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Escape Simulator News

Escape Simulator Update: Now on Meta Quest!

With the Meta Quest release, we’ve also updated the Steam version (v33780). This update includes new features like brightness adjustment, automatic language detection, better VR interactions, and plenty of bug fixes to improve your experience.

General Improvements
  • Meta Quest Version Released: The game is now available on Meta Quest 2 & 3!
  • Brightness Adjustment: Added an option to customize game brightness.
  • Automatic Language Detection: The game now automatically sets the language based on your system settings upon first launch.
  • Steam Deck Support: You can now quit properly on Steam Deck when running on Linux Proton.
  • Updated Steam SDK: Integrated the latest Steam SDK for improved compatibility.
  • Improved Dark Mode: Enhanced dark mode with a new background video.
  • Visual Enhancements: General theme improvements across the game.


Bug Fixes:
  • Fixed an issue where lobby codes were not displayed in the "Can't find lobby" pop-up.
  • Resolved a bug where no button was selected when using a controller after failing to join a lobby.
  • Fixed controller navigation for walkthrough buttons.
  • Resolved an issue where the character in the main menu would incorrectly appear.
  • Fixed item rotation freeze in multiplayer when taking an item from a slot filled by another player.
  • Addressed a memory leak in Workshop rooms related to audio management.


VR Improvements
  • Customizable VR Hover Time: Added an option to adjust the hover time needed to show VR item info.
  • Enhanced Manual Interaction: Improved manual interaction with joysticks.
  • "Reconnecting" UI: Added a clear "Reconnecting" message when players disconnect during multiplayer.
  • Precise Interactions: Interactions with slidables are now more accurate in VR.
  • Improved Pop-up Messages: Enhanced clarity and added better animations to pop-up messages.
  • Token Pickup: Improved positioning of the token pickup message in VR.
  • Vignette Effect: Enhanced rendering of the VR vignette effect.


Bug Fixes:
  • Fixed an issue where changing game language didn’t update item names in the VR trashcan.
  • Resolved a black screen bug when failing to join a lobby in VR (e.g., when host puts down headset).
  • Fixed a bug where slot object names would appear incorrectly when hovering with an item in community rooms.
  • Resolved an issue with "Slot" gizmos being visible in mirrors and inventories in community rooms.
  • Level Improvements
  • Token Accessibility: Fixed tokens that were previously unobtainable in certain levels (Lost Spirits, The Underground Lab, Leonardo's Workshop).
  • The Attic (Globe Puzzle): Improved UX—now displays the last pressed button to avoid confusion.
  • The Top (Level Exit): Added a proper exit when finishing the level.
  • Tutorial: Fixed localization issues.
  • The Attic (VR): Enhanced Jack-in-the-box interaction.
  • Space Walk (VR): Player helmet is now correctly positioned.
  • Improved Readability in VR: Increased item sizes in certain levels (The Library, The Attic, The Lab, The Lobby) for easier reading.
  • Adrift in Space (VR): Text on tablets is now enlarged in VR for better visibility.
  • Special Interaction Hints (VR): Added clearer hints for special interactions in specific VR levels (e.g., rotating statues in "The Top," rotating pipes in "Space Walk").

Escape Simulator is Now Available on Meta Quest!

Hey everyone!

We’ve got some exciting news—Escape Simulator is now live as a standalone release on Meta Quest 2 & 3! That means you can now jump into your favorite escape rooms directly on your Quest, no PC required!

If you’re on Quest, it’s time to grab your headset and start solving puzzles in VR. 🧩🔍

➡️Escape Simulator on Meta Horizon Store

Here’s what you get:

  • Single-player and Multiplayer Co-op: Enjoy Escape Simulator solo or gather your friends for an online co-op adventure for up to 10 players, though each level is ideally suited for groups of three.
  • Cross-platform Co-op Multiplayer: Escape Simulator supports Meta Quest 2, Meta Quest 3 and Steam version (flat of VR) in multiplayer co-op, ensuring seamless fun across platforms.
  • Full VR Integration: Experience intuitive movement with Meta Quest’s Touch Controllers, fully immersing yourself in the interactive environments.
  • Varied Play Modes: Choose to play sitting, standing, or in roomscale mode, adapting the game to your preferred play style.
  • Community-Created Content: Meta Quest users can also access a curated selection of the best community-created escape rooms, hand-picked by Pine Studio and ported to Meta Quest for VR.
  • Downloadable Content & Updates: Internet connection is required to access downloadable content, which includes regularly added rooms and puzzles, providing ongoing updates to keep the experience fresh and exciting.


