Let’s make sure everyone is able to enjoy an escape room!

We want to share adventures with everyone, so we have created this page to share some information about accessibility with you! After all, we believe that everyone and anyone should be able to have a fun adventure within our venue. We have worked hard to ensure that, through this page, you can find all the necessary information you need to have the best time with us – whilst preserving some all-important secrets! To do this, we’ve split this page into room specific segments and tabs that are tailored to your needs, in order to keep the surprises… well, surprising!

Note, if you look through this page and feel like you ned some additional information, or even that something is not mentioned in this page, you’re more than welcome to contact us. We want to make this page the best resource to find out everything you need to know, so if you have any feedback about this, please also get in touch! Our top priority at Devon Escape is to ensure that you always have a great time within our venue, so where possible, we will always endeavour to adapt our games to best suit your requirements!

Read on to find out more:

Our Entrance, Lobby and Toilets

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  • There is a single step (8cm height) and a door (75cm width; 8cm lip height) to enter the building.
  • There is a step (18.5cm height) up into a corridor (90cm width) to gain access to Death on Dartmoor and D-Day for Devon; as well as our toilet facilities. This corridor is through a door (75cm width; and 5cm lip height).
  • We have a portable wheelchair ramp that we can use to assist you in accessing our lobby space for your pre-game briefing, and can be moved inside to allow entry to this corridor. Please contact us if this is something you require so we can have this ready for you upon arrival.
  • Unfortunately, we do not have an accessible toilet in our location. We have a singular, gender-neutral toilet. This toilet is through two doors (both 75cm width) and up a step (16cm height).
  • We have three pairs of reading glasses of varying strengths available in our lobby space which you can borrow whilst inside the rooms. However, we recommend bringing your own glasses where possible.
  • Your Games Host may opt to use a presentation whilst giving you your briefing. This is a visual aid only, and all information will also be communicated audibly.
  • Your Games Host will give your briefing audibly. However, we are able to provide a written form of this information via an iPad if required. Please request this upon arrival.
  • One of the biggest concerns we hear from visitors is about being locked in. At Devon Escape, we never lock the doors to our rooms; both for your safety, and for your comfort. You are always free to leave at any point.
  • Your Games Host will be on hand to welcome you to our venue and will only be working with your group during your visit. If you have any additional needs that you would like them to be aware of, please reach out to us.

Prison Break: Uprising [COMING SOON]

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Learn more about the story
  • This game is up a flight of 14 steps. These steps are 80cm wide, and have a railing for support.
  • Once inside the room, the flooring is flat.
  • For approximately twenty minutes, players will be required to pass through a gap (115cm high). Players will have no access to seating. After this point, a chair is available at all points inside the room.
  • Players should be able to reach through an arm’s width gap, which is at waist height, in order to pass objects through and undo combination locks.
  • One puzzle requires dexterity, including the aforementioned gap.
  • For groups of two and three players, one moment requires fast movement to progress.
  • This game requires a fair amount of reading. Reading glasses of varying strengths are available in the lobby if needed, upon request.
  • One puzzle requires far vision via a spyhole. Unfortunately, we do not provide glasses for short sighted people, so we ask that you remember to bring your own glasses.
  • Clues are given via an audio system in the corner of the room. Please let your Games Host know if you require visual clues, as clues can be sent to your timer screen if required.
  • The room is lit with white ceiling lights. Torches can be provided inside the room if required.
  • This game has ambient music playing over speakers. This can be toggled off if players require; please let your Games Host know if you would like this.
  • While you are locked into your cells using magnetic locks, there are override switches in each cell.  This means, you are able to leave the game and take a time out if needed. Your Games Host can even pause your timer if this is something you want!
  • The game involves light roleplay during the first five minutes. This will be between yourselves and your Games Host, who will be playing the role of your Warden.
  • Towards the end of the game, an event occurs involving vibration. This can make some players jump. Please let your Games Host know if you might find this distressing, so they can give you a warning ahead of time.

