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Escape Room Engine preview
Unity

Escape Room Engine

By Camisado Studios

$50.23

Rated 0.0/5 from 2 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $50.23. The latest store price is $50.23, matching the lowest recorded price shown here.

Recorded prices for Escape Room Engine 2 price observations from Sep 5, 2026 to Oct 31, 2026. Lowest recorded price $50.23. Exact dates and prices are listed below. $0.00 $25.12 $50.23 Sep 5, 2026: $50.23. Unity Permanent Decrease 2026-09-05 2026-09-12 Oct 31, 2026: $50.23. Latest store price Sep 5, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$50.23Latest store price
$50.23Unity Permanent Decrease 2026-09-05 2026-09-12

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Escape Room Engine

  • Tools, Systems & Learning > Development Tools & Automation
Escape Room Engine is a modular set of intuitive systems and editor tools for building escape-room style puzzles in seconds, and complete escape rooms in minutes.

Inspired by modern escape-room editors and visual puzzle-building workflows seen in games such as Escape Simulator and Escape Simulator 2, this asset focuses on fast iteration, clear logic connections, and Scene View driven setup.

It is an independent system built specifically for Unity. It is designed to be easily extendable, allowing you to plug in and control your own scripts and gameplay systems using the same connection tools and workflows.

Powerful Scene View editor tools let you set up logic components and connect puzzle elements visually, using a scene picker instead of manual hierarchy dragging. Animated gizmos clearly display connections, making complex puzzle logic easy to understand at a glance.

Character Controller
A simple first person controller designed for escape room games. Allows for moving, looking, sprinting and crouching.
Easily integrate your own custom character controller into the system.

Interaction System
Easily set up interactive puzzle elements. Create your own interactables by inheriting from Interactable.
Animatable: Quickly make buttons or simple animations.
Pickupable: Pick up, examine, interact with, place down or into slots.
Turnable: Rotable object that is evaluated in fixed increments, producing a discrete value (for example 0-9) based on the current rotation angle.
Slidable: Slides along a straight line between two endpoints, with optional intermediate stopping points. Can be configured to snap precisely to each stop.
Zoomable: Allows zooming in on an object/area. It triggers a blend to an associated Cinemachine camera. This camera is fully configurable using standard Cinemachine settings (position, lens etc)

Logic Components
Quickly set up logic behavior for puzzles and link them together for entire escape rooms.
Slot: Allows Pickupable objects to be placed into a defined location, such as inserting a key into a keyhole.
Lock: Evaluates passcodes of one or more values. These values can be driven by Slots, Turnables, Animatables, or other inputs. Allowing for anything from single-trigger locks to multi-digit combination puzzles.
EventExecutor: Executes UnityEvents in sequence, allowing multiple complex actions to be triggered from a single interaction.
Sound: Plays an AudioSource when triggered, for sound effects, music, ambience, or feedback cues.
Randomer: Randomly selects and triggers one target from a defined list, adding unpredictability and replayability to your puzzles.
Trigger: Detects when the player or specified objects enter or exit its bounds and triggers targets accordingly.

ITarget
An interface to enable fast and visual linking between objects. You can also implement ITarget in your own scripts to integrate custom behaviour into this linking system and have your own code executed through the same workflow. Easily creating your own custom logic components.

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