Portfolio · Reference project: Alma Park

Fully Automated Pipeline Escape Room

Five worlds, up to 20 puzzles with over 80 variants, a new group every 10 minutes – fully automated, with no game master per team.

5
immersive worlds
20
puzzles in the pool
10 min
start interval
5
groups at once
3
game modes
0
game masters per group

The pipeline principle

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.

Up to 5 groups in parallel

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.

A start every 10 minutes

The start interval is fully configurable. In regular operation a new group enters the first world every ten minutes.

No game master per group

Access, briefing, puzzle start, hints, door release and reset all run automatically. One person at the counter is enough to run the whole attraction.

Self-resetting rooms

When a team leaves a world it resets automatically and is ready for the next group right away.

Five worlds, one story

Authentic sets, each with its own lighting and soundscape. Hand-sculpted plaster surfaces instead of polystyrene – built for years of continuous operation.

The Lab
World 1 · Sci-Fi

The 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.

Gentlemen's Room
World 2 · Victorian

Gentlemen's Room

Wood panelling, a bookshelf with an e-ink story, an old radio, Morse code and a dancing ballerina in the spotlight.

The London Alley
World 3 · Street

The London Alley

Brick, render and lantern light: doorbells, a cash register, a fuse box and a memorial plaque conceal the clues of a real back street.

The Burial Chamber
World 4 · Temple

The Burial Chamber

Sarcophagus, mirror laser and obelisk inside a temple set of fully hand-sculpted stonework.

The Reactor
World 5 · Finale

The Reactor

Alarm lighting, energy core and Circuit Snake – then the finale with photo booth and a place on the high-score board.

View photosPhotos from live operation – sets, props and technology.

Three game modes, one system

Same rooms, same puzzle inventory – three completely different experiences. The mode is chosen when the card is issued.

7 min per world

Arcade

Two randomly selected puzzles per room. Fast teams automatically receive extra puzzles – ideal for high throughput and walk-in guests.

15 min per world

Escape

All puzzles active at once. The classic escape experience with maximum depth and a high-score chase.

12 min per world

Kids

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.

How a group moves through the pipeline

From the counter to the high-score board – without anyone opening a door by hand.

  1. 1

    A card instead of a game master

    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.

  2. 2

    Automatic access

    The entrance reader checks card, team, mode and start interval and opens the door. At the terminal inside, the card starts the game.

  3. 3

    Solving puzzles with NORA

    The AI voice NORA explains, gives staged hints and confirms solved puzzles. Indicator boxes show which puzzles are active or solved.

  4. 4

    Moving to the next world

    When the next room is free the door opens automatically. Stragglers are called through by voice announcement, and the previous room resets itself.

  5. 5

    Finale, photo & high score

    After the fifth world: outro, photo booth with email delivery and an entry on the high-score screen in the lobby.

The control system: 100% in-house

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.

The game server's control interface: all five rooms at a glance – mode, timer, doors, sensors, lighting and puzzle status in real time.
The game server's control interface: all five rooms at a glance – mode, timer, doors, sensors, lighting and puzzle status in real time.

Automatic hints

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.

Self-diagnostics & puzzle pool

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.

Over 80 puzzle variants

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.

Complete sensor coverage

Reed contacts on every door – entrance, transitions, exit, emergency exit. Radar and motion sensors detect whether a room is occupied or empty.

RFID access system

Cards issued via tablet, multi-step validation at the entrance reader, staff cards with special privileges, integration with kiosk systems.

Light, sound & video per room

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.

Live cockpit

All rooms, groups, doors and puzzles at a glance. Release doors manually, skip puzzles, talk live into any room via microphone.

Scoring & high-score TV

Points per puzzle plus a time bonus. Top 10 of the day, week, month and all time on the screen in the lobby.

Statistics & event log

Every event, every door, every sensor reading is logged. Export sessions as CSV/JSON, manage customer data in a GDPR-compliant way.

Self-healing

Watchdogs, automatic media sync to all room computers, telemetry (temperature, load, storage) and configuration backups.

Multilingual

Announcements, hints, terminal and displays in German, English or any other language – selectable per group, AI voice included.

Waiting phase with bonus puzzle

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.

Safety is hard-wired

Automation must never come at the expense of safety. That is why every emergency function has multiple layers of protection.

Emergency exit in every room

The emergency release button cuts power to the door magnet directly – no detour via server or network.

Smart emergency abort

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.

Collision protection

Never two groups in one room, never two groups at one door: the next room must be free before a door opens.

Fail-safe

Room computers keep playing media even without the server. After every restart the system re-synchronises all states automatically.

Set construction for continuous operation

A pipeline room sees dozens of groups a day. So we do not build for opening night – we build for the next ten years.

The Burial Chamber
The London Alley

No polystyrene

Walls, stones and reliefs are fully sculpted in plaster and sealed. No dents, no chipping, no touch-ups after the season.

Real materials

Wood panelling, brick, plaster and metal – authentic surfaces that feel the way they look.

Robust props

Puzzle props with industrial electronics, encapsulated sensors and screwed-down housings – built to withstand thousands of hands.

Light & sound as part of the set

Every world has its own lighting mood and soundscape that changes with the course of the game.

What this means for operators

A pipeline escape room fundamentally changes the economics of a venue.

Up to 6 groups per hour

Instead of one group per hour per room – several times the capacity on the same footprint.

Minimal staffing costs

One person at the counter issues cards and keeps an eye on the cockpit – no game master per team.

No downtime

Faulty puzzles switch themselves off and operation continues. Repairs happen whenever it suits you.

Turnkey

Concept, set construction, props, electronics, software, installation and training – all from TIMEBREAK, from a single source.

Planning a high-throughput escape room?

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.