Project information

Escape the Room!

Fireproof Games is a British development firm borne out from six developers that had been working at Criterion Games on the Burnout racing series; together they decided to quit to form their own small team to provide outsourcable artwork to other developers.

1 year

Charity information: TBG 2016 - Charity 8i

TBG 2016 - Charity 8i logo
  • Need

    Need

    With The Room, the goal was "to make the best iOS game we could, not just try to make a big console game for iOS", according to Fireproofs' Barry Meade.[4] They wanted to emphasise the use of the touchscreen of mobile devices in its own unique way, similar to the success of Cut the Rope and Angry Birds. At the same time, they wanted to create a game that would be immersive for the player.

    Solution

    The game was initially created for Apple's iPad (compatible with iPad 2 upwards) and released in September 2012.[4] It was subsequently adapted and made available and adapted for the Apple iPhone 4s upwards & iPod Touch 5th Gen under the guise of "The Room Pocket" as of 3 December 2012, which included a free first level and additional levels available for purchase.[4] An Android version of The Room was created for mobile devices as part of the Humble Mobile Bundle.

  • Aims

    Aim 1

    A free expansion to The Room was released in August 2013 which updated the game with a new level.

    Activities

    » A free expansion to The Room was released in August 2013 which updated the game with a new level and links the end of the first game to the sequel.
    » A free expansion to The Room was released in August 2013 which updated the game with a new level and links the end of the first game to the sequel.
    » A free expansion to The Room was released in August 2013 which updated the game with a new level and links the end of the first game to the sequel.

    Upon its release The Room was featured as Apple's Editors choice across the world, going on to receive the coveted "Apple iPad Game of the Year 2012"


  • Impact

    Impact

    As of March 2013, The Room on iPad has sold over 1.4 million copies and near its initial release, ranked as one of the top-selling games on several iOS lists[4] The free Pocket version has been downloaded over 2.4 million times.[4] In March 2014, Fireproof Games stated that they have sold 4 million copies of The Room and an additional 1.4 million copies of its sequel.[20] By October 2016, the three games in the series have sold more than 11.5 million copies.[21]

    Risk

    The Room is a 2012 puzzle video game developed by Fireproof Studios. The game was originally developed for the iOS platform and released in September 2012. The Android version debuted as part of a Humble Bundle in March 2013 and was subsequently released on Google Play.

    The Room is a 2012 puzzle video game developed by Fireproof Studios. The game was originally developed for the iOS platform and released in September 2012.

    Reporting

    The Room is a 2012 puzzle video game developed by Fireproof Studios. The game was originally developed for the iOS platform and released in September 2012. The Android version debuted as part of a Humble Bundle in March 2013 and was subsequently released on Google Play.

  • Budget

    Budget - Project Cost: £1,000

    Loading graph....
      Amount Heading Description
      £500 Gameplay Gameplay workshop
      £500 Sales Sales workshop
  • Background

    Location

    The Room presents the player with a series of strange boxes that have a number of physical mechanisms on them. The player is challenged to figure out how to open each one - typically by undoing a series of locks - to access another puzzle box within it. The game uses a variety of motions enabled by mobile device touchscreens to simulate actions in real life, such as looking around the device, turning keys, and activating switches.

    Beneficiaries

    The Room presents the player with a series of strange boxes that have a number of physical mechanisms on them. The player is challenged to figure out how to open each one - typically by undoing a series of locks - to access another puzzle box within it. The game uses a variety of motions enabled by mobile device touchscreens to simulate actions in real life, such as looking around the device, turning keys, and activating switches.

  • Why Us?

    Why Us?

    The Room presents the player with a series of strange boxes that have a number of physical mechanisms on them. The player is challenged to figure out how to open each one - typically by undoing a series of locks - to access another puzzle box within it. The game uses a variety of motions enabled by mobile device touchscreens to simulate actions in real life, such as looking around the device, turning keys, and activating switches.

    Read more about the Charity running this project.

    People

    Lizzie Hulton-Harrop

    The Room has received positive reception, and the iOS version received several awards. The game has sold more than 1 million copies.