[ Est. MCMXI · four rooms · one way out ]

Some doors lock from the inside.

Oubliette is a live-theatre company that builds rooms you have to earn your way out of. Sixty minutes on the clock. No hints unless you beg. The lock beside this is the only invitation we hand out — pick it, and the room that isn't on the menu is yours.

Rooms
Four
Run time
60–90 min
Hints
If you beg

— inscribed on the stone — The liar's lamp that swells then wanes,
the tooth the gaoler keeps on chains,
the only warden never still,
the black wing waiting on the sill.

Drag a dial · or focus it and use ↑ ↓. Set each to the thing its line names, in order.

THE COLD OPEN — solve it before you arrive four dials · six faces · one true set

[ The rooms ]

Four ways in. One way out of each.

Every room is a full set with a story that watches you back — practical effects, a live actor when the night calls for one, and a lock that never opens the way you expect. Book the whole room; we never mix parties.

The Widow's Séance

Tier II

A grieving spiritualist has summoned you to raise her husband. The planchette moves on its own. So, eventually, does the door — but only for those who let the dead finish their sentence.

  • Run 60 min
  • Party 2–5
  • From £34 pp

Oubliette

Tier V

The room that named the company. A forgotten cell, a warden who stopped coming, and a single mistake in the stonework the builders never fixed. Ninety minutes. Twelve percent get out. You will not be told which mistake.

  • Run 90 min
  • Party 3–6
  • From £46 pp

The Cartographer's Error

Tier III

A mapmaker charted a street that was never built — and now it exists, and you are standing on it. Find the seam where his map and the world disagree, then step through it before the map corrects itself.

  • Run 60 min
  • Party 2–4
  • From £34 pp

Last Train to Nowhere

Tier IV

A night train that departed on time and has not arrived in forty years. Six carriages, one missing passenger, and a conductor who insists it's your stop next. The largest room we run — bring reinforcements.

  • Run 75 min
  • Party 4–8
  • From £38 pp

[ The puzzle ]

The lock is the interview.

Most companies sell you a ticket. We hand you a lock and watch what you do with it. The dials on the door aren't decoration — they carry a combination we never write down, and the only clue is a quatrain cut into the stone. Read it properly and the last room opens for you specifically. Read it lazily and you'll pay full price like everyone else.

Six faces to each dial — candle, key, moon, hourglass, raven, skull — and every line of the verse names exactly one of them. The order is the order they're written. That's the whole secret, and it still stops most people at the threshold.

Go pick the lock ↑ no scanner, no app — just the dials above
Players admitted
41,200
Made it out
38%
Longest anyone lasted
89 min
Rooms that beat them
4

[ The descent ]

Five tiers. It only goes down.

Pick your level honestly. The escape rate beside each tier is the fraction of parties who got out with time to spare; the bar is how hard the room pushes back. There is no Tier VI. There was, once.

  1. I

    The Threshold

    82% out

    A door, a candle, one gentle lie. Built for first-timers and nervous birthdays. You will get out — that's the promise, and the only one we make.

  2. II

    The Antechamber

    64% out

    Now the walls start keeping secrets. Two puzzles run at once and the clock stops feeling generous. Most people's first taste of a room that fights back.

  3. III

    The Confession

    47% out

    Someone in the room is lying. It might be a prop. It might be the room. It might be the member of your party we quietly took aside before the door closed.

  4. IV

    The Reliquary

    31% out

    Bring a clear head and a steady hand. One wrong artefact in the wrong slot and the whole room resets against you. We keep a chaplain on call. Mostly for the actors.

  5. V

    The Oubliette

    12% out

    Named for a hole you're dropped into and forgotten. No live actor — no one is coming. Just you, the stonework, and the one mistake the builders left. Good luck. You'll need more than that.

[ Book a room ]

Choose your cell.

Tell us the room, the night, and how many souls you're bringing. We'll hold the whole room for your party alone and send the briefing by candle-lit email. Come thirsty; leave changed.

  • Private booking — we never mix parties
  • Arrive 15 minutes early or the room starts without you
  • Under-16s only with a nerve-steady adult

Demo form — no booking is made and nothing is sent. See the README.