Escape Simulator 2
by Pine Studio · 27 Oct, 2025
98 downloads
About the Game
Escape Simulator 2 is the sequel to Pine Studio's first-person escape-room game, and it leans into the format that made the original work — handcrafted rooms with tactile, prop-driven puzzles you solve by physically picking objects up, examining them, combining them, finding hidden compartments. Each environment is built around a theme (Dracula's Castle, ancient temples, sci-fi installations) and packs four interconnected rooms of layered puzzles per pack.
The 2026 release adds Room Editor 2.0, a built-in tool that lets you compose your own escape rooms and share them via Steam Workshop — the original game's community shipped over 70,000 fan-made rooms, so the sequel is betting hard on user-generated content for long-term value. Co-op for up to 8 players is in from launch.
Released as OFME (Online-Fix Mod Edition) — the 8-player co-op works between cracked clients via the mod's relay, no Steam account required. 13.7 GB installed. Solo and co-op campaign content is identical; Workshop rooms can be downloaded inside the game without a Steam login.
Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
Hey everyone,
We’ve just pushed a new update for Escape Simulator 2, featuring a brand-new, completely free official level: The Illusion Room.
[carousel autoadvance="true"][img src="{STEAM_CLAN_IMAGE}/45334398/99e9999919865f4314dd45a3e2ba2895c70fd381.png"][img src="{STEAM_CLAN_IMAGE}/45334398/248751b78259ad0a8e700fd01d4695b127c80038.jpg"][img src="{STEAM_CLAN_IMAGE}/45334398/6225ea6aad250a32957ef2bc9884dd3e19da3eac.jpg"]Set inside a mysterious museum, this one is packed with visual tricks, strange exhibits, and perspective-based puzzles. Expect it to take around 60 minutes if you're playing solo, or about 45 minutes in co-op.
For those looking for an extra challenge, we've also included the Illusion Darkest Room.
For the Builders
We’ve added a bunch of new Room Editor props straight from the Illusion Room, so you can start messing with perspective and illusions in your own custom rooms right away.
Patch Notes & Improvements
Along with the new room, this update includes:
2 new outfits (plus 2 new "Darkest" outfits)
Fixed ending poses in certain rooms
General performance optimizations
Various translation fixes
Smaller bug fixes and improvements
What’s Next?
We’ve been doing a lot of behind-the-scenes cleanup to prep for the upcoming VR Update. We'll have more details to share on that soon.
[img src="{STEAM_CLAN_IMAGE}/45334398/0e1d91b3968e7562ffec3bc23c7fce42b5ae908c.png"]We also have plenty more rooms in the works. Our first major DLC for Escape Simulator 2 is scheduled for later this year, bringing over 4 hours of new gameplay. Plus, we're working on another free room that will drop before the end of the year.
Escape Simulator 2 is on Sale
Just a quick heads-up that the game is currently on sale. If you’ve been holding off on getting it, or want to grab a copy for a co-op partner, now is a great time to jump in.
[dynamiclink href="https://store.steampowered.com/app/2879840/Escape_Simulator_2/"]
Escape Simulator 1 on Xbox
One last thing: Escape Simulator 1 is officially out on Xbox, and it’s included with Xbox Game Pass! If you play on console or have friends who do, you can check it out here: Escape Simulator on Xbox
Thanks as always for playing, and have fun getting confused in the Illusion Room!
–Pine team
- Core Updates
Resolved a bug where the "Loading Level State" screen would hang indefinitely.
Fixed an issue where carriable items would unexpectedly snap back to their original slots.
Fixed a glitch where items thrown by other players would appear stuck on the ground.
- Level Selection Polish
Replaced generic "grayed out" boxes with proper Unavailable graphics for unavailable levels.
Removed the Download button for rooms that are unavailable.
- Custom Room Improvements
Better "drop-in" process for players who haven't pre-installed a custom room.
Better Token textures.
- Room Editor
New Toggle: Added an option to disable hover sounds for a quieter workflow.
- Room Editor Animation Field
The Emission Scale is now correctly respected when using Animation Fields.
Fixed UI flickering/glitching within the input fields.
Updated the basic tutorial
Fixed "Cap" prop.
Pine Team
Hey Escapers,
We know it’s been a bit quiet from us over the past few months. We’ve been busy behind the scenes working on multiple things at once: polishing Escape Simulator 2, preparing upcoming content, and building out new features, and also working on new content for ES1!
