The Seventh Room was a decent room overall, especially if you’re into creepy atmospheres and isolation-based tension. I’d heard a lot of hype about how scary it was, but it’s not packed with constant jump scares or horror moments — it leans more into suspense and unsettling sound design. Most of the fear comes from the unknown: eerie audio, dark spaces, and not knowing what’s coming when new areas unlock. There were a couple pitch-black sections that definitely had me on edge, but nothing that felt outright terrifying in the traditional sense.
The team does a great job prioritizing player safety. Before the game starts, they ask for a safeword and clearly explain that using it won’t end your game or make you fail — it just pauses the experience so a game master can check in and make sure you’re mentally and physically okay. That reassurance made a big difference going in.
The scariest moment for me wasn’t even a typical “scare” — it was when a person entered the room. There are no live actors in a performance sense, but someone is physically present at one point for safety monitoring. They don’t speak or interact at all, but just being there made everything so overwhelming for me that I almost safeworded out. For those who love intense, immersive fear, this moment will probably be thrilling. But for people who are more sensitive to scare elements or sensory overload, it might push too far. I was on the verge of a panic attack — I was crying and trying to breathe through it — because even though what was happening wasn't objectively that scary, the combination of total darkness, isolation, noise, and presence of another person completely overloaded my senses.
There’s also a lot of confined space — especially during the isolation segments. We had a group of three, and all of us were split up at some point. One small space in particular made me feel claustrophobic even though I’m usually fine with tight areas, so heads-up if that’s something you struggle with.
This room is absolutely designed to push boundaries — not through gore or jump scares, but through sensory intensity. It was well done in that sense but just make sure to take care of yourself. Use the safe word if you need it. If I hadn't been briefed from fellow escape room people and experienced it blind, I would have walked out feeling emotionally drained instead of proud.
If you're looking for a suspenseful, intense experience that tests your nerves, this could be a great fit. But if you’re easily overwhelmed or anxious in dark, confined spaces, think twice — and prioritize your own comfort over finishing the game.
Definitely puzzle-heavy, though not as much as Dare 2 Escape’s other rooms like At the Hoppe or Video Store. The puzzles themselves were solid and fair, but many felt disconnected from the story or each other. A few tied into the narrative, but overall I wasn’t always sure why we were doing certain things — it felt like puzzle-solving for the sake of it rather than for plot progression. Still, they were engaging enough to keep things moving, even if the logic didn’t always feel story-driven.
Decent overall. The second room had the strongest set design, but nothing really stood out as incredible or unique. For a room with this much hype, I expected something more visually memorable. It felt like your typical scary, dilapidated space — effective, but nothing we hadn’t seen before.
Incredible GM — seriously one of the best we've had. She was so kind and reassuring throughout the entire experience. During the game, she used the clue system to support us without breaking immersion and was fully prepared to sprint in if anyone (me) safeworded out. After the room, we stayed and chatted about escape rooms, the game, and more for nearly 30 minutes. We absolutely LOVE the staff at Dare 2 Escape — they’ve always gone above and beyond to make us feel welcome and taken care of.
Particularly interesting or different
Yes
Yes — the dual isolation moments, presence of a real person in the room, and overall sensory overload made it stand out. It’s not your typical puzzle room — the emotional intensity and focus on fear-based immersion made it feel very different from standard escape room formats.
Story was more atmospheric than detailed. You don’t need to follow every beat to feel immersed, but I didn’t always understand why we were doing certain things in the moment.
Moderate, leaning toward emotional difficulty more than puzzle difficulty. Stress and sensory overload made things feel harder than they actually were.
A mix, but mostly relies on mechanical over tech. Some electronic effects, but not flashy — subtle and effective.
3–4. With 3, all players will experience isolation at once. More than 4 may leave some standing around during solo moments.
Very emotionally intense. Not full of jump scares, but overwhelming in darkness, isolation, and presence. Would be too much for some players — take it seriously.
13+. There is one graphic puzzle that depicts dead body parts, but it isn't too intense if you're fine seeing things like that. The fear factor and emotional intensity are definitely high. Not suitable for younger players.
Yes. One puzzle didn't trigger as complete but the GM was able to bring us what we would have gotten if it opened so there wasn't any problems at all with it! It happens with technology! Also, one of the isolation parts of the two has been broken for months but was recently fixed!! If the isolation is super important to you, make sure to call and verify both parts are in working shape!
No traditional actors, but a real person is present at one point for safety. They don’t interact, but their presence during an intense moment made it overwhelming.
Physically active
Somewhat
Moderate. You’ll be crawling and squeezing into tight spaces. Not strenuous but potentially triggering for anyone with claustrophobia. I would say you need at least two people in your party able to do these actions!
Accessibility
Not very. Isolation, crawling, and sensory intensity would be challenging for players with mobility issues, anxiety, or sensory sensitivities.
Yes — Dare 2 Escape is clearly marked and easy to locate in Kissimmee.
Plenty of free parking available nearby.