Add a storyline —
and let it reveal itself
A storyline doesn't need to be elaborate. It doesn't need a villain with a backstory or a twist ending. It just needs a starting point that players can orient themselves around — a world they were already inside before the clock started.
Something as simple as: "You were sitting in a coffee shop when you noticed the barista hadn't come back from the back room…" Or: "You're checking into a hotel. The previous guest left in a hurry." That's enough. Players will fill in the rest.
The key instinct to resist is over-explaining. Don't tell players what the bad or wonderful thing is. Let them discover it. The story should reveal itself through what they find — not through a paragraph on the wall before they walk in. The best escape room narratives are the ones players feel like they uncovered, not the ones they were told.
Introduce a character —
even if it's just a voice
Players don't just need a problem to solve. They need someone to care about — or someone to be wary of. A character, even a barely-there one, gives the room an emotional centre.
This doesn't mean hiring an actor. A jacket and hat draped over a chair can suggest someone was just here. A voice clip that plays when players enter — 30 seconds, a specific person in a specific situation — creates instant stakes. A pre-recorded message from a "statue" or an old radio gives players something to root for without breaking any bank.
The GM wearing a single thematic prop — a hat, a badge, an apron — crosses the line from "person monitoring us" to "person who belongs here." It costs nothing. It changes everything. Characters make players invested. Invested players push harder, feel more, and walk out wanting to tell people.
Make your puzzles earn their
place in the story
This is the hardest upgrade to make, but the one that separates rooms players remember from rooms they forget. The question to ask about every puzzle in your room: why would someone need to do this to move the story forward?
If you're in a hotel room and the puzzle involves finding a combination hidden in a guest book to open a safe — that's coherent. Someone hid something. Someone else needs to find it. The mechanic serves the story. But if the puzzle involves rearranging coloured tiles with no narrative reason, players feel like they're doing homework. The immersion breaks.
Think of each puzzle the way a screenwriter thinks of a scene: it should do something to the story. It reveals information, creates access to the next space, or confirms a suspicion. When puzzles feel like story rather than obstacles, players stop "playing a game" and start living in the world. That's the experience they'll tell others about.
Use the senses to
deepen the experience
Most escape rooms are almost entirely visual. Players look for things, read things, and decode things. That leaves four untapped channels sitting idle.
Practical lighting, UV reveals, shadows that shift — visual surprise goes far beyond "find the thing."
Coffee in a café room, old paper in a library, damp wood in a dungeon. Scent is the fastest route to memory and place.
Rough stone, velvet, cold metal, unusual textures on puzzle elements — tactile contrast tells players where to look.
Ambient noise, footsteps from the corridor, a phone ringing in the distance. Sound creates a world that exists beyond the room's walls.
You don't need to deploy all four at once. Adding even one non-visual layer to your room shifts the experience from a puzzle game into something closer to a place. And places are where stories happen.
Adapt to your players —
nobody likes to lose
There's a persistent idea in the escape room industry that a low escape rate is a badge of honour. It isn't. "Only 20% of groups escape" is not a flex — it's a warning sign that most players leave feeling bad.
Enthusiasts who want the hardest possible challenge exist, but they are far and few between. The vast majority of your players are friends celebrating a birthday, colleagues on a team outing, or couples trying something new. They came to have fun. They want to feel clever. They want to win.
Adapting difficulty doesn't mean making the room easy — it means reading the group and nudging when needed. A gentle hint delivered at the right moment doesn't feel like rescue; it feels like a gift. A stuck group that gets a subtle push moves forward, and a group that moves forward keeps caring.
The rooms players recommend are almost always the ones they completed — not the ones that beat them. Design for the win. Make it feel earned. The experience of succeeding, just barely, with two minutes left, is one players will describe to everyone they know.
"The best escape rooms don't feel like games. They feel like something that happened to you — and that's what players go home and talk about."