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Dev Diary #3 - LUA Scripting in Room Editor 2.0

[p]Welcome to another entry in our Dev Blog series, where we take you behind the scenes of Escape Simulator 2 development. These posts will introduce you to new systems, tools, and features.[/p][p]Today’s post is written by SuperJura, one of our lead programmers. He worked on many of the game’s core systems, including the complete implementation of Lua scripting in Room Editor 2.0.
[/p][hr][/hr][p][/p][p]⚠️ Note: You don’t need to know any coding to build rooms in Escape Simulator 2. The Room Editor is designed to be simple and intuitive for everyone. Lua scripting is an advanced feature, meant only for our most dedicated room creators who want to push things even further.[/p][p][/p][hr][/hr][p][/p][p]Let’s talk about Lua 2.0 in Escape Simulator 2. Or maybe it’s really Lua 1.0, since the original version was technically in beta in the first Escape Simulator 🤔. Either way, we’re rolling out a major upgrade.
[/p][p]Just a heads-up: every image and gif you see here is still work in progress. The UI and UX are not final.[/p][p][/p][h3]Lua Now Powers All Custom Levels[/h3][p]In ES1, if you ever made a connection like “button opens door,” it was defined in the room.room file as something like “object with ID 1 activates object with ID 2.” In this case, the button had ID 1 and the door ID 2. The verb "Activates" was just one of several options in our system. Others included "PlaySound," "Teleport," "FinishLevel," and so on. Every possible interaction followed this format.[/p][p]While functional, that system didn’t align well with our broader scripting approach. Our internal levels always used a single script per room, with callbacks tied to specific game events. So for ES2, we decided to unify everything — official levels and community levels — under a single, more robust scripting model.
[/p][p][/p][p]The solution? We now generate Lua code for the entire level. This Lua script mirrors our internal format, complete with the same callbacks and multiplayer-safe logic systems. (More on that later.)
You can access the generated level code here:[/p][p][/p][h3]Upgraded Lua API via the api Object[/h3][p][/p][p]The api object was your best friend in ES1 Lua scripting, and in ES2 it's getting a significant upgrade. [/p][p]In ES1, we exposed many useful APIs for room scripting, but quite a few were missing. For ES2, we built a tool that scans our internal levels and exposes all the APIs we use to Lua. If we can use it, so can you. This will greatly expand the possibilities for custom interactions. [/p][p]Don’t worry — we’re keeping the familiar tools like api.vector2(), api.levelNote(), and others.
[/p][h3]New Callbacks That Mirror Our Internal Events[/h3][p][/p][p]The api object isn’t the only thing getting an upgrade. We’re also introducing a full set of new callbacks that reflect our own internal level events.[/p][p]With Lua now powering the entire level logic, you’ll have access to all game-level callbacks. For example, you can track the precise movement of Dials and Turnables, or check whether a player has entered or exited a zoom. We’ll release the full list of callbacks once all components are finalized in the RE 2.0.[/p][p][/p][h3]Cleaner Lua Script Structure[/h3][p][/p][p]In ES1, Lua scripts were triggered from start to finish on every event, and you had to check the callType to determine what actually happened. Event arguments were passed in a context object, which varied based on the call type. [/p][p]After reviewing that system, we decided to adopt a cleaner, function-based approach in ES2. Each callback now has its own function, and arguments are explicitly named — no more generic “context” objects.
[/p][p][/p][h3]Multiplayer-Friendly by Default (If You Follow a Few Rules)[/h3][p][/p][p]In ES1, multiplayer logic relied on "Level Logic Packets" — networking packets that updated puzzle states. While it worked, it didn’t translate well to custom Lua scripts. As a result, we often had to say multiplayer wasn’t fully supported for scripted levels.[/p][p][/p][p]That’s changing in ES2. We’ve replaced Level Logic Packets with a system we call "Non-Desyncable Networking." If your code is written in a “coop-friendly” way, it will sync automatically across all players.[/p][p][/p][p]What does "coop-friendly" mean?[/p]
  • [p]Don’t use random values unless they’re synced[/p]
  • [p]Don’t change the level state based on a specific player or other local-specific situations[/p]
  • [p]Avoid changing the level and data in non-synced callbacks[/p]
  • [p]Change the state of the room in synced callbacks[/p]
[p]For example, "Entering Zoom" and "Leaving Zoom" callbacks are only triggered locally for the player taking the action. They’re not synced. We’ll provide a full list of synced vs. unsynced callbacks once the RE 2.0 component implementation is complete.
[/p][h3]Full Save System Support
[/h3][p]As you may know, ES2 features a full save system, moving beyond the checkpoint-based approach from ES1. This includes full support for Lua-scripted custom rooms.[/p][p]Lua is a bit unique in that you can define variables in your scripts that need to persist across saves. We’re developing a system specifically for this, including naming conventions to exclude values from serialization when needed.[/p][p]This also means custom-scripted rooms will support drop-in multiplayer, since it relies heavily on the save system.[/p][p][/p][h3]Built-In Lua Editor [/h3][p]In ES1, you had to use an external editor like VS Code, Notepad++, Rider, or Visual Studio to write Lua scripts.[/p][p]In ES2, we’re introducing a built-in text editor for Lua, complete with syntax highlighting tailored to the ES2 API. If you still prefer your favorite external tool, you’re welcome to keep using it — but now, you’ll also have a convenient in-game option. [/p][p][/p][p][/p][p]The editor will also feature a small file picker where you can quickly switch between Lua files, and the ability to create new Lua files directly from the editor. [/p][p][/p][h3]Small QOL improvements[/h3][p]There are also a bunch of small quality of life improvements like better lua script name validator or the ability to target lua props with other props to call a specific function.[/p][previewyoutube][/previewyoutube][hr][/hr][p][/p][p]That’s it for today’s update. More dev posts are coming soon, including deep dives into the Room Editor 2.0, multiplayer architecture, the music of ES2, and more.[/p][p][/p][p]If you want to stay updated, make sure to follow the game and add Escape Simulator 2 to your wishlist.[/p][p]
[dynamiclink][/dynamiclink][/p][p]Thanks for reading!
[/p][p]- Pine team[/p]

