Decide
Choose whether to move, open a chest or activate a mechanism. Each decision uses your turn, and some can trigger immediate consequences.
One story. Your decisions.
Eight strangers wake up trapped in an unsettling maze of coloured rooms. With no idea how they got there, they must find the exit before the place claims them. Only those who survive can escape.
A shared maze
The doors have closed. Each participant reveals their own map and decides when to cooperate, when to distrust others and how much to risk to keep moving.
Choose whether to move, open a chest or activate a mechanism. Each decision uses your turn, and some can trigger immediate consequences.
Navigate using coordinates from A1 to H8 and build your own map as you go. Each room holds a chest that might contain just what you need… or something much worse.
Keep what you find and never lose sight of the exit. If you fall, your belongings and the map of your discoveries will remain beside your bones, within reach of everyone else.
Valdemar Sanatorium · 1891
Eight players · Simultaneous decisions
You enter together. No one said you had to leave together.
Explore, gather resources and decide how far you are willing to go to harm the others. A distant scream might mean your sabotage worked.
Sabotage takes effect instantly. Every crank triggers a reaction, but you will never know what you have set in motion… until it is too late.
Go to the lobby →