with friends, I've enjoyed Robin's Immortal Canvas, Zesty's The Devilish Diorama and namo_krub's Karakuri Castle. This game is full of talent and people with overflowing imagination to create more and more surprising rooms.

[h2]What are your future plans for designing rooms in Escape Simulator? Do you have any big projects in the works? ;)[/h2]
I've got a LOT of projects on the go, room redesigns, rooms already teased on the network (Pirate, Magic...) and I'm gradually making progress on the rooms I'm happy with. But I'm happy to announce that I'm working on an even crazier Grandma's Kitty sequel, and an even more disturbing The Motel room continuity. I'm also working on a "tutorial" room with assets for new players wishing to start creating rooms.

Among all these rooms, I'm planning to release a big project that's particularly close to my heart, a room that's got nothing to do with what I'm used to releasing until now. It will be not only a room, but also an immersive experience that will play on a range of emotions such as fear, joy and sadness, and where narrative will be the main focus. It's still too early to say more about this adventure, but I can't wait to tell you all about it.

Thank you for giving me the opportunity to answer these questions in your "Meet the Builders". I look forward to seeing the evolution of this game and all its talented creators. I also thank you for giving us a game and a space for unlimited imagination, and for giving us the opportunity to share that imagination with player.


Thank you for taking the time to tell us all about your process, Cico. We are looking forward to all of the exciting new projects you've got in store for us!

Want to talk to some of the room builders from our community yourself? Or maybe you've been thinking about becoming a room builder yourself, but you don't know where to start? Well, if that's the case, be sure to join our official Discord server or come talk to us on our subreddit. We hope to see you there!

[h2]Pine team ♥️[/h2]

The FREE Portal Escape Chamber DLC is OUT NOW!👨‍🔬

Attention all Aperture personnel,

The day has finally come for you to (re-)enter the highly esteemed Aperture Science Laboratories! We expect you all to achieve many great things within these chambers, which are of course packed to the brim with all the resources necessary for you to escape do science stuff. Of course, any and all major scientific breakthroughs will be duly celebrated with some scrumptious lab rat treats cake. Not a lie!

[previewyoutube][/previewyoutube]
We are thrilled to announce that the wait is finally over, because the Portal Escape Chamber DLC (approved by Valve!) is out now! This means that anyone who already owns a copy of Escape Simulator can now add this free DLC to their library on the official store page. Don't own a copy yet? You're in luck, because Escape Simulator is currently on the biggest sale ever with a 33% discount!

https://store.steampowered.com/app/1435790/Escape_Simulator

[h2]Science isn't about WHY, it's about WHY NOT! 👨‍🔬[/h2]

Picture this: a minor workplace mishap has led to a complete lockdown within the Aperture facility, and you and your fellow scientists find yourselves trapped within the labs. When life gives you lemons… you strap on your thinking caps, lace up those metaphorical puzzle-solving shoes, and dive into a maze of mind-bending puzzles. Safety protocols be damned!

Team up with up to nine other scientists to strategize, and put your ingenuity to the test as you navigate through meticulously crafted puzzles and intricately designed test chambers lab rooms. Who knows, maybe you’ll even be rewarded with a flour-based confection for all your efforts!🎂

With the new Portal DLC out, we’re looking forward to our next major milestone, Escape Simulator VR! In this VR version, you will be able to play all the rooms from the base game as well as all the community-created rooms. So wishlist it now as it helps us greatly!

https://store.steampowered.com/app/2440240/Escape_Simulator_VR

Of course we still have a lot of additional updates and much more exciting news planned for Escape Simulator, so we hope you'll continue to look forward to that! In the meantime, have a quick look at our updated roadmap for 2023. What could possibly be hiding behind those last two images? 👀



[h2]So how are you holding up? 🥔[/h2]

There’s a lot more exciting news on the way, so keep those portals primed, and those cubes cuddled, and be sure to keep in touch on our channels for more updates! Love the game and want to talk to other players and room builders? Then please consider joining our official Discord or subreddit! In the meantime, we’d like to thank you all again for your unwavering support. We hope you enjoy this update as much as we do, and we cannot wait to hear what you think about it!

[h3]Pine team 💟[/h3]


[h2]Full changelog:[/h2]
New Content:
  • New DLC: Play Escape Chamber for free!
  • Portal themed outfit in character customization
  • Added preview save system for Escape Chamber
Fixes:
  • Zoomable is not defined as Shared Zoom anymore in coop.
Room Editor:
  • Now you can search for props you placed in your rooms! Just press ‘Ctrl + Space’ while you’re in the Room Editor.
  • Added Ceiling and Floor props!
  • Competitor Targets in the Puzzle logic prop are no longer triggered in singleplayer, only in multiplayer!
  • The Display logic prop physics collision removed
  • Added floor and ceiling props for Portal

Our top community room picks for Summer '23!

[h2]Looks like my summer vacation is over... 🌅[/h2]



Wait, it's september already? Where DOES the time go? As some of the more dedicated players (and builders of course!) may have noticed, we unfortunately missed out on our August edition of the monthly community room picks due to a well-deserved holiday break. That's why this month, we would like to make it up to you all with an XL-sized Summer Edition of our monthly picks!