Here’s what we’re working on next:
A new free room is coming next month, set in the Illusion Museum
Another free room is already in production and planned for later this year
We’re deep into development of the first DLC, coming later this year
A free VR update is currently in the works
Today’s update focuses on improving the overall experience, with a wide range of fixes, improvements, and new tools for builders.
Thanks for sticking with us and for all your feedback!
Full Changelog:
Core
Engine update
Added Autorun option
Added 2× cursor size option (for Ashyda's parents)
Split “Hide Item Hints” and “Mute Item Hints” into separate options
Added option to mute footsteps
Fixed visual glitch when cutscene triggers while zoomed in
Added skip button on end screen if picture already exists
Fixed rendering issues on some M1 Macs
Lobby chat now notifies when a player uses a hint or opens the walkthrough
Removed “The Builder - Try the room editor” achievement (too many players though they need to upload the room to get it)
Lobby
Added trophy for completing the Tutorial
Levels:
Starship EOS
Hibernation Pods
Fixed RFID sliders disappearing when overlapping
Hologram names now update correctly after loading a save
Bridge
Adjusted colliders around solar panel puzzle
Fixed gun laser alignment in multiplayer
Cargo Hold
Fixed elevator speed scaling with framerate
Fixed interacting with symbols while checking solutions
Into the Unknown
Improved pickup for alien world token
Fixed star key sequence issue
Symbolic link visuals now update correctly after loading a save
The "difficult" token should be easier to collect now
Pirate Ship
Tavern
Removed redundant hints
Fixed drink interactions
Island
Improved pickup for items on symbols chest
Fixed magnet puzzle rotation
Hideout
Fixed rope puzzle desync issues
Fixed pillar trigger bugs
Dracula’s Castle
Courtyard
Fixed picking up key before solving puzzle
Feast
Improved token visibility
Knight armor puzzle can now be solved before assembling the metal dish
Crypt
Fixed coffin drop audio
Other
Removed empty rooms uploaded by players
Various minor fixes and improvements
Room Editor – New Content
New logic component: Animation Field Animate numeric fields on objects or material properties.
Multiple optimizations
New Room Config options:
Trophy Time
Toggle Player Nameplates
Toggle Item Nameplates
Enable / Disable Proximity Chat
Enable / Disable Reflection Probe
Room Editor – Improvements & Fixes
Improved material animation system
Corrected target field naming
General UX improvements
Improved Props tab usability
Better object highlighting in target lists
Added constrained scaling option
Added “Add Delay” option for behaviour targets
Expanded Lookable activation/deactivation options
Switch between perspective and orthographic camera via axis gizmo
Added UI for position/rotation editing in Animation mode
Rename materials via right-click
Added “Can Swap” option for slots
Warning shown when Token ID is already in use
Fixed Volumes not saving correctly
Improved Lock input fields UX
Upload now excludes all folders except _CustomModels
- Pine team
We’ve just pushed a small hotfix for the Holiday Update🎄
This update focuses on polishing the Christmas rooms, fixing a few gameplay blockers, and improving some details in the lobby and Room Editor. Thanks for all the reports, they really help us smooth things out.
The full changelog is here:
Room Editor
Added additional Christmas props
Core
Fixed an issue where exiting to menu could not be declined in Darkest rooms
Lobby
Token Jigsaw puzzles no longer start scrambled
Fixed Christmas object reflections in mirrors
Christmas Room
Cookie delivery now triggers after the first dialogue line
Fixed turkey slot issue
Added missing item names
Fixed various colliders and navmesh issues
Fixed books spawning open in their slots
Christmas Darkest Room
Fixed an issue where dropped items would respawn
Fixed books spawning open in their slots
The Feast
Fixed an issue where no player would enter the dome
Tiny Turkey Update
There was a bug where, in some cases, players couldn’t take the turkey out of the fridge. This has been fixed in the next update (v18159). Sorry about that!
-Pine team
Hey everyone,
The holidays are here, and we’ve got a little gift for you! 🎁
We just released a brand new cozy holiday escape room, playable solo or with friends. It’s inspired by classic Christmas movies and full of warm lighting, festive details, and that relaxed winter vibe. A short, comfy escape made to be enjoyed together.
This room is our virtual holiday card to all 300,000 of you already escaping in ES2. Thank you! 💌
🎄What’s in the Holiday Update:
A new holiday themed room
A new Darkest puzzle
New festive outfits
A new festive soundtrack
100+ new holiday props for the Room Editor, perfect for building your own cozy winter escapes
🛠️ Room Editor updates
We also shipped a bunch of fixes and improvements to the Room Editor, focusing on stability and quality of life. The full changelog is available at the end of this post.
