The hall of Sallow House by lamplight: a staircase, a portrait, the lamp on the hall table

A ghost story you have to escape

Whatever you hear tonight, don't open the door.

You and up to five friends, locked in a haunted house until midnight. Every phone holds clues nobody else can see, so you'll have to talk, and the house hears every word. Plays in your browser, on the sofa or on a call.

  • 1–6 on one ticket
  • One evening · 60–90 min
  • Plays in any browser
  • 16+ · lights down
Step inside — $24.99

One ticket lets all six of you in. Start the second you buy, or save it for any night in the next 30.

The hall table: a lamp, a candle and a folded note

You're sent to Sallow House to catalogue a dead woman's belongings. The housekeeper has gone home. She left you this.

A note on the hall table. Open it

Sir or Madam —

Lamp and matches on the table. The range is lit and there is bread and cheese in the kitchen. I will come back at seven.

Whatever you hear, do not open the door to anyone who knocks. Miss Vane was most particular.

— E. Ridley.

Two iron bolts slide home across the front door. Nobody touched them.

The lamp leans, gutters, and goes out.

And something outside is waiting to be let in.

Five rooms. One lamp. Nobody else coming.

The house was never wired for electricity. You see what your lamp shows you, and the lamp doesn't show you much. Every room is hiding something. Some of them are hiding someone.

Every picture here is a room you'll stand in.

Forty seconds inside Sallow House. Sound on, lights off.

Somewhere in the house is a book

It says what this family has done on the same night every year for fifty-seven years, and why. Three generations of handwriting. You have until midnight to do it right.

Get into the house — $24.99

The door opens the moment you pay. Nothing to install.

Everyone holds a piece. Nobody holds enough.

Put the house up on the TV. Everyone joins on their own phone, and from that moment each phone holds letters, keys and pages nobody else can see. Read them out. Argue about them. Pass them across. The only way out is to talk, and the house is listening to every word.

  1. Together: the house on the big screen, the clues in your hands.
  2. Apart: everyone on a video call, each on their own device. Distance doesn't save you.
  3. Alone: play it solo, every clue in one pocket, headphones on, lights off.

An evening's worth: 60–90 minutes. Need a breather? The house saves your place, and waits.

The lamp
A key
A music box
The house on the TV. A different piece on every phone.

The house plays dirty.

This isn't a list of locks and codes. The house is working against you, and it doesn't play fair.

  1. The study desk by lamplight: papers, an inkstand and a drawer with a three-digit lock

    Red herrings everywhere.

    The thing that catches the light first is almost never the thing you need. The house enjoys watching you get it wrong.

  2. An open ledger, its columns ruled in red, waiting to be read again

    It lies to you.

    Go back to a page you've already read. Read it again, carefully. And when you ask for help, make sure you know who's answering.

  3. It singles you out.

    One of you will get a message the others never see. What you do with it is up to you. Now the group is watching each other.

  4. The front door from inside, both iron bolts drawn across

    It knocks from one phone.

    A knock plays on just one person's phone, so it comes from a real place in your room. Behind you. On the sofa. Next to your ear.

  5. Candles in the landing window, the moon behind the leaded glass

    It punishes silence.

    Go quiet for too long and the knocking starts. Then it comes closer.

  6. The portrait in the hall, watching the stairs

    It knows you're there.

    It knows your names. It knows the time. It knows exactly how long you've been inside.

Every puzzle plays fair. The house lies about everything except the way out.

Can you get out before midnight?

The clock in the hall is your timer. It chimes every quarter hour, and by the third chime you'll dread it. The later it gets, the less patient the thing at the door becomes. Miss midnight, and the house takes one of you. Then it turns the clock back.

Every escape is timed. The fastest teams out of Sallow House go on the leaderboard. There's room at the top.

Beat the clock — $24.99

Bring your sharpest minds. Up to six of you.

Before you go in

THE STILL ROOM is for ages 16 and up. We mean it.

There's nothing gory in it. It is simply unsettling, and it's built to be.

There are jump scares: you can switch them off, and everyone still plays the whole game.

There is dread: you can't switch that off.

And if you look away from the tab, the house notices.

Play with the lights down.

One price lets all six of you in.

$24.99 · up to 6 players · any night in the next 30

A real escape room charges per head and books up weeks ahead. This one opens in your own living room the moment you're ready, for about the price of one ticket there. Stuck? The house gives hints in three steps: a nudge, a stronger nudge, then the answer.

Lock us in — $24.99

Pay once. The door stays open to you for 30 days.

Our promise. Changed your mind? If nobody in your group has started a game, ask within 14 days of buying and we'll refund you in full. If it doesn't work (the page won't load, your access won't activate, something's broken on our side), email us and we'll fix it or refund you.

Before the bolts slide home

What do we need?

The phones already in your pockets. It runs in any web browser on a phone, tablet or laptop, with nothing to install. A TV makes the house bigger. Lights off makes it worse.

How many can play?

One to six, all on one ticket. In a group everyone brings their own phone, because each phone holds clues nobody else has. That is where the arguing starts.

Can we play if we're not in the same place?

Yes. Get everyone on a video call, each on their own device, and share the house on screen. Distance won't make it any less frightening.

How long does it take?

60–90 minutes for most groups: a proper evening in. Progress saves if you need a breather, and you have 30 days to finish.

Is it too scary for some of us?

Switch the jump scares off and everyone plays the whole game. The atmosphere stays.

What if someone has to leave partway?

The house doesn't wait for them. The game carries on, and whatever was in their pockets is shared out among the players still there.

Who is it not for?

Under-16s. Anyone who wants jump scares with no reading or puzzling. And anyone after a five-minute distraction: this fills an evening.

Getting ready? How to play has the three rules for the best night: sound on, one device each, screen awake.

Sallow House has kept its secret since 1868. Somebody has to open the right door before twelve. Whatever you do, don't open the wrong one.

Step inside — $24.99

The house is ready when you are.

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Not tonight?

The house will wait. It's good at waiting. Leave your email and we'll send you a reminder to come back to it, and first word when a new game opens its doors.

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$24.99 · the whole groupStep inside