What inspired you to start creating community rooms?
One of my friends used to be part of a small YouTube gaming channel, and I thought a great way to support them would be to build a custom virtual escape room that they could play together on stream. That’s how I discovered Escape Simulator in December 2021, and by March the 3-player coop room was done, filled with puzzles based on inside jokes and content from their videos. The stream had a very rough start. I had forgotten to update the room after making the final changes, so I realized 20 minutes in that they were on a broken unfinished build and would have to restart the game AND wait for me to publish the update. Whoooops! Fortunately, they still seemed to love the experience!Your workshop showcases a strong creative style. How would you describe your approach to designing escape rooms?
I’m definitely highly motivated by concepts that are unique and fun. For my last two projects, which were both competition rooms, I spent the first few days just thinking about what I could do with the constraints presented by the rules. Once an interesting idea had formed in my head, however, I worked almost nonstop on it.
Where do you usually start? Do you focus on puzzles first, or do you build a theme and environment before adding mechanics?
Once I have an idea and start developing it, I make a text document and write down all the interactions, elements, themes, story beats, etc. that I can think of and would want to include. The list is then gradually reorganized and the various items removed, transformed or expanded upon as I build the room. The puzzles then usually create themselves as I flesh out interactions, play around with stuff in the editor, and figure out the flow of the game.The Fable of the Frog King won first place in the Rookie Category in the 2025 Artifact Challenge. Can you share the story behind this room?

How did it feel to achieve the recognition of the best rookie builder?
Thank you so much! (Quick shoutout to Ubi Popo, whose Pineville Zoo was my personal favourite! <3 ) I was super happy and thankful to win! I was also very surprised, as I wasn’t completely satisfied with the room myself, but I’ve made a huge update to it on May 22nd, adding a bunch of new NPCs, locations, puzzles and a reworked end game. The room is now about an hour long and a much more fulfilling experience.Is there a particular puzzle or design element in one of your rooms that you are especially proud of?

Are there any builders in the Escape Simulator community whose work you admire or draw inspiration from?
Oh my god, so many people, how long a list can I make here? I really admire Zesty Mordant’s Devilish Diorama series. It’s already been mentioned by everyone who’s played it, but they’re such masterclasses in game design.
Cool Cash! is a love letter to game shows, featuring 16 different rooms with themed mini-games inspired by shows like The Price is Right and The Crystal Maze. What inspired you to create a game-show-themed escape room, and did you face any unique challenges you'd like to share with the Escape Simulator community?

The Human Institute of Having Hands is designed exclusively for 2-4 players, emphasizing communication and cooperation. What motivated you to create a co-op-only experience, and how did you ensure that the puzzles required effective teamwork?