[previewyoutube][/previewyoutube]

And finally, we want to thank our VR testers from Discord for their tremendous help, without whom the Meta Quest version would have been extremely difficult to achieve.

[h2]But wait! Take this FAQ before you go![/h2]

How much does the game cost on Meta Quest?
Escape Simulator for Meta Quest is priced at $19.99 USD or €16.99 EUR.

Will there be cross-platform multiplayer between Meta Quest and Steam versions?
Definitely!

Is the content of Escape Simulator identical to the PC version?
Yes, but at launch, the game will include 16 rooms, all of which are completely free.

When will the other rooms and DLCs be released?
Additional rooms and DLCs will be released over the next few months.

Why are you doing it this way? I want all the rooms right away!
We understand you'd like everything immediately, but optimizing larger rooms for Quest takes extra time to ensure they run smoothly, and we want to do it right.

I’m confused about the community rooms. What do you mean Pine Studio will be selecting them?
Since there's no way to link the Meta Quest version to Steam Workshop, Pine Studio will carefully curate the best community rooms and manually upload them to our server, where they will be available to Meta Quest players.

Can I create my own community room on Meta Quest?
Unfortunately, no. The Room Editor is currently only available on the Steam version of the game.

Will there be a discount for Steam owners of the game?
Unfortunately, we are unable to offer a discount for Steam players due to technical limitations.

Will Quest VR testers get a discount?
Our Quest VR testers will receive Escape Simulator for Meta Quest completely free as a thank you for their tremendous help.

As always, thanks for being the awesome community that you are, and happy escaping!

Pine Studio

The Collab: World Tour, Volume 1 is out now!

The much-anticipated sequel to The Collab: Museum, one of the most popular community-created rooms for Escape Simulator, has arrived!

Click the link below and start downloading!

https://steamcommunity.com/sharedfiles/filedetails/?id=3318371149

[previewyoutube][/previewyoutube]

[h2]A Journey Through History[/h2]



The Collab: World Tour, Volume 1 begins with the discovery of a grandparent’s old scrapbook, sparking an adventure that takes players through four historically rich and culturally significant locations:

  • The Palace of Minos in Greece
  • An Ancient Atrium in Rome, Italy
  • A Quaint Town Square in Germany
  • The Wat Arun Temple in Thailand


As the authors say, each location is designed to challenge players with puzzles deeply rooted in the history and culture of these iconic sites. Whether deciphering ancient scripts in Greece or unlocking the secrets of a town square in Germany, the experience promises to be both challenging and educational.

[h2]Crafted by a Talented Team[/h2]



At Pine Studio we can't stress enough how incredibly proud we are with our incredibly creative community. This project represents a collaboration between veteran builders in the Escape Simulator community, each bringing their unique expertise to create a cohesive and engaging experience.

Wollo crafted the intricate details of the German town square, Dr. Krank brought the Palace of Minos to life, apa-games meticulously recreated the ancient Roman atrium, and namo-krub designed the stunning Wat Arun temple in Thailand. The journey home was built by Brushstroke and Robin, providing a memorable conclusion to this global adventure.

Robin also created the story and provided the narration, adding depth to the experience, while Cryptic1 composed the atmospheric soundtrack that accompanies the journey. The entire project was managed by Brushstroke, GG3L, and Zesty Mordant, ensuring that every element came together seamlessly.

[h2]Accessible and Inclusive Gameplay[/h2]

The team says The Collab: World Tour, Volume 1 is designed to be accessible to a wide audience. It is colorblind-friendly, with sound recommended but not required to solve puzzles. In-game translations are available for all languages supported by Escape Simulator, making the adventure accessible to players around the world.

Suitable for all ages, the adventure can be played solo or with friends and takes approximately 1.5 hours to complete. It’s also playable on the Steam Deck with the “Half” textures setting.

