Safe fun in an escape room: what should you check?

Is an escape room safe? How to leave at any moment, how to reach the staff, what Polish fire regulations require since 2019, and the questions to ask before you play.

Redakcja KrakowSecrets

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Publikacja: April 17, 2023

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Aktualizacja: October 1, 2026

Tabliczka z napisem „safety first”

An escape room can be safe if you can leave at any moment without solving a puzzle, you’re in constant contact with the staff, and the venue meets fire safety regulations. The escape in the story is just a game. The real way out should never depend on a code, a key or finishing the mission. You won’t see any of this in the photos on a booking page, but you can ask about it before you book and during the briefing.

The description on a website is a starting point. It doesn’t replace the safety briefing or an inspection of the actual venue. Don’t assume that a place meets every requirement just because it’s open for business. A good online review doesn’t confirm the condition of a particular room either.

Why it’s talked about more since 2019

In January 2019, five fifteen-year-old girls died in a fire at an escape room in Koszalin, Poland. The girls had no effective escape route from the room where the game was taking place. After the tragedy, the law was changed.

Hands pushing open a dark wooden door with handles

Since 29 January 2019, a new provision of the regulation on fire protection of buildings (in Polish) has been in force. It covers entertainment in which participants free themselves from an enclosed space or have limited freedom of movement, regardless of what the business calls its game. Before opening, and at least once every 2 years, the venue must carry out a practical check of its evacuation arrangements and of whether it meets fire safety requirements. The check is done with a fire safety expert or another authorised person, and the report goes to the State Fire Service.

The general rule for escape routes is simple. The regulations don’t ban locks, but they do ban locking doors in a way that stops them being opened immediately from the inside. The Fire Service explains that fastenings which need an extra step to open from the inside, such as a key or a padlock, are not acceptable.

As a player, you can’t assess the installations or legal compliance. But you can ask questions that well-prepared staff will answer without hesitation.

Questions to ask the staff before you play

These questions don’t give away any solutions. You can ask them over the phone when you book or on site, before you start:

  • How do we leave the room at any moment? Ask them to show you the door, button or other mechanism. Getting out shouldn’t require a code, a key or finishing a task.
  • How do we call the Game Master? Ask whether the staff can see and hear the team for the whole game, and how to report a problem: a gesture to the camera, a button, or just your voice.
  • Which way do we leave the building if the whole venue has to be evacuated? The escape route from the room is one thing, but the way out of the whole building matters too.
  • When was the last evacuation check carried out? Venues running these games must do one at least once every 2 years. A calm, specific answer tells you more than a general assurance that “everything’s fine”.
  • What in the room shouldn’t we touch? Ask about fixtures and fittings that aren’t part of the game, and about the rules on using force.
  • Are there tight passages, dim lighting, loud effects or anything else that could be difficult for people with claustrophobia, during pregnancy or with limited mobility?
  • Can a child play without an adult in the room? The rules for children taking part are set by the organiser.

If after that conversation you still don’t know how to get out, how to call for help or what rules apply in the room, don’t start the game until you’ve cleared it up.

Learn how to get out before you start

Ask to be shown how to leave the game space if you need to. If there’s a button or another mechanism, make sure you understand how it works and where it is. This is the right moment for questions, even if the rest of your team has played before.

Pay attention to signs and keep passages clear. Don’t block the way with a bag, a jacket or props. Don’t treat any evacuation equipment as part of a puzzle.

Agree how to contact the staff

Needing a hint, a technical problem and wanting to stop the game immediately are three different messages. It’s important that the whole team knows how to send each one.

Three young people lean over a wooden bucket on the floor in a dark room

Being monitored doesn’t mean players can stop paying attention. The Game Master watches the game, but the person in the room is the first to notice their own discomfort and can speak up. If there’s a real danger, follow the evacuation rules and the staff’s instructions. The clock in the story no longer matters at that point.

What’s a task and what to leave alone

Alongside the props, the room contains ordinary fixtures and fittings. Don’t use force, don’t climb on furniture or scenery, and don’t take apart any installations unless you’ve been clearly told to for a specific task.

If something doesn’t respond even though your idea is right, ask the Game Master. A jammed mechanism and a wrong answer can look much the same. Report visible damage, anything unstable or a problem with the exit straight away. Not every fault is a deliberate part of the puzzle.

Group size and room conditions matter

Stick to the player limit for the room you’ve chosen. Don’t add people without checking first, even if it seems like “one more person will fit”. Suitability is also about moving around, age and how people react to stimuli.

It’s worth checking the physical conditions on the page for each specific room. For example, Dragon’s Curse carries a warning about tight spaces and narrow passages. Knowing the doors stay unlocked doesn’t remove the limitations of the set itself.

Give the staff specific information: difficulty with tight spaces, sensitivity to loud sounds, mobility limitations or a child’s age. You don’t have to share more than is needed to agree the terms of taking part. The staff can describe the game, but they can’t replace medical advice when a health assessment is needed.

When someone doesn’t want to carry on

Agree before the game that nobody will joke about someone saying they’re uncomfortable. You can love crime stories and still feel bad in a dark room. You can also change your mind once you’re inside. The team’s result is never more important than being able to stop.

An escape room is meant to be entertainment you choose freely. Wanting to stop doesn’t require proving that your reason is good enough.

Author of this post

Redakcja KrakowSecrets

Redakcja KrakowSecrets

Zespół redakcyjny KrakowSecrets. Piszemy o krakowskich miejscach, trasach i wydarzeniach, a praktyczne szczegóły – godziny, ceny, dojazd – sprawdzamy przed publikacją.

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