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Escape Simulator 2: Dev Diary #1 - Room Editor

[p]Welcome to the very first entry in our Dev Diary series, where we take you behind the scenes of Escape Simulator 2 development. In these posts, we introduce new systems, tools, and features coming to the game. Today’s post is all about the new Room Editor. [/p][p][/p][p]It’s written by Filip, one of our programmers who’s been focused on improving the editor’s core functionality; from adding full 3D building support to streamlining workflows and making the entire creation process more flexible and intuitive.
[/p][hr][/hr][p]
Hey everyone! I’m Filip, a programmer at Pine, currently working on the new Room Editor for Escape Simulator 2. In this post, I’ll walk you through how we’ve improved the tools and workflows to help you build even more ambitious and creative escape rooms.[/p][p][/p][p]Escape Simulator is known for its endless supply of escape rooms, thanks largely to the built-in Room Editor that allowed the community to create thousands of amazing experiences.[/p][p][/p][p]Naturally, we want to make the process of creating rooms as easy, intuitive and enjoyable as possible, giving you the tools to build whatever you envision. Here are some of the major improvements we’ve made to world building.[/p][p][/p][p]Disclaimer: The user interface and features shown are work in progress and may change before the final release. What you see here does not represent the final quality or functionality of the game.[/p][p][/p][h2]Going 3D[/h2][p][/p][p]One of the most requested features for the original Escape Simulator editor was the ability to create walkable stairs, allowing players to move up and down in a space (for example, a house with multiple floors). However, due to limitations in the system for placing floors and walls, this just wasn’t possible.[/p][p]Screenshot showing Escape Simulator 1 Room Editor.[/p][p][/p][h2]Limitations in Escape Simulator 1[/h2][p][/p][p]While the ES1 building system was simple to use and easy to understand (which was great), it had several major limitations:[/p]
  1. [p]It only allowed floors to be placed on a single plane at Y = 0, locking the entire walkable area to one flat level.[/p]
  2. [p]Floors and walls were a separate system (not regular props), and once placed, they couldn’t be modified.[/p]
  3. [p]All floors and walls were always the same square shape, making it hard to create interesting terrain.[/p]
  4. [p]Creating a large area required placing many 1x1 floor tiles, which could be tedious.[/p]
  5. [p]Building far from the origin meant slowly clicking your way outward by placing more floors.[/p]
[p]The ES2 editor solves all of these problems.[/p][p][/p][h2]Introducing: Floor & Wall Props[/h2][p][/p][p]In ES2, floors and walls are no longer a separate system. Instead, they are regular props just like any other object you place, but with powerful editing tools that allow you to fully customize their shape and appearance. The old building system is completely gone. When you create a new room, it starts with a single floor and wall already in place.[/p][p]Newly created room in ES2 editor.[/p][p][/p][p]This change alone (treating floors and walls as props) solves issues #1 and #2. You can now freely position the floor anywhere and modify its properties. Since floors can now be rotated and moved, you can create ramps and stairs, finally unlocking the vertical Y-axis for fully 3D walkable areas.[/p][p][/p][p]A simple ramp in ES2 Editor.[/p][p][/p][p][/p][p]Actual, walkable and working stairs![/p][p][/p][h2]Editing Floors[/h2][p][/p][p]Although a floor may look like a simple prop, behind the scenes there’s a lot of complex math and procedural mesh generation happening, allowing you to modify the shape however you like. When you select a floor, you’ll see options to change its appearance, including textures. But the real power lies in the extrude options and the Edit button.[/p][p][/p][p][/p][p]Floor properties that allow you to change appearance and shape.[/p][p][/p][p]Clicking Edit puts you into shape-editing mode. Here's what the default floor looks like when clicked:[/p][p]White spheres/circles show all the points of the floor and blue lines show all of the edges.[/p][p][/p][p]You can drag points to reshape the floor, add points for more complexity, or remove points to simplify it.[/p][p][/p][p]Reshaping the floor in ES2 editor.[/p][p][/p][p]You can have as many points as you like and create virtually any shape. Even better, you can carve out holes and apply extrusion to turn it into a 3D shape.[/p][p][/p][p]Carving holes and applying extrusions to turn the floor into a 3D shape.[/p][p][/p][p]With this, we’ve solved:[/p]
  • [p]Issue #3 (limiting floors to square shapes).[/p]
  • [p]Issue #4 (tedious large-area creation, now it’s as simple as dragging a few points).[/p]
  • [p]Issue #5 (building far from the origin), thanks to the new grid-based placement system.[/p]
[p][/p][p]Don’t worry if editing isn’t your thing. We’re also providing pre-made floors and walls you can simply drag and drop into your room.[/p][p][/p][p]As for ceilings: in 3D spaces, the concept of a ceiling becomes redundant (since a floor above is also the ceiling below), so it's now unified. Just place another floor above if you want a ceiling.[/p][p][/p][h2]Editing Walls[/h2][p][/p][p]Everything described for floors also applies to walls: adding, editing or removing points, and applying extrusion. Under the hood, walls and floors are the same system, just rotated.[/p][p][/p][p]But there’s more. Walls support a carving system. Built on top of the hole-carving tech used for floors, it allows you to place props like doors and windows, and the wall will automatically carve a hole for them.[/p][p][/p][p]A brand-new carving system allowing you to easily add doors and windows.[/p][p][/p][h2]Grid System[/h2][p][/p][p]Precise placement of props, floors and walls is crucial for the feel of a room. That’s why ES2 features a fully customizable grid system.[/p]
  • [p]By default, each square is 1x1, but you can change this.[/p]
  • [p]Any action involving positioning (like placing a prop or editing floor points) can snap to the grid.[/p]
  • [p]You can also change the grid’s color, or disable it entirely if needed.[/p]
[p][/p][p]GIF showing a brand-new grid system in ES2 Editor.[/p][p][/p][h2]Walkable Area (Nav-Mesh) Visualizer[/h2][p][/p][p]In the ES1 editor, it was impossible to clearly see where the player could walk. If you placed an obstacle, you had to test it in play mode to find out whether it blocked the path.[/p][p]With ES2’s more complex 3D spaces, this issue could have become even worse. That’s why we’ve added a walkable area visualizer in edit mode.[/p][p]It helps you easily see:[/p]
  • [p]Which areas are walkable.[/p]
  • [p]Which are blocked by props.[/p]
  • [p]Whether a passage is too low, and more.[/p]
[p]Here is what it looks like in action:[/p][p]Room without walkable area visualization.[/p][p][/p][p]Room with walkable area visualisation (blue area shows exactly where the player can walk in-game).[/p][p][/p][p]That's it for now. We can’t wait to see what you’ll create with all the new tools we’ve built! The world of Escape Simulator 2 just got a whole lot bigger, and a whole lot more vertical![/p]