[h2]The team[/h2]

This project was made possible by yet another incredible collaboration between the members of Escape Simulator community.

  • Germany: Built by Wollo
  • Greece: Built by Dr. Krank
  • Italy: Built by apa games
  • Thailand: Built by namo-krub
  • Home: Built by Brushstroke and Robin
  • Story: Created and built by Robin
  • Narration: Robin
  • Soundtrack: Cryptic1
  • Translations: Provided by Eureka Paprika, Robin, Wollo, and ChatGPT
  • Project Management: Brushstroke, GG3L, and Zesty Mordant


Other Contributors
Bartololomeo, Belgi, ChazzyB, Elkondo, Eureka Paprika, Franch, K8sparrot, & Melonverse

First-Class Beta Testers
Alice_inBlackParade, Aprikosengelee, Autumnlight91, Carson267, Jomaboe, Moe, Ravn

But wait! Wanna play previous Collab rooms, first? Say no more, fam!

https://steamcommunity.com/sharedfiles/filedetails/?id=2812287004

https://steamcommunity.com/sharedfiles/filedetails/?id=2985569031

[h2]Want to be a part of something great? Join our community![/h2]

Want to connect with the talented creators behind these epic works?

Join our community on official Discord or the official subreddit our subreddit.

New to room building? The official Escape Simulator Wiki is a valuable resource!!

[h2]Pine team[/h2]

Get this 94% rated VR escape room sim for less than a coffee

Humble Bundle is good for many things; raising money for charity, providing you with some big savings, and spotlighting more obscure games like Escape Simulator. This VR escape room game lets you and your friends puzzle it out without ever having to leave the house, and if you buy it through this bundle, it works out at just $1.43 / £1.12.


Read the rest of the story...


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Meet the Builders #4 - GG3L

Today, we have the pleasure of chatting with Mihail (AKA GG3L), a full-stack developer from Romania, who has made a significant mark in the Escape Simulator community through his impressive modding and scripting skills. Mihail's journey into the world of Escape Simulator began with a casual YouTube discovery that quickly turned into a passion. Since then, he has become an integral part of the community, contributing innovative LUA scripts and room designs that enhance the gameplay experience for everyone. Join us as Mihail shares his insights, experiences, and the creative process behind his engaging and intricate escape room projects.

Enigmas of the Nile

[h2]Can you tell us a little bit about yourself and how you got into playing Escape Simulator?
[/h2]
My name is Mihail, and I am a full-stack developer from Romania. I currently specialize in web-related application development but have also dabbled in game testing, software testing, game design, and development.

As for how I got into playing Escape Simulator, I was watching random YouTube videos and stumbled upon one about it. After watching it for a few minutes, I paused the video, went to Steam, and bought it. I've never stopped playing since.

[h2]Modding in videogames in general is a pretty fun way to expand on what the developer originally envisioned. But we really want to know what made you say: “Fine, I’ll do it myself”? :-)[/h2]

Chronicles of the Forgotten Wisdom - Ch. I

When I first started building rooms, I made it a rule to only use the editor logic. I thought it would be a fun challenge. After I eventually tried LUA for the first time, it became a new challenge. I spend a lot of time on the official Discord server and take note of what others are having trouble with or would like/need to be added to the game. I realize that most of these problems/requests aren’t a priority for the developers, as they have more important things to focus on, so I try my best to create the functionality and share it with the community.

[h2]Did you mod other games before, or Escape Simulator is the first one you started fiddling with?[/h2]

I’ve always had an attraction toward computers in general. I’ve started tinkering with them since I got my first one back in 2002. I first learned all of the “how not to do it” ways… the hard way. As for modding, I started with custom private servers and client modding for popular games of the era in 2005.

[h2]How do you approach the creative process when starting a new LUA script or escape room project? Do you begin with a concept, a puzzle, or something else entirely?[/h2]

When it comes to room building, I start with a simple idea. I then give it a name, a story, and a visual representation. If I’m happy with the result, I then start building puzzles. Scripting is different. When most people want to relax, they watch a movie, play a game, or do some other activity. I like playing around with the LUA API.