And if you’re looking for great community rooms, don’t forget that there’s now a Build-a-Room Winners category in game, where you can quickly jump into all the winning rooms from our last competition.
[dynamiclink href="https://store.steampowered.com/news/app/2879840/view/498340611488743759?l=english"]
🎁 Holiday Sale
One more thing before you go.
Escape Simulator is on sale! You can grab Escape Simulator 1 with 40% off and Escape Simulator 2 with 20% off, (or both games in a bundle deal!) which makes it a great last minute gift for friends or family you want to escape with.
[dynamiclink href="https://store.steampowered.com/app/2879840/Escape_Simulator_2/"][dynamiclink href="https://store.steampowered.com/app/1435790/Escape_Simulator/"]
Happy holidays, and enjoy escaping together!
- Pine team
Full Changelog v17103:
Room Editor:
Added new Christmas themed props
Added a Line connection type option with tweakable settings
Fixed Line connection scaling
Improved Lua safety by checking 0 index usage when defining array variables
Removed the unnecessary “None” option when selecting light cookies or sprite sheet textures for Displays
Fixed and cleaned up some prop names
Fixed transparent material rendering on Displays
Core:
Fixed an issue where some custom rooms would fail to load
Disabled level saving and drop-in multiplayer on rooms that use Lua scripts to prevent issues
Fixed model count jumping when loading custom rooms with custom models
Lobby:
Fixed custom level collection ordering
Improved error messages when failing to join a Steam lobby
Build-a-Room Competition
We just wrapped up our first ES2 Build-a-room competition, and the results are incredible.
We received 112 submissions, far more than we expected, and the creativity on display was amazing. This was our very first competition, and we already plan to run the second one soon.
After many hours of testing and discussion, here are the results:
🥇 First place – Going Home by kukelia & Frama
Kukeli and Frama did it again! This room takes home 5000 USD, our biggest competition prize so far!
[img src="https://images.steamusercontent.com/ugc/18272832877595632523/235D19DB13D1069571F71E1448B2A828FD0B638A/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true"]
Stranded after a catastrophic malfunction, your spacecraft crashes into the remnants of an ancient alien civilization. A cinematic story mixed with unique language-based puzzles creates a powerful and memorable experience.
🥈 Second place – Meltdown by Duc
[img src="https://images.steamusercontent.com/ugc/9539911896888756702/EB3A1CBEF00E056497323927DEE6545E2A252550/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true"]
Explore an abandoned nuclear facility and prevent a full reactor meltdown. Strong atmosphere, creative tasks, and striking brutalist architecture define this room from start to finish.
🏅 Finalists (in no particular order)
Love&Escape by namo_krub
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3605677418"]You become the star of a chaotic 1950s TV show. Playful, surprising, and full of varied puzzles that keep the pacing quick and fun.
Still life by Dr Krank
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3607339177"]A surreal journey through paintings that spring to life as you follow your grandmother’s trail. Artistic environments and unusual puzzle ideas make this one special.
Call of the Deep by Benny Lane (environment) & Jack Bell (scripting)
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3605920191"]Descend into a sunken temple and manipulate ancient energy streams with intricate, evolving puzzles. Perfect for players who enjoy deep logic challenges.
The Hidden Handrawn Hideaway by Objitude
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3607302997"]Explore a mysterious manor filled with hidden layers and dimension shifts, built entirely with custom hand-painted assets.
Pirates End by Mr_ Tesseract_(:
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3606016604"]A treasure hunt on a forgotten pirate island, created entirely with the standard ES2 props. Balanced pacing and classic puzzle design make this a joy to play.
Shadowed by CharredButter
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3607287706"] A clever set of light-based puzzles that make great use of ES2’s lighting engine.
Token Demon by Ariel
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3599950580"]A humorous, cinematic twist on token hunting, built around one of Escape Simulator’s most iconic mechanics.
Hunter by Cico
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3606552801%20"]Lost in the woods and trapped in a decaying cabin, you uncover a dark story through tense atmosphere and dynamic events.
Synchrony (Co-Op) by Ravn
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3597705304"]A sci-fi co-op adventure where two players must work in sync to escape a time loop. Fresh synchronized puzzle ideas and clever timing challenges define this room.
