World 1 · Sci-FiThe Lab
The entry point: the AI NORA welcomes the team by video, the terminal reads the RFID card and starts the game. Buzzer, switch panel and quiz terminal lead into the adventure.
Five worlds, up to 20 puzzles with over 80 variants, a new group every 10 minutes – fully automated, with no game master per team.
Instead of one group per hour, up to five groups move through five consecutive worlds in staggered slots. Every world resets itself the moment a team moves on – the next start is possible just ten minutes later.
Every world runs its own game state machine. While team A is puzzling in the burial chamber, team B is already starting in the lab.
The start interval is fully configurable. In regular operation a new group enters the first world every ten minutes.
Access, briefing, puzzle start, hints, door release and reset all run automatically. One person at the counter is enough to run the whole attraction.
When a team leaves a world it resets automatically and is ready for the next group right away.
Authentic sets, each with its own lighting and soundscape. Hand-sculpted plaster surfaces instead of polystyrene – built for years of continuous operation.
World 1 · Sci-FiThe entry point: the AI NORA welcomes the team by video, the terminal reads the RFID card and starts the game. Buzzer, switch panel and quiz terminal lead into the adventure.
World 2 · VictorianWood panelling, a bookshelf with an e-ink story, an old radio, Morse code and a dancing ballerina in the spotlight.
World 3 · StreetBrick, render and lantern light: doorbells, a cash register, a fuse box and a memorial plaque conceal the clues of a real back street.
World 4 · TempleSarcophagus, mirror laser and obelisk inside a temple set of fully hand-sculpted stonework.
World 5 · FinaleAlarm lighting, energy core and Circuit Snake – then the finale with photo booth and a place on the high-score board.
Same rooms, same puzzle inventory – three completely different experiences. The mode is chosen when the card is issued.
Two randomly selected puzzles per room. Fast teams automatically receive extra puzzles – ideal for high throughput and walk-in guests.
All puzzles active at once. The classic escape experience with maximum depth and a high-score chase.
An adapted puzzle selection with automatic hints so young teams never get stuck.
Times, number of puzzles, start interval and hint intervals can be adjusted per mode and per world in the admin area.
From the counter to the high-score board – without anyone opening a door by hand.
At the counter the team receives an RFID card with its team name. The entrance traffic light turns green as soon as the first world is free.
The entrance reader checks card, team, mode and start interval and opens the door. At the terminal inside, the card starts the game.
The AI voice NORA explains, gives staged hints and confirms solved puzzles. Indicator boxes show which puzzles are active or solved.
When the next room is free the door opens automatically. Stragglers are called through by voice announcement, and the previous room resets itself.
After the fifth world: outro, photo booth with email delivery and an entry on the high-score screen in the lobby.
Server, room controllers, props and software come from a single source. Everything talks over one shared network – from the door magnet to the high-score TV.

Three levels per puzzle: hint 1, hint 2, solution. Triggered automatically by timer or at the push of a button – spoken by the AI voice NORA.
If a device stops reporting, its puzzles are automatically removed from the pool. The game continues with the rest and brings the puzzle back as soon as the device returns.
Every puzzle has several possible solutions – over 80 variants in total. So every group experiences a different game flow. Two consecutive groups never get the same variant – passing on the answer is pointless.
Reed contacts on every door – entrance, transitions, exit, emergency exit. Radar and motion sensors detect whether a room is occupied or empty.
Cards issued via tablet, multi-step validation at the entrance reader, staff cards with special privileges, integration with kiosk systems.
A dedicated audio player per world with music, voice and effects, lighting scenes for gameplay, alarm, cleaning and emergency, and a video screen for intro and story.
All rooms, groups, doors and puzzles at a glance. Release doors manually, skip puzzles, talk live into any room via microphone.
Points per puzzle plus a time bonus. Top 10 of the day, week, month and all time on the screen in the lobby.
Every event, every door, every sensor reading is logged. Export sessions as CSV/JSON, manage customer data in a GDPR-compliant way.
Watchdogs, automatic media sync to all room computers, telemetry (temperature, load, storage) and configuration backups.
Announcements, hints, terminal and displays in German, English or any other language – selectable per group, AI voice included.
If the next world is still occupied, the team gets an extra puzzle instead of idle time. NORA speaks up the moment the way is clear.
Automation must never come at the expense of safety. That is why every emergency function has multiple layers of protection.
The emergency release button cuts power to the door magnet directly – no detour via server or network.
If the emergency door is opened the room switches to alarm lighting and an announcement. If the door is closed again within 30 seconds and motion is detected, the game continues.
Never two groups in one room, never two groups at one door: the next room must be free before a door opens.
Room computers keep playing media even without the server. After every restart the system re-synchronises all states automatically.
A pipeline room sees dozens of groups a day. So we do not build for opening night – we build for the next ten years.


Walls, stones and reliefs are fully sculpted in plaster and sealed. No dents, no chipping, no touch-ups after the season.
Wood panelling, brick, plaster and metal – authentic surfaces that feel the way they look.
Puzzle props with industrial electronics, encapsulated sensors and screwed-down housings – built to withstand thousands of hands.
Every world has its own lighting mood and soundscape that changes with the course of the game.
Photos from live operation – sets, props and technology.
A pipeline escape room fundamentally changes the economics of a venue.
Instead of one group per hour per room – several times the capacity on the same footprint.
One person at the counter issues cards and keeps an eye on the cockpit – no game master per team.
Faulty puzzles switch themselves off and operation continues. Repairs happen whenever it suits you.
Concept, set construction, props, electronics, software, installation and training – all from TIMEBREAK, from a single source.
Leisure park, indoor entertainment centre, shopping centre or cruise ship – we design and build your pipeline escape room as a turnkey project. We'd be happy to show you the system live in operation.