📢 Escape Simulator 2 - New Release Date: October 27

[p]Dear players,[/p][p]Escape Simulator 2 will launch on October 27, six days later than planned.[/p][p][/p][p]October 21 turned into one of the busiest release days of the year and we didn’t want ES2 to get buried under all the noise. This small shift gives the game more space to shine and have more players join in right from the get-go.[/p][p][/p][p]We know you’re eager to play and we’re just as eager to share it with you. Thank you for your patience and support. October 27 can’t come soon enough![/p][p][/p][hr][/hr][p][/p][h3]🕵️ ES1: Spy DLC - Something to play while you wait for ES2!
[/h3][p][dynamiclink][/dynamiclink]To make sure you don’t get bored while counting down the days, we’ve prepared something special: the ES:Spy DLC for the original Escape Simulator, launching on September 22! [/p][previewyoutube][/previewyoutube][p]Step into the golden age of spy films with:[/p]
  • [p]4 all-new spy-themed escape rooms (Agency HQ, Quartermaster’s Workshop, Villain’s Yacht, Underwater Rocket Base)[/p]
  • [p]Spy outfits & new gadgets to use in the room editor[/p]
  • [p]A cinematic soundtrack to set the perfect covert mood[/p][p][/p]
[p]Your mission: To Escape!