Escape Simulator 2 to be Steam Deck optimised for Proton on Linux - releases in October

Pine Studio have confirmed their plan to launch Escape Simulator 2 in October, with a note about Steam Deck / Linux support.

Read the full article here: https://www.gamingonlinux.com/2025/06/escape-simulator-2-to-be-steam-deck-optimised-for-proton-on-linux-releases-in-october/

Escape Simulator 2 is coming on October 21st, 2025

[p]The wait is almost over,[/p][h3]Escape Simulator 2 will officially launch on October 21st, 2025![/h3][p][/p][previewyoutube][/previewyoutube][p]Make sure to wishlist the game and try out the demo available right now! [/p][p][dynamiclink][/dynamiclink][/p][p]Yesterday we held a special release date announcement stream that you can watch below. We're thrilled to finally announce the date and can't wait for you to experience the full game. [/p][previewyoutube][/previewyoutube][p][/p][h3]Now, let's switch to some of your most pressing and interesting questions:[/h3][p][/p][p]Q: VR When?
A: We plan to add full VR support, but we don’t have an exact timeline yet. It will likely be added after release. [/p][p]Q: Will there be an opportunity to pre-purchase the game?
A: It would be great if pre-purchase were possible, but that's entirely up to Steam and typically reserved for extremely popular titles.[/p][p]Q: Will you still focus on content for Escape Simulator 1? A: Absolutely. We’re currently developing paid DLC planned for release this year and we recently launched the a free room, Detective Noir.[/p][p]Q: Is an Escape Simulator 2 Community Contest planned?
A: Yes! We’ll host a major Room Builder contest right after the game’s release.[/p][p]Q: Will there be puzzles requiring hearing?
A: No. We’re committed to accessibility and ensuring all puzzles can be solved without relying on sound.[/p][p]Q: Is Escape Simulator 2 a horror game?
A: Not at all! Although it has a darker atmosphere, you won’t encounter horror, gore, or jumpscares.[/p][p]Q: How many players can join together?
A: Same as in Escape Simulator 1: up to 8 players can play simultaneously.[/p][p]Q: Will there be microtransactions?
A: No microtransactions are planned. We aim to keep the monetization straightforward and affordable.[/p][p]Q: Will jumping be included?
A: Jumping won’t be a part of Escape Simulator 2, as the gameplay is specifically designed around puzzle-solving in carefully designed rooms, avoiding unintended shortcuts.[/p][p]Q: Why shift away from the cartoon look?
A: The updated visual style allows us to explore new creative avenues and develop innovative puzzles.[/p][p]Q: Can we transfer community rooms from ES1?
A: Not directly, but we're working on a tool to help migrate community-created rooms more seamlessly to ES2.[/p][p]Q: Will there be stairs?
A: Yes! Vertical exploration will be part of the new design.[/p][p]Q: How many rooms will the full game include?
A: Initially, there will be 12 detailed rooms across 3 distinct themes, each taking about 45–60 minutes to complete. We also plan to add two additional rooms shortly after release, along with ongoing free and paid DLC.[/p][p]Q: Will the game support controllers/gamepads?
A: Yes, we're already testing and perfecting full controller support.[/p][p]Q: Will there be a console release?
A: For Escape Simulator 1, console versions for Nintendo Switch, Xbox, and PlayStation are still being developed. For Escape Simulator 2, our primary focus is Steam, but we intend to bring it to consoles faster this time around.[/p][p]Q: What about Linux and Mac support?
A: A Mac version is planned. For Linux users, we'll ensure compatibility through Proton, optimizing for Steam Deck support from day one.[/p][p]Q: How is the Room Editor in ES2 compared to ES1?
A: It will feel familiar but significantly upgraded, with new systems, extended LUA support, and an improved UI based on community feedback.[/p][p]Q: Will there be an in-room text editor for dialogs?
