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For the music notes puzzle, the violin’s four strings match the four lines of the musical staves. Each string has a base number (shown when you pluck it). A note on a line starts from that number, then its type (quarter/eighth/sixteenth) adjusts the value, and its color (white/black) tells you whether to add or subtract (as explained in the book). Each stave gives one digit, and together the three staves form the code.
There’s also a full in-game walkthrough if you press H while playing. 🙂
About the debug mode issue: if you were hosting the room, could you try letting another family member host instead? I’m not 100% sure it’ll solve it, but fingers crossed it might. 🤞
Please let me know how it goes! 🙂
And thanks a lot for the detailed feedback – super helpful! I’ll look into adjusting the book so all numbers light up (great suggestion, thanks!) . As for the “O”, it’s there but can be a bit tricky to spot , and the butterfly doesn’t land directly on 7, but just to the side of it .
Really appreciate your kind words and input! 🙂
I just had a bit of feedback on the game:
1. For the book on the desk, you should make it so that all numbers light up if you create them. I was playing with the buttons to see what they did and accidentally created 7 so I thought the puzzle was to see which numbers lit up; this made it really easy to guess even though I wasn't intending to do the puzzle out of order.
2. I don't know if it's just me, but I could not see the "O" on the girl's chest in the portrait. Also the E looked like an F in the eye.
3. The orange butterfly kind of looks like it also lands on 7?
I poured a lot of love into creating the room, so it truly means the world to me to hear that you and your friends enjoyed it.
Hope you’ll have just as much fun with the other rooms too – and thanks again for your kind feedback! 💛
We were both in the Ballerina Puzzle Area, and not in the Downstairs Area.
I’m really glad you were able to finish the room. ☺️
In multiplayer, both the upstairs and downstairs sections are kept loaded, but only rendered when a player is present (using visibility activators). So if you’re in different sections, it may strain performance - or cause issues if those activators aren’t working properly on your setup.
I’m considering a design change: possibly moving the number plate box upstairs and closing off the downstairs section entirely during that part of the room to avoid potential lag.
That said, I haven’t personally experienced lag in the ballerina area in multiplayer, whether hosting or joining. ☺️
Thanks again for all your feedback and your kind words about the series so far - it really means a lot! 😊
We were able to finish the map, and as per the last map, it was amazing.
I still would like to note however, that during the Ballerina Puzzle Area, The game kept trying to crash, but would eventually try to crash, then eventually recover. It took about 10 extra minutes in that area to complete the map due to that problem.
I’ve just posted a new patch that should prevent the strange glitch where starting the room with the recap from Chapter One in rare cases would block progression into the actual escape room section.
I’ve also looked into potential lag issues in one area during multiplayer and made some changes that should help improve performance. 🙂
We were playing the latest patch, and the ballerina puzzle was causing the problems listed below.
Super happy to hear that switching who hosted the game solved the visibility issues and that everything now shows correctly. 😊
About video 1: I noticed the piano melody plays twice, which is definitely odd. The ghost visibility is triggered after the melody plays, so it’s strange that it doesn’t activate correctly in your case.
Video 2: I assume this is where Player 2 could see the dev test buttons – one of those removes the nanny’s room, so that explains the sudden disappearance. 😊
Video 3: That animation running in reverse for Player 2 is super weird. I can’t explain why that would happen.
Lastly, for the ballerina hallway: I’ve found the cause (a custom model) and have fixed it in the latest patch. That section should now run much more smoothly. 🙌
When we switched who was the host, it fixed a lot of the problems, which was weird since the original host had better hardware, and internet than the 2nd player, but we did find another problem with the recap which can be seen in this Video [medal.tv] where the ghost was not spawning correctly for the 2nd player.
We also kept experiencing the a repeat problem when we got to the Ballerina Puzzle where Escape Simulator would basically put the host into an infinite spiral of trying to reconnect to the session, and then crash both player's games.
Part 1:
The latest patch seems to have caused a weird problem with the recap as you can see in this Video [medal.tv] where the Ghost just doesn't spawn, and the map can't continue. This can be worked around however by spam restarting the map.
After messing around with the same person being the host, we found a button (Not pressed by me) that straight up removed the majority of the map as seen in this Video [medal.tv] which was kind of funny.
I’ve reached out to the community to ask if anyone else has experienced this issue. In the meantime, could you try adjusting the following graphics settings before loading the room?
• Textures → Half
• Custom Textures Compression → Fast (Low Quality)
• Community Room Lighting → High Quality
Hopefully we’ll get to the bottom of this. 😊
It definitely looks like all the Visibility Activators set to "Disable → Active on Start" are being ignored entirely for you as Player 2. And likewise, any visibility changes triggered by "Disable" activators don’t seem to apply for you either. Really strange behavior.
If you host the game instead, do you then see everything working correctly, and does codijayrobot become the one experiencing the issue?
https://youtu.be/mE2OLSc7JHM
Again no anger on you my friend, the map itself is amazing, but bugged.
Hey Superfriiz, this is what Codi and I mean btw.
And have you tried unsubscribing and then re-subscribing to the room to force the latest version to download?
I tested it again with a friend, and it all worked smoothly on our end - so I really hope it’ll run fine for you too now. Let me know how it goes! :)
I’ve located the issue causing lag for some players in the upstairs hallway (ballerina puzzle) .
It was due to a custom 3D model, which has now been optimized in Blender. This should result in noticeably smoother gameplay in that section.
I just tested the room again on my end in multiplayer, and everything seems to be working as intended – all players are properly teleported from the lobby, and visibility is synced.
Did both of you see the game lobby when loading in? And have you tried switching who’s hosting the session?
From what you describe, it actually sounds like one of you might still have the very first version of the room – where only one player was teleported, which could explain the visibility and interaction issues you’re seeing.
Could you try this: Unsubscribe from the room, restart Escape Simulator, and then re-subscribe to the room to ensure you have the latest version. 😊
Fingers crossed this solved the issue! 😊
I’m really glad to hear you were able to complete the room and had a fun time playing. That means a lot – thanks again for sticking with it!
I’ve made a few small changes that should help reduce performance drops, especially during that part of the room. Hopefully it’ll run more smoothly now!
Hope you’ll give it another try (please make sure both players have the latest version of the room)! 😊
And @codijayrobot – thanks so much for the kind words! I’m really happy to hear you’re enjoying the Evil Nanny series. 😊