✨ Honorable mentions
There were so many great rooms that couldn’t fit into our top list, and each one brought something special to the competition. The creativity across all submissions was impressive, and we want to highlight a few that stood out in their own way: Keeper of the Lost Light, Ascending Valhalla, Captured by the Lock Witch, Witch House, Overslept – A Wizarding Escape, Abduckted (probably the best intro scene), and 12 Candles.
All winning rooms are now available in the game, and you’ll find them in a new Build-a-room Winners tab for easy access.
🎄 Festive surprise
We also have a gift for everyone! On December 16, we’re releasing a brand new holiday-themed escape room inspired by classic Christmas movies. Cosy, warm, and full of seasonal details. Here’s a small sneak peek ;)
[img src="{STEAM_CLAN_IMAGE}/45334398/55bff8257c4c9aed9cf32c5bc4d8912599e16f56.gif"]
🎁 Winter sale
Escape Simulator 2 is now on its first discount. You can get it 20 percent off, a nice Christmas gift for anyone who enjoys puzzles.
[dynamiclink href="https://store.steampowered.com/app/2879840/Escape_Simulator_2/"]
🛠️ Room Editor update
The room editor is still in beta and we’re improving it every week. Over the past few weeks we fixed more than 100 issues, added new features, and polished many interactions.
Today we’re releasing another update. You can check the full changelog down below.
Community rooms can get very complex. Some use LUA scripts, custom props, or large logic networks, which can sometimes affect saves or drop-in multiplayer. We’re improving these systems with every patch and plan to keep the updates coming at a steady pace. Thanks for your patience and understanding!
Update v17849 changelog:
• Improved light performance with a new Light Fade Distance option
• Added incremental shadow calculation for smoother lighting
• New shadow render modes: Optimized and Every Frame
• Better support for explicit transparency in materials
• Improved saving and drop-in stability for custom rooms
• Restored OnReturn event for Flip Animation and Flip Button
• Added dashed connection lines to make object links easier to read
• Added loading progress feedback when opening rooms in the editor
Happy escaping!
- Pine team
Dear escapers,
thanks for all the feedback over the past weeks. We’ve been focused on improving the Room Editor, and this update brings a long list of fixes and updates for it, with more coming in the next patch. A quick reminder that the editor is still in beta, so you might run into some issues with saves or drop-in multiplayer.
While you explore the changes, the first Build-a-Room competition is reaching the finish line. We’ll announce the winners on December 10th during a live stream, along with more Escape Simulator 2 news so stay tuned. ;)
Core
• More stable co-op connections when the host has high ping
• Shader compilation is now more reliable on low-spec PCs
• Improved performance on low-spec Intel CPUs
• Added “Open Game Log” in Advanced Options for easier log sharing (Tnx XenoJiiva for the idea!)
Lobby
• Improved level picker stability for community rooms
• More reliable drop-in for community rooms
• Fixed an issue with gamepad input in the level picker menu
Room Editor
• Improved several prop colliders and made them more rigid
• Fixed light cookies not working in published rooms
• Code editor input is now disabled when the editor is hidden
• Fixed Undo not working after unparenting props
• Fixed transform gizmo not appearing due to GPU optimizations
• Fog settings now reset when loading a new room
• Fixed connection lines disappearing in some cases
• Legacy lookables now work correctly in published rooms
• Local Only props and behaviours now function as intended
• A lock is now checked only once when hit multiple times by the same source
• Footsteps using built-in sounds now follow the camera
• Fixed circular lock connections triggering multiple times without “Always Call On Unlock” enabled
• You can now select a single parent in the Properties panel
• Waypoint changes now apply using the correct object scale
• Animation and button duration can now be edited without a waypoint
• Fixed Slidable initial position scrubber in published rooms
• Added “Open Workshop” in Steam overlay and extra rating buttons
• Delay can now target locks
• .PNG and .png are now both supported in the asset browser
• Tick animations/buttons now respect the “Hidden on Return” setting
• Reject keys can now be set as the initial key
• New option: gizmo movement with snapping now aligns to the room grid
• Polygon tool adjusts correctly based on camera distance
• Dragging polygon vertices now accounts for initial cursor offset
• Fixed empty textures appearing in asset browser tabs
• Improved transparency options in the material editor
• Better display behavior for held items
• Custom Model Animations now handle animation states more reliably
• Restarting a custom level now properly shows room name and preview image
• Added a 'Respawn timing' option and a 'Respawn all items' checkmark for Item Respawner
• Drop-in players now receive correct post-processing and visual effects
Critical Issues
• Corrected fire extinguisher name typo
-Pine team
We’ve just pushed out a new hotfix with a bunch of improvements across the game and the Room Editor. Stability is better, custom rooms run smoother, and we cleaned up several level issues along the way. Thanks to everyone sending us reports and videos, it really helps us track things down.