But before we get into the very best creations of the past few months, we would once again like to direct your attention to the free Portal Escape Chamber DLC, which is releasing in two days! We are incredibly proud of this brand-new room, which was officially approved by Valve and we can't wait for all of you to play it. If you haven't done so already, it would help us immensely if you could add the free Portal DLC to your Steam wishlist by going to the dedicated store page via the button below! ✨

https://store.steampowered.com/app/2000170/Escape_Simulator_Portal_Escape_Chamber

Now, let's get right into things as we reveal some of our very favourite community rooms that were published this Summer. There were a LOT of incredible rooms to pick from, so we hope you're ready!

[h2]Such a peaceful garden... 🍃[/h2]



We're kicking off this Summer Edition of the monthly picks with Chronicles of the Forgotten Wisdom - Ch. III by GG3L, which takes place in a beautiful garden filled with secrets! But not all is as it may seem, as this garden is filled with optical illusions and enigmas for you to decipher. Be sure to check this one out!

[h2]Are you up for a challenge? 🧠[/h2]



Looking for some deceivingly tricky puzzles that will have you racking your brain? Then you can always rely on room builder Wollo to scratch that itch! This definitely goes for his latest room Neon, which has you solve a series of mind-bending puzzles in what seems to be some sort of hyper-futuristic dataspace. A big departure from Wollo's last room Joe's Garage, which deserves an honorable mention for telling a truly gripping and emotional story. Fun fact: Wollo also helped us out with the puzzles for the hard mode version of the Versus Room!

[h2]This labyrinth is a-maze-ing![/h2]



Still in need for another sequence of intricately designed puzzles? Then be sure to check out The Crystal Labyrinth by Leo as well! In this titular labyrinth, you will need to collect multiple crystals by solving a series of puzzle rooms, with each one being slightly more devious than the last one. Puzzles galore! 🧩

[h2]All bets are off! 🎲[/h2]



Time for a completely different type of setting now, because Burgle Battle at the Canary by Crusty White Dog takes place at a grand casino! You're not just here to gamble though, because you have entered The Canary with a much bigger prize on your mind: The prestigious Canary Diamond! Chances are, you won't win this prize through fair play alone. 😉

[h2]Have you been studying well? 📖[/h2]



Leave it up to MelonVerse to create a truly magical room with some excellent visuals! During the Potions Class Semester Test you will need to prove that you can brew up tonics and potions like no other wizard could before. What's especially interesting about MelonVerse's latest creation, is that it has randomized puzzles! This means you can technically replay this room in 362880 unique ways. No cheating your way through this semester test!

[h2]A worthy tribute to a classic pirate game! 🏴‍☠️[/h2]



At Pine Studio, we absolutely love ourselves a good old Point & Click Adventure game. So when it comes to this genre, you simply HAVE to pay respect to the Monkey Island series. That was exactly what room builder CuberToy set out to do while creating The Barbery Coast! This room is chock-full of references to this classic series and it perfectly represents the visual style of The Curse of Monkey Island in a 3D environment. We love to see it! 🏴‍☠️

[h2]An enchanting garden! 🦋[/h2]



If you've ever played one of Robin's rooms before, you will know that the voice acting and room design are undoubtedly going to be absolutely stellar. The Glass Garden is a visually stunning room taking place in a magical garden, in which you will need to undergo four trials relating to the four elements. It goes without saying that if you enjoy great room design and intricate puzzles, that you should definitely check this one out!

[h2]Ready to enter the Aperture Science Laboratories? 👨‍🔬[/h2]

And that's it for this very special edition of our monthly picks! We hope these seven excellent rooms are enough to keep you busy until the free Portal Escape Chamber DLC launches next Thursday (September 7th!). As always, we hope you'll enjoy these rooms much as we did! If you would like to talk to some of the amazing builders from our community, then sure to join us on our official Discord or come talk to us on our subreddit. We hope to see you there!

[h3]♥ Pine team[/h3]

Find out who won 💵$2000💵 in the Build-a-Room #4!

Hey there Builders!
The past few weeks have been incredibly exciting for us here at Pine. Your enthusiasm and participation in the Build-A-Room #4: Versus Challenge have been nothing short of amazing. It's been a wild ride full of creativity, jaw-dropping designs, and fierce competition. Now, the moment you've all been waiting for has arrived—the winners are here!

[h3]🥇 First Place:[/h3]
Congratulations! You've nailed it with an exceptional room. Your prize is $2,000 in cash and an escape room board game by PostCurious.

[h3]🥈 Second Place (It's a Three-Way Tie!):[/h3]
Amazing work, all of you! Each of you will receive a $100 Steam gift card and an escape room board game by PostCurious.

[h3]🏅 Winners #4-10[/h3]
Well done, folks! Each of you gets a $100 Steam gift card.
👏 A big shoutout to everyone who participated. You've outdone yourselves with creativity and ingenuity, and we couldn't be prouder.

📺 Winning Ceremony Recap
Missed the live ceremony? Don't worry, catch the replay here:
[previewyoutube][/previewyoutube]
💡 What’s Next?
Keep an eye out for the next Build-A-Room challenge! More awesome prizes and excitement are in the pipeline.

Huge thanks to all of you for making this competition an unforgettable experience!

Cheers,
Pine team

Escape Simulator is getting a free Portal cross-over DLC

Pine Studio have announced that their popular puzzle game Escape Simulator is getting a Valve-approved Portal themed free DLC with Escape Simulator: Portal Escape Chamber.

Read the full article here: https://www.gamingonlinux.com/2023/08/escape-simulator-is-getting-a-free-portal-cross-over-dlc