-Pine team[/p]

Dev Diary #2 - Into the Soundscape of Escape Simulator 2

[p]Welcome to another entry in our Dev Blog 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.[/p][p]Today’s post is all about music and sound. It’s written by Saša (Sasha), our sound designer and music producer. [/p][p]With a diverse background spanning electrical engineering, mechanical technician work, and teaching, Saša brings a unique set of skills to his craft. His extensive experience as a DJ and music producer fuels his passion for audio experimentation, evident in the custom MIDI controllers and DIY instruments he creates.[/p][p][/p][p][/p][hr][/hr][p]
Hey! I’m Saša.[/p][p][/p][p][/p][p]
From the outside, my life choices might look a bit… random. I’ve thought the same myself a few times. But somehow, every weird turn ended up leading back to music.
[/p][p]By the end of my school years, I had managed to become an electrical engineer, a mechanical technician, and a teacher. Basically, a walking toolbox with a lesson plan. Along the way, I built custom MIDI controllers and DIY instruments; stuff I probably wouldn’t have dared to try if I hadn’t gone down that wild educational path. Turns out, knowing how things work makes using them way more fun.[/p][p][/p][p][/p][p][/p][p]And the teaching part? I’ve just always loved explaining things (sometimes too much, if you ask my friends).[/p][p]Music, though - that’s been the main thread through everything. I’ve been in bands since elementary school, started DJing and producing in high school, and never really stopped.[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]Saša, in his full DJ-ing element[/p][p][/p][p]So when a friend asked me if I wanted to make music for his game, I didn’t even blink.[/p][p]And here I am today; working on Escape Simulator 2! Life is weird. But it kinda rocks.
[/p][p]Everyone at Pine Studio is excited for Escape Simulator 2! And me? I’m over the moon! Seriously, this project is a sound designer’s dream.[/p][p][/p][p]There’s so much more room this time to really carve out a story with sound effects and music. The artists are creating these absolutely stunning, atmospheric scenes… and now it’s my job to make sure the audio lives up to that level. No pressure, right?[/p][p][/p][p]The vibe is definitely darker than Escape Simulator 1, so the sound and music need to match that intensity. Creaks, echoes, mysterious tones - you name it. It all has to help pull players into the world and keep them on their toes.[/p][p][/p][p]And honestly? I’m loving every second of it.[/p][p]
[/p][h3]2. From Beats to Ambience[/h3][p][/p][p]My time as a DJ and electronic music producer turned out to be way more useful than I expected when I got into game audio. Sure, the formats and goals are different, but there’s a ton of transferable knowledge.[/p][p][/p][p]As a DJ, you're constantly reading the room. People's body language becomes your feedback loop—it tells you when the energy is dipping, when it’s time to change the vibe, or when you’ve got them hooked. Over the years, you develop a kind of sixth sense: when to switch things up, when to hold back, and how to keep things flowing without boring the crowd.[/p][p][/p][p]That same instinct applies to game music. You’re still asking the same questions: Is this too much? Too little?[/p][p][/p][p]And of course, track selection matters! Every music producer wants to sneak in their cyberpunk bangers, but let’s be real: not every scene needs neon synths and heavy basslines. Sometimes the best soundtrack is the one that doesn’t steal the spotlight, but subtly enhances the moment. Knowing when to go big, and when to stay out of the way, that’s a lesson DJing drilled into me.[/p][p][/p][p]In the end, it’s all about reading the room: whether it’s a sweaty dance floor or a mysterious sci-fi corridor.[/p][p]
