Experience

A room you walk into, not at.

Ninety minutes, a small team, and one story that does exactly what you decide. No maze, no actors lunging from the dark — a low-lit room that asks you a question and remembers your answer. You leave knowing who you were in it. the first room opens in Reading

Warm light spilling through an open doorway into a dark, quiet corridor.
The format

What it actually is.

Ninety minutes. A team of three to six. Three identical doors, one story, and consequence that holds. A room you walk into, not at.

One story, one room.

A single booking for two to six of you — friends, a couple, a family. Coat to coat in about two hours, with ninety of those minutes inside the room. You are the only players in the world while you're in the room.

Three doors, real weight.

At every turning the team chooses between three doors. There is no right one — only the door you took and what it costs. No undo, no score, no leaderboard. The choice stands.

No maze, no jump-scares.

Nobody leaps from the dark. The room is quiet, warm and low-lit. The only thing it asks of you is a choice — and then it watches, patiently, to see what you do with it.

How it runs

Arrive, choose, live with it, find out who you were.

01

Arrive

The host meets you, takes your coat, and lets you settle. The first room is calm and clear — you learn the world, find your feet, and start to feel like a team.

02

Choose

Three doors; the team picks one, together. Then the ground tilts — what felt solid a moment ago turns out to have another side to it you hadn't seen.

03

Live with it

The easy choices run out. No option is clean now; the room asks you to weigh one good thing against another — together, out loud, with no way to take it back.

04

Find out who you were

The last room is the warm one. The story resolves, the pressure lifts, and you learn something true about how you moved through it — handed to you as your designation.

Three identical dark doors in a low-lit antechamber, viewed at eye level.
The mechanic

Three doors. Every fork is yours.

At each turning point the room presents three doors — three ways the story could go. The team chooses one, together. The room only watches: it never pushes, never corrects, never keeps a score.

There is no undo and no winning move. Whichever door you take becomes the story you had — and there were others, behind the doors you didn't open, that you will never see. the story goes on without you down all of them

In the room now

The story you'll be living.

A vintage microphone in a pool of lamplight on a dark desk — the sense of a room being listened to.
CASE FILE 01 — THE DIRECTORATE

The Directorate

A story about power, trust, and who really decides. You are brought inside an organisation that runs on secrets, handed something you were not meant to have, and asked — quietly, again and again — whose side you are actually on.

It plays like a thriller: low light, lower voices, the steady sense that someone is listening. We won't tell you how it ends. That part is yours.

The Directorate is the first of several stories that will run in this room. Others will join it in time — the same three doors, the same consequence, a different world each time.

What you walk away with

Your designation: who you were in the room.

The Directorate doesn't grade you. At the end of the night it reads how you actually were under pressure — your energy, your steadiness, the part you quietly played for the people beside you — and hands each of you a single character that fits. Mostly kind, always with a wink.

A player holding up their designation card — “The Fixer” — in a low-lit room.
A designation card resting on a walnut desk — “The Fixer”, with its tagline and a handler's signature in ink.
For instance

The Fixer

“When it went sideways, you held the cell together.”

The operative HQ trusts to keep a team steady — calm where others frayed, and the reason the room didn't. It comes signed by your handler, in ink, because the Directorate looks after its own.

Everyone's is different.

There are fifteen to collect — from The Live Wire, whose voltage the whole team ran on, to The Ghost, who said almost nothing and missed nothing, to The Dreamer, who stopped playing a game somewhere around the second door and started living it.

  • The Live Wire
  • The Ghost
  • The Fixer
  • The Heartbeat
  • The Ice
  • The Peacekeeper
  • The Wildcard
  • The Dark Horse
  • The Dreamer

Fifteen in all — one of them is yours.

Five different designation cards fanned out on a desk — The Fixer, The Heartbeat, The Ghost, The Wildcard and The Dreamer.

Made to be compared at the bar.

You leave with the card in your hand — your designation, its tagline, and your handler's signature in ink. Made to be set on the table and screenshotted. “What did you get?” is rather the whole point.

This is the fun read. Teams who come in for work get a deeper, more serious one called FRINGE — that's Corporate's territory. Your designation isn't a FRINGE role in disguise: FRINGE measures how a group decides; your designation is about who you were to be around. Same night, two different mirrors.

A designation card standing on a pub table beside a glass of red wine.
Before the doors open

Come and find out who you were.

We're taking names before booking opens. Message the host on WhatsApp and you'll be first to hear when a Reading slot comes free.

Booking opens later this year. No deposit to join the list — the host simply keeps your name.