For some reason, sci-fi/space themed games are one of my least favorite themes in Escape Rooms...I don't know why. Here, you're abducted by aliens, and (after waking from unconsciousness) you have to figure out how to power up and take control of the ship, and pilot your way to freedom. There was a LOT to do in this room. Either that, or we were interminably spinning our wheels enough that the time went by too quickly. Either way...we lost. I would have potentially rated this game higher had there not been TWO equipment malfunctions during the game...one where something just stopped functioning during a sound-based puzzle, and another where something was "released" prematurely, allowing us to unknowingly bypass two puzzles in the game. Technically, we achieved the win condition, but we wouldn't have been able to solve the two by-passed puzzles in the four minutes remaining, so I count it as a loss. Also...low-powered blacklights and some color-based puzzles that are difficult to solve in low light. All that having been said, for a facility that looks like a converted suburban home from the outside, the set design inside was actually pretty amazing. There wasn't enough wrong with this game to dislike it...and even if everything had been working properly, I'm not sure I would have loved it. But there were enough fun "a-ha" moments that it was still a fun time to spend an hour.

Particularly interesting or different
No
I do have to give this a thumbs down, as I barely recall the plot
One sound based puzzle was broken, and another puzzle element released early (see review). In chatting with the GM, she revealed the first device had a habit of breaking down.
Physically active
Not at all
Accessibility
High color dependence; Moderate sound dependence