Cabin in the Woods: The Beast from Beyond

Cabin in the Woods: The Beast from Beyond is an escape room about the missing journalist Helena Schwartz. She went to Hollowmere to investigate a monster. You finish her investigation, and lay the story out on the table yourself, piece by piece.

In this escape room, every puzzle is a step in the investigation, rather than an obstacle holding up the story. Which is why the biggest reveal is one you make with your own hands. It became the most challenging room at Escape World Utrecht, one where the group splits into separate lines of investigation and comes back together around one thing that can only be made together. And because the room was built twice, identically, side by side, you can play it as a battle room with two teams at once.

Client Escape World Group
Role Lead concept and story, puzzle design, spatial design, lighting & tech
Year 2025
Welcome to Hollowmere

Welcome to Hollowmere

The moment the door falls shut behind you, you're not in a room with forest photo wallpaper - you're on a forest path in Hollowmere. A village where locals have been reporting a monster for months, a journalist who went to investigate, and radio silence from her side for quite a while now. Which is why you're standing here, junior journalist, outside her last known address. But the first problem is closer to home: getting the front door open.

The field telephone

Help doesn't come from a bare monitor on the wall here. You're guided remotely by field radio, and a message appears in the lid of the chest: written live by the host, part of the story, like notes about walking routes through the Hollowmere woods and trail markers that haven't been there for years. The room runs itself, but the hint stays human.

The field telephone
Material study
Floor plan
Colour script
Four trails at once

Four trails at once

Halfway through, the investigation fans out into four lines: where it happened, when, what evidence there is and what it looked like. They can be played at the same time, so everyone has something to do. Each line asks for a different kind of thinking too, so whether you like tinkering, reasoning or just looking closely, somewhere in this room there's a moment where you're the star player.

Coming together

In the end, everything the investigation has produced comes together, and what exactly you do with it, I'll leave open. What I can say: nobody reads you the conclusion, and there's no cutscene that brings the whole game to a halt. You build the answer with your own hands, and you only see it once it's standing there.

Coming together
The story as a reward

The story as a reward

Helena's report is scattered through the cabin on wax cylinders you can play on a phonograph. That convention is borrowed from video games: recordings that make the world bigger without blocking your progress. No cylinder is required. If you push on you'll reach the ending just the same, but if you listen, you'll know what actually happened.

No needless confusion

In a dark room with continuous soundscapes, the sound of a drawer popping open gets completely lost. Which is why every opening is deliberately exaggerated through the speakers, and the room lights up whatever you should be looking at. In both design and tech, it's always clear where the puzzle pieces go. What's left for you to figure out is the logic.

Losing counts too

In most escape rooms the story just stops when the clock runs out. We did it differently here: it can end badly too, but with a designed ending and its own story segment. That was a first for the company, and it turned out to be the difference between a failure and an ending.

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