[/p][h3]3. Darker Themes, Deeper Sounds[/h3][p][/p][p]Escape Simulator 2 is a whole different beast compared to the first game. The music had to evolve—a lot. [/p][p]While Escape Simulator 1 mostly lived in that cozy, chill-out zone (with a few exceptions), ES2 is darker, moodier, and carries a heavier emotional weight.[/p][p][/p][p]This time around, the music isn’t just there to relax the player. It has a new job. It needs to create tension, a subtle sense of unease, like something’s just a little bit off. Not outright scary, and definitely not panic-inducing, but just enough to make you wonder: “Wait… what’s behind that door?”[/p][p][/p][p]That’s been the biggest challenge so far; writing music that balances perfectly between chill and creepy. It has to sit right in that sweet spot where the player feels intrigued, not overwhelmed. Honestly, walking that line has been both tricky and incredibly fun.[/p][p][/p][p]Working on ES2’s soundtrack has been an amazing experience. It’s let me stretch creatively and express myself in totally new ways. [/p][p][/p][p][/p][p][/p][p]I’ve never been afraid to make weird, custom instruments to get the sounds I want. But then someone from our Discord community upped the ante and said, “Hey… what if we used a ship foghorn as an instrument?”[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Challenge accepted.[/p][p][/p][p]We now have a custom foghorn instrument! And yes, it made it into the pirate ship scene. Because why not?[/p][p][/p][p]When it comes to making music for ES2, it turns out the rule is: if it works, it works. Nothing’s off limits. And that’s what makes this project such a joy to be a part of.[/p][p]
[/p][h3]4. Behind the Scenes: Designing Sound Effects[/h3][p][/p][p]Creating sound effects for Escape Simulator 2 is its own kind of challenge. You’re constantly juggling—music, sound design, and waiting for the levels to be ready so you can actually plug everything in. So when it's finally time to dive into SFX, you’ve got to be fast, focused, and still make sure the sounds actually fit the scene.[/p][p][/p][p]To help with that, I’ve built my own Frankenstein-ed version of Reaper DAW, stitched together with custom scripts and shortcuts tailored to my workflow. It’s weird, probably terrifying to anyone else, but it lets me move quickly and stay in the zone when time is tight.[/p][p][/p][p]But when the schedule loosens up a bit? That’s when sound design becomes pure fun. Like recording bubbling sarma because you need the sound of a witch’s cauldron (true story), or sprinting outside in the middle of a storm just to capture that perfect howling wind. [/p][p][/p][p][/p][p][/p][p]Or maybe you’re out for a peaceful walk, hear a bunch of crows in the distance, and suddenly realize you’re in the middle of a beautifully eerie, empty soundscape, with no cars, no people. Just you, nature, and your recorder. Priceless.[/p][p][/p][p]Those are the moments where game audio feels like a mix of science, art, and a little bit of madness, and I wouldn't have it any other way.[/p][p][/p][h3]5. Integrating Music and Gameplay[/h3][p][/p][p]Escape Simulator 2 is bigger in every possible way; especially when it comes to level size and atmosphere. The scenes are more expansive and visually rich, which means the music has to do more to support that world-building.[/p][p][/p][p]In Escape Simulator 1, one music track often did the job. But with ES2’s larger and more complex environments, a single track isn’t always enough to capture the tone or keep things engaging. Sometimes multiple pieces are needed for a single level, each carefully chosen to match the specific vibe of different areas or moments.[/p][p][/p][p]Thankfully, the audio system has gotten an upgrade too, giving us more control and flexibility. [/p][p][/p][h3]6. Personal Favorites: Tracks and Moments[/h3][p][/p][p]It’s hard to pick favorite tracks so far, but if I had to, I’d say I really loved working on the Dracula theme. There are a few music cues in there that I’m genuinely proud of. Creepy, dramatic, just the right amount of gothic flair.[/p][p][/p][p]But at the same time… making music for the pirate levels was just pure fun. I finally got the perfect excuse to break out my custom Kontakt accordion instrument and dive into some sea shanty territory. It was chaotic, quirky, and totally enjoyable. Honestly, how often do you get to write spooky vampire music and pirate tunes in the same project?[/p][p][/p][h3]7. Closing Thoughts[/h3][p][/p][p]What to say at the end… hmm, let’s go with this:[/p][p]
I really hope you enjoy Escape Simulator 2 as much as we’re enjoying making it. It’s been a wild, creative ride, and we’ve poured a lot of love (and weird sound recordings) into it.[/p][p][/p][p]Live long and prosper 🖖[/p][p]
[/p]

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/