A: We are developing something in that area but can't confirm specifics yet.[/p][p]Q: Can we customize our characters extensively?
A: Yes! Expect diverse hairstyles, body shapes, and outfits, allowing you to recreate even your wildest character designs.[/p][p]Q: Any collaborations already planned?
A: Yes, but we're keeping the details secret for now![/p][p]Q: Any inspirations taken from ES1 creators?
A: Definitely! Creators like Zesty, Elkondo, Wollo (e.g. his room "Joe’s Garage"), and Sade (who helped us with Magic DLC) have inspired many puzzles. We continuously watch community trends closely.[/p][p]Q: Are the demo character models final?
A: No, they're placeholders. Completely new character models are currently in development.[/p][p]Q: What about rebinding controller buttons?
A: We can't confirm this yet, but it’s something we're looking into.[/p][p]Q: Will Versus Mode return?
A: Likely not, as our focus has shifted to other multiplayer experiences.[/p][p]Bonus Fun Question:[/p][p]Q: Zesty, when is Devilish Diorama 3 coming?
A: Sometime this year![/p][p][/p][p]If your question wasn’t covered here, feel free to ask us in the community forums or Discord.[/p][p][/p][p]-Pine[/p]

Escape Simulator 2: Release Date Reveal + Live Q&A

[p]The wait is almost over. We’re finally ready to reveal the release date for Escape Simulator 2. Join us live during Steam Next Fest on June 9 at 10 AM Pacific / 7 PM CEST for a special developer stream. We'll stream here on Steam but also on our Twitch channel.
[/p][p]Tune in for a live Q&A, a behind-the-scenes look at how we build our escape rooms, and your first glimpse at a few brand-new rooms that haven't been shown anywhere before. If you've ever wanted to ask us if we are working on the stairs or "VR when?", now's your chance![/p][p][/p][p][dynamiclink][/dynamiclink]The demo is already available, so try it now and join us live to learn more about what's coming in Escape Simulator 2.

-Pine team[/p]

Escape Simulator 2 – 200,000 Wishlists, Demo Hotfix & First Awards!

Escape Simulator 2 just hit 200 000 wishlists!!

A huge thank you to everyone who’s added the game to their wishlist, played the demo, sent in feedback, or helped report bugs. Your support and insights are helping us shape the game every day. 💟

[h3]🏆We Won Our First Awards![/h3]
Escape Simulator 2 just picked up its first awards at Reboot Develop. The game was honored with Game of the Year (the best game of the conference) and Visual Excellence, and our team also received the Street Hero Award!

We're incredibly touched and grateful for the recognition. Massive thanks to the Reboot Develop team for another fantastic conference and for celebrating indie developers like us.

[h3]🩹Demo Hotfix v813X[/h3]
This update focuses on improving stability and fixing several key issues that popped up since the demo launch:
  • The game now launches in DirectX 11 by default, which should fix several crash issues – especially the one on startup and the crash near the well.
  • DirectX 12 is still available but must be launched manually by adding "-dx12" in the launch options.
  • The chessboard puzzle has been temporarily locked while we work on a fix.
  • Doors no longer trap players (unless it’s on purpose!).
  • Mirror mode now works correctly.
  • The moon key can no longer be picked up too early.
  • Solo players will no longer spawn inside the carriage.
  • Added more bugs to fix later.
  • Additional performance optimizations and minor fixes.

The game is still in alpha, and we're actively working on performance, polish, and stability leading up to release. We’re listening closely, so keep the feedback coming!

Thanks again for helping us test the demo. More updates and announcements are just around the corner.
– Pine team