Build-a-Room Competition
The Build-a-room competition has officially wrapped up and you absolutely crushed it. We received 112 submissions! Thank you Builders for creating so many clever, beautiful and huge rooms. Some of you went all-in with gigantic and complex designs that pushed the Room Editor to its limits. Because of that you actually helped us uncover issues we wouldn’t have seen otherwise.
[img src="{STEAM_CLAN_IMAGE}/45334398/9c54e4d951cb1452a75c35c13d6ad677fe154201.png"]
Over the next few weeks we’ll focus on improving the Room Editor and community rooms. This hotfix is a part of that effort. Just a small reminder that the editor is still in beta so thank you for your patience! 🙏
We already started reviewing all rooms but with so many entries we’ll need a bit more time. Our plan is to announce the winners on December 10th. More details soon.
Gameplay
Fixed an issue where the in-game timer kept running while paused.
Fixed inverted mouse not applying while in pose view.
Fixed reject slot animations not finishing at the correct rotation.
Fixed large save files from big custom levels causing Steam connection crashes.
Fixed carriable items disappearing if a player left the session while holding them.
Fixed lobby failing to load when internet drops during single-player sessions.
Minor fixes across several official levels.
Room Editor
Added control over Light cookie size for directional lights.
Added an easy way to compress custom 3D models to optimize rooms.
Added a new Lookable type: Distance & Angle.
Expanded Text logic prop with custom fonts, alignment, outline and more settings.
Added an option for Slots to reuse the same eject animation for accepted and rejected keys.
Added the ability to select an empty texture when choosing materials.
Logic props now collide with each other when placed, helping with stacking.
Waypoint editing now leaves a ghost marker behind for smoother placement.
Light prop no longer casts shadows by default, with a performance warning.
Building tab sections are now collapsible.
Improved Lock password input UX.
Optimized performance for animated custom models.
GPU optimizations in custom rooms are now far less aggressive and can be adjusted with more precision.
Fixed an issue where props without behaviour could not be accessed in Lua.
Fixed several prop colliders.
Fixed items spawning at (0, 0, 0) when dropped over UI while dragging.
Improved tooltips for several logic props.
Fixed duplicated objects with Animation or Button not receiving a correct waypoint.
Fixed legacy Lookable not triggering at 100 percent screen threshold.
Fixed changelog not clearing when switching rooms.
Levels
Fixed Dracula Darkest 2 color blind issue.
Fixed Dracula Darkest 3 FOV issue.
Something is unlocked now.
Applied a small puzzle fix in Dracula Darkest 3.
Fixed LOD issue in Pirates 3.
Fixed a game breaking issue when a client disconnected while holding a carriable item.
Fixed Space 2 plasma puzzle.
Fixed lobby book name.
Pine team ("The Thugs")
We’ve just released a new hotfix (v17073) focusing on the room editor.
We also worked on improving stability, fixing several editor issues, and introducing a few new features for the Builders. Thanks to everyone reporting bugs and sharing feedback, it really helps us make the game better with each patch.
Btw the Build-a-room competition is still live!
[img src="{STEAM_CLAN_IMAGE}/45334398/e618e61198a2c84c6d300d1ca03d9e47bddab8ef.png"]
Room Editor Fixes
Fixed incorrect changes to prop rotation when entering rotation values
Fixed hidden lights properly turning on in play mode and restoring their hidden state after exiting play mode
Only one directional light can now cast shadows
Texture loading is now supported on Mac
Custom models now have improved texture and material importing
Fixed custom model animations playing in reversed order
Custom props now appear instantly when imported
When importing a GLTF with many files, a scrolling message now appears so you can click "OK"
Editor is now more stable when importing the first custom model
Fixed a bug where some custom props couldn’t be selected
Ocean direction is now applied correctly
Cloud direction and speed are now applied correctly
Fixed visual refresh of textures in the material editor
Fixed hot reload of textures
Trigger “isSticky” now fires once for every event
Room Editor New Features
Added light cookies
Locks can now optionally send signals even if their state hasn’t changed
Trigger keys can now target more prop types
Added ocean caustics
Added more options for underwater effects
Added optional GPU optimizations for custom rooms
Added player head bob option
Lobby
Fixed community room picker in the Lobby
Pine team
Current Release
Not available
System Requirements
How to Install
Escape Simulator 2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
13.4 GB
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