Native iPhone escape room campaign

Escape the facility before the next seal closes.

Containment Protocol drops players into the damaged Veyra research facility: a cinematic sci-fi lab where every lock has a fair clue trail, every room advances the story, and every run can be replayed for a better score.

iPhone landscape Solo prototype Multiplayer planned
Protocol active 07 rooms online
7playable levels
3themed wings
2timer views
0required hardware tricks

Actual app screenshots

The website shows the real game surface.

These are current captures from the iPhone landscape prototype: title, room play, and settings.

Containment Protocol title screen with lockdown sigil and New Escape button
Title screen and brand direction
Observation Room gameplay screen with timers, score, hotspots, and inventory
Room view with hotspots, HUD, hints, and inventory
Settings screen with difficulty, timers, haptics, sound, motion, and text options
Settings for difficulty, display, audio, and accessibility

The game

A touch-first escape room built for a phone, not squeezed onto one.

Players inspect room hotspots, collect a small inventory, combine parts, decode terminals, and open the exit. The room stays readable, the controls stay large, and hints support the game without replacing the puzzles.

Inspect

Every object gets a clear interaction.

Hotspots open concise object sheets with descriptions, actions, and puzzle inputs.

Deduce

Later rooms stop labeling every clue.

Players decide which logs, panels, and markings matter after the tutorial room teaches the pattern.

Replay

Timers affect score, not access.

Room and campaign timers make runs measurable while keeping casual and family play relaxed.

Cooperate later

Built with shared-room multiplayer in mind.

Puzzle state, inventory, and room completion are structured for future multi-iPhone sessions.

Campaign premise

The Veyra research facility has locked itself from the inside.

The player wakes in an abandoned observation wing after an experimental energy system failure. Automated warnings repeat fragments of containment instructions, but no staff answer. Each escaped sector reveals that the lockdown may have been deliberate.

  1. 01Observation Room
  2. 02Specimen Storage
  3. 03Diagnostics Bay
  4. 04Containment Hall
  5. 05Hydroponics Wing
  6. 06Memory Archive
  7. 07Reactor Depths

Prototype features

Polished solo first. Multiplayer-ready later.

Difficulty settings

Story, Standard, and Expert adjust hint economy and scoring pressure.

Limited hints

Hints are useful, visible, and carry score penalties so they support replay.

Randomized codes

Later room numbers can change across runs to reduce memorized shortcut play.

Small inventory

Rooms use a focused set of items, usually enough to feel tactile without becoming clutter.

Family-safe suspense

Warning lights, damaged glass, and strange logs create tension without graphic horror.

Native iOS

Built in SwiftUI for landscape iPhone play, with no camera, microphone, or AR required.

Release list

Be first through the sealed door.

The game is an early native iPhone prototype moving toward a polished App Store release. Join the list for TestFlight and public release updates.