[h2]How did you first discover the potential for creating LUA scripts for Escape Simulator?[/h2]

I’ve played around with a lot of programming languages, but LUA wasn’t one of them. At first, I was reluctant to learn another one, but that quickly changed when I couldn’t find any other way to implement a feature for one of my rooms and realized it was extremely easy and fun to use.

[h2]What motivates you to continue developing and refining your LUA scripts for Escape Simulator? Are there specific feedback or experiences from our community that drive your work?[/h2]

I’ve always enjoyed helping people. All of the scripts I’ve shared were designed with the community in mind. Most people find coding intimidating, that’s why my scripts don’t require coding knowledge to be used and are configurable through the editor directly.

GG3L is an active community member on Pine's Discord server and often helps other members

[h2]Besides your own creations, are there any other LUA scripts on the Steam Workshop that you think are total game-changers for the Escape Simulator community?[/h2]

Thoroniul’s and apa-games’s work is some of the best out there. Thoroniul is the original LUA master, and apa-games, while relatively new to the community, has created some great things and also spent the time to create a detailed guide to help others get into LUA easier.

[h2]Were there any specific resources or tutorials that helped you learn LUA scripting for Escape Simulator?[/h2]

I think most people interested in trying LUA scripting, myself included, probably started with “Thoroniul's LUA Tutorial” as a guide.

https://steamcommunity.com/sharedfiles/filedetails/?id=2809817128

[h2]Are there any specific game mechanics or features in Escape Simulator that you haven't explored yet but are interested in experimenting with through LUA scripting in the future?[/h2]

I feel like I’ve almost reached the limits of the current API. I’m looking forward to the new update.

[h2]Every creator faces hurdles. What are some valuable takeaways you've gained through your experiences as a creator for Escape Simulator, especially those that were hard-earned lessons?[/h2]

Always test and playtest your projects thoroughly before publishing and make sure you always have backups that you can roll back to in case you ever need to.

[h2]If someone in the community is interested in getting started with LUA scripting for Escape Simulator, what advice would you give them?[/h2]

Start small and go up from there. It might look intimidating, but it’s not really that hard. You could think of using the editor logic props as a simplified form of coding and LUA as a more manual but less restrictive way of doing the same thing.

The guide created by apa-games is perfect for both beginners and experienced coders. If you have any questions or need help, the official Discord server is your friend. Someone will always be there to help.

Pine's Discord community member apa-games has created a famed Unofficial Escape Simulator LUA Guide. Check it out!

[h2]Has your experience with LUA scripting in Escape Simulator influenced your approach to other games or activities outside of the game itself? Has it sparked an interest in programming or scripting in general?[/h2]

I’ve been meaning to go back to game development, but could never find the time. LUA scripting was the answer to that problem.

[h2]Can you recount any funny moments, unexpected discoveries, or bursts of inspiration that happened while working on your projects for Escape Simulator?[/h2]

I once spent around 30 minutes trying to figure out why my script wasn’t working, only to realize that I accidentally deleted the script prop from the room. Some of my scripts were unexpected discoveries. I usually play around with the API, trying different ideas. There were multiple instances where I discovered something new or got new ideas while working on something completely different.

Possibly one of the most hilarious thumbnails you'll find for a LUA script.

[h2]Are there any upcoming projects or LUA scripts you’re currently working on that you can share with us?[/h2]

I do have some projects in the works, but they’re still in early development. As for scripts, the ones I haven’t already shared news about are part of the new Collab room.

Pine's Discord member Brush$troke has announced a new Collab room. Make sure to check out the previous The Collab: Museum.

https://steamcommunity.com/sharedfiles/filedetails/?id=2985569031&searchtext=collab

[h2]Do you have a favorite community room (or rooms) you've created so far?[/h2]

I don’t have a favorite one. I love and hate all of my rooms equally. :-)

[h2]And finally, can you name the 3 best rooms by other room builders?[/h2]

I’ve played a lot of great community rooms, but the first that come to mind are the ones created by Zesty and Cico. From both a technical and gameplay point of view, my favorite would be The Devilish Diorama.

https://steamcommunity.com/sharedfiles/filedetails/?id=2774254073&searchtext=the+devilish+diorama