Death on Dartmoor

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Learn more about the story
  • To access this room, players must go down a corridor (90cm width). This corridor is up a step (18.5cm height) and through a door (75cm width; and 5cm lip height).
  • The entrance door to the room is 73cm wide.
  • Once inside the room, the flooring is flat.
  • Approximately 15 minutes into gameplay, players must pass into a second room, by going through a thin doorway (57cm width). If this is a problem, players can pass through the room’s exit door (73cm width) to access this second space.
  • Stools are available once inside the second room. If you require a seat before this, please reach out to us via email so we can get this ready for you upon arrival.
  • This game requires some reading. Reading glasses of varying strengths are available in the lobby if needed, upon request.
  • One puzzle requires far vision. Unfortunately, we do not provide glasses for short sighted people, so we ask that you remember to bring your own glasses.
  • One puzzle requires players to identify colours.
  • One space within the game is dimly lit. Players are provided with torches to assist with vision within this segment of the game.
  • This game has quiet, ambient sounds playing over speakers, such as thunder, distant police sirens and rain. This can be toggled off if players require; please let your Games Host know if you would like this.
  • Clues in this room are provided via a walkie-talkie. If you require visual clues, please let your Games Host know and they will use a screen within the room to provide clues instead.
  • One puzzle requires players to listen to an audio recording. Players have struggled to hear this in the past; if this will cause problems, your Games Host will be able to assist.
  • The door to this room is never locked behind you – at all times, you are able to leave the game and take a time out if needed. Your Games Host can even pause your timer if this is something you want!
  • This game contains some reading which dyslexic players may find challenging. Please let your Games Host know before your game so they can signal any important information within the puzzle.
  • One puzzle requires light mathematics that players with dyscalculia may find challenging.
  • This game has quiet, ambient sounds playing over speakers, such as thunder, distant police sirens and rain; which some neurodiverse players have found discomforting or distracting in the past. This can be toggled off by your game master should you require it.
  • This game contains fake blood.

D-Day for Devon

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Learn more about the story
  • To access this room, players must go down a corridor (90cm width). This corridor is up a step (18.5cm height) and through a door (75cm width; and 5cm lip height).
  • The entrance door to the room is 73cm wide.
  • Once inside the room, for the majority of the game the flooring is flat. Towards the end of the game, players must pass through a door (65cm width) which is up a step (22cm height)
  • A seat is available at all times during the game.
  • This game requires a fair amount of reading and close vision. Reading glasses are available in the lobby if needed, upon request.
  • Two puzzles require players to identify colours.
  • Clues can be given both audibly via a disguised walkie-talkie; and visually via a screen in the corner of the room. Please let your Games Host know if you require clues to only be given audibly.
  • The game contains a sequence where the room becomes near-pitch black. This can be skipped if required; please reach out to us via email so we can get this ready for you upon arrival.
  • This game has quiet, ambient music playing over speakers.
  • This game contains a short introduction, presented via a phone call.
  • This game contains a puzzle where audible Morse code must be decoded. A transcript can be sent to the game screen if required – please let your Games Host know.
  • This game contains a sequence where loud sirens play for roughly 20 seconds, and where loud, dramatic music plays for roughly four minutes. This can be skipped if required; please reach out to us via email so we can get this ready for you upon arrival.
  • The door to this room is never locked behind you – at all times, you are able to leave the game and take a time out if needed. Your Games Host can even pause your timer if this is something you want!
  • This game requires a fair amount of reading, which some dyslexic players may find challenging.
  • Two puzzle requires counting, which players with dyscalculia may find challenging.
  • This game contains a sequence where the lighting changes, flashes and goes dark; and where loud sirens play for roughly 20 seconds. After this, loud, dramatic music plays for four minutes. This can be skipped if required; please reach out to us via email so we can get this ready for you upon arrival.
  • This game contains an object dropping, and often causes players to jump. If this might be a problem, please let your Games Host know, so they can warn you before this happens.
  • The game involves light roleplay as part of the story introduction, lasting approximately five minutes. This will be between yourselves and your Games Host, who will be playing the role of your commanding office. This character may return around forty minutes into the game; this depends on your progress through the game.

Carers

We allow a free-of-charge carer place for our rooms providing the minimum room occupancy of two people is met (excluding the carer). Please complete your booking for the participants and leave a note to advise if a carer is attending.

We hope that this page has helped provide additional insight into our rooms but if you had additional questions, please contact us!

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