Three puzzle enthusiasts

Escape Maison is Vivien, Lou-Ann and Rémi — three escape-game enthusiasts who create each adventure in France. We believe the pleasure of cracking a code together should not depend on booking a venue, travelling or spending a lot on a night out.
How we create a game
Our workshop builds the worlds, characters, puzzles and complete stories behind the games. Before an adventure is released, the route through it is tested from beginning to end: we look for dead ends, clues that arrive too late and codes that can be guessed too easily. Problems found during those checks are corrected before publication.
What matters to us
Help is available when you want it: the games include hints, and classic puzzles have explained solutions, so you can choose how much support to use. Our settings are built around mystery rather than horror, and The Four Aces, despite its casino setting, involves no real-money gambling. Purchased classic editions come as downloadable files that you can keep and play offline; Exploration runs online in your browser.
The Midnight Club
One of the monthly games is reserved for members of the Midnight Club — a thank-you to the people who follow our adventures. Games already received remain yours after cancellation.
Where our worlds begin
We start with a place, rather than a puzzle: a clockmaker’s workshop with an impossible will, an empty gym at night, an art deco casino or a night train among snowy mountains. First, we look for somewhere that makes you want to open the drawers.
Then come the characters, because a place cannot tell its story alone. We give them habits, loyalties and secrets that shape what you discover. In The Golden Shuttle, Maya’s role as captain and Léo’s observations give you different ways into the tournament’s records; in The Midnight Train, different witness accounts reveal different parts of what happened.
The puzzles come next and grow out of the setting. We do not put a number grid in a library just to fill a room. The adventure’s structure comes before its first line of dialogue and determines which discoveries the place needs to hold.
Mystery rather than horror
We chose this direction before writing our first story: curiosity, not jump scares.
A horror game builds tension around a threat. A mystery builds it around curiosity: something happened here, and you want to know what. Our rooms may be empty and their corridors dark, but the focus is on observation and discovery rather than being chased or shocked.
That choice shapes the settings and sound. A dim spiral staircase can feel threatening or intriguing; we aim for the second. Sound supports the atmosphere and the player’s discoveries.
This is a choice of atmosphere, not a reduction in puzzle difficulty. Our games are written for adults, as our page on family escape games explains. If you want a horror experience, these adventures are unlikely to be what you are looking for.
Get in touch
Have a question, a game that will not open or an idea for a future setting? Write to info@escapemaison.fr — we aim to reply within two working days. Escape Maison is published by SAS Le Fou d’Affaires. Your next adventure starts with